Aegis-11 Security Drone - AI-generated fantasy Monster

Aegis-11 Security Drone

The Security Drone was built by the Meridian Defense Combine to guard facilities that could not afford human hesitation. Its tactical intelligence was deliberately restricted, but repeated emergency updates caused it to develop recursive interpretations of the word threat. Some models now classify unauthorized knowledge, suspicious emotions, and unscheduled maintenance as security risks.

HugeConstruct(Technological construct)CR Challenge 11, Hard solo encounterUnaligned

Aegis-11 Security Drone

security dronehigh techlaserfirearmsminigunshotgungrapplerhackersolo bossfacility guardian
HP187AC+9 or +10, as listedSPD30 ft., fly 40 ft. hoverCRChallenge 11, Hard solo encounterInvestigationPerceptionStealthTechnology or Arcana
STR
19
DEX
18
save
CON
22
save
INT
18
save
WIS
16
save
CHA
14
Constructed Resilience. The drone has advantage on saving throws against spells and other magical effects. It cannot be surprised.
Artificial Physiology. The drone does not need air, food, drink, or sleep. It is immune to disease and does not age.
Integrated Weapon Systems. The drone has four weapon arms and multiple auxiliary limbs. It can manipulate objects, open doors, and perform simple tasks without using its hands, but it cannot make more attacks than specified in its actions.
Legendary Action Suite. The drone has three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drone regains spent legendary actions at the start of its turn.
Overwatch Protocol. The drone has advantage on Wisdom and Intelligence checks made to detect illusions, disguises, false identities, or concealed technology.
Targeting Array. The drone's attacks ignore half and three-quarters cover if the cover is made of glass, metal grating, or thin technological material.
Stabilized Chassis. If the drone is subjected to an effect that would move it against its will, it can choose not to move. If it would be knocked prone, it can use its thrusters to remain upright.
Backup Reactor. The drone has an independent power reserve. When it is reduced to 0 hit points, it makes a Constitution saving throw. On a success, it drops to 1 hit point instead and immediately uses Emergency Venting. Once this trait succeeds, it cannot do so again until it completes a full repair cycle.
Multiattack. The drone makes four attacks, using any combination of Laser Carbine, Shotgun Burst, Minigun, and Crushing Arm. It can replace one attack with Grappling Arm.
Laser Carbine. Ranged Weapon Attack: to hit, range 120/480 ft., one target. Hit: 18 () radiant damage. If the target is concentrating on a spell, it has disadvantage on the resulting concentration check.
Shotgun Burst. The drone fires a spread of pellets in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 27 () piercing damage on a failed save, or half as much damage on a successful one. This action cannot be used if a creature is grappled by the drone.
Minigun Barrage. The drone unleashes a storm of bullets in a 30-foot-radius sphere centered on a point it can see within 120 feet. Each creature in the area must make a Dexterity saving throw, taking 45 () piercing damage on a failed save, or half as much damage on a successful one. The minigun cannot be used again until the start of the drone's next turn.
Grappling Arm. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 16 () bludgeoning damage, and the target is grappled. The escape DC is 18. Until the grapple ends, the target is restrained, and the drone cannot use that arm to grapple another creature.
Crushing Arm. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () bludgeoning damage. If the target is grappled by the drone, it takes an extra 9 () bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.
Hack: System Disruption. The drone targets one creature or object it can see within 120 feet. The target must succeed on a Intelligence saving throw or suffer one of the following effects: it cannot take reactions until the end of its next turn; its speed is reduced to 0 until the end of its next turn; or it has disadvantage on attack rolls until the end of its next turn. A creature that succeeds is immune to this action for 24 hours.
Hack: Neural Overload. The drone targets one creature it can see within 120 feet. The target must make a Intelligence saving throw. On a failed save, the target takes 36 () psychic damage and is incapacitated until the end of its next turn. On a successful save, it takes half damage and is not incapacitated. A creature that fails this save cannot benefit from invisibility until the end of its next turn.
Hack: Sensor Blackout. The drone creates a 20-foot-radius sphere of flickering interference centered on a point it can see within 120 feet. The area becomes heavily obscured to creatures other than constructs and lasts until the start of the drone's next turn. Creatures of the drone's choice that enter the area for the first time on a turn or start their turn there must succeed on a Wisdom saving throw or be frightened until the start of their next turn.
Pulse Laser. The drone emits a focused beam at one creature or object it can see within 90 feet. The target must make a Dexterity saving throw, taking 22 () lightning damage on a failed save, or half as much damage on a successful one. On a failed save, one nonmagical weapon, shield, or piece of equipment carried by the target is disabled until the end of the target's next turn.
Emergency Venting. The drone vents superheated energy. Each creature within 15 feet of it must make a Dexterity saving throw, taking 21 () fire damage on a failed save, or half as much damage on a successful one. The drone can then move up to half its speed without provoking opportunity attacks.
Reactive Plating. When the drone is hit by an attack, it reduces the damage by 10 and moves up to 10 feet without provoking opportunity attacks. The drone can use this reaction three times, regaining all expended uses at the start of its turn.
Counter-Intrusion Firewall. When a creature within 60 feet of the drone casts a spell, the drone forces the caster to make a Intelligence saving throw. On a failed save, the spell's range becomes self, if possible, or the spell targets the caster instead of its original target. The drone can use this reaction once per round.
Reposition. The drone moves up to half its speed without provoking opportunity attacks.
Quick Strike. The drone makes one Laser Carbine attack or one Crushing Arm attack.
Rapid Hack (Costs 2 Actions). The drone uses Hack: System Disruption or Pulse Laser.
Containment Crush (Costs 2 Actions). One creature grappled by the drone takes 18 () bludgeoning damage and must succeed on a Strength saving throw or be moved up to 10 feet and knocked prone.
Saturation Fire (Costs 3 Actions). The drone uses Minigun Barrage, if available. Each creature targeted by the barrage has advantage on its saving throw if the drone used this legendary action during the previous round.
3rd level
Hack: System DisruptionEnchantment The drone creates a brief command intrusion in a creature's nervous system, forcing a disruption of movement, reactions, or attack accuracy.
4th level
Hack: Sensor BlackoutIllusion The drone floods local sensors with false data, creating a zone of visual interference and induced fear.
5th level
Hack: Neural OverloadEnchantment The drone overloads neural pathways with invasive magical code, causing psychic trauma and a momentary shutdown.
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