Scrapper

Misplaced Monsters: Volume One p. 10

Size
Large
Type
construct
Alignment
unaligned
AC
18 (natural armor)
Hit Points
126 (12d10+60)
Speed
walk 30 ft.
Skills
Perception +6
Resistances
Lightning
Immunities
Poison, Psychic
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
darkvision 120 ft.
Passive Perception
16
Languages
understands the languages of its creator but can't speak
Challenge
8
STR
20
+5
DEX
10
+0
CON
20
+5
INT
3
−4
WIS
10
+0
CHA
1
−5

Traits

Proficiency Bonus

+3

Electrified Chassis

A creature that hits the scrapper with a melee attack while within 5 feet of it takes 19 (3d12) lightning damage.

Actions

Multiattack

The scrapper makes two Spike Punch attacks. It can replace one of those with a Wires attack.

Spike Punch

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 5 (1d10) piercing damage.

Wires

Melee Weapon Attack: +8 to hit, reach 20 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 16) and must succeed on a DC 16 Strength saving throw or be pulled into an unoccupied space within 5 feet of the scrapper and take 19 (3d12) lightning damage. The scrapper can have only one creature grappled in this way at a time.

Eye Beam (Recharge 5-6)

The scrapper shoots a magical beam from its extended eye at one creature it can see within 120 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 44 (8d10) force damage on a failed save, or half as much damage on a successful one.

recharge

D5

Other data

description

Scrappers are tall, broad-shouldered automatons usually found in scrap yards. Sparks erupt from the loose wires that protrude from their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting them from psychic damage. A scrapper feeds on scrap metal and uses its electrified wires to grapple and reel in foes. It zaps enemies it can't reach with an energy beam fired from an extended eye.