HP 14 (4d4 + 4; bloodied 7)
Speed 0 ft., fly 40 ft. (hover)
Proficiency +2; Maneuver DC 14
Skills Acrobatics +6 (+1d8)
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities charmed , deafened , fatigue , frightened , paralyzed , poisoned , strife
Senses darkvision 120 ft., passive Perception 18
Languages understands the language of its creator but cannot speak
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Alcoholic Spray (2/Day). The gobletskull processes some of the wine it is carrying and sprays it as a 15-foot cone of inebriating gas. Each creature in that area makes a DC 11 Constitution saving throw . On a failure, it is poisoned for 1 hour. If a poisoned creature fails the save, or if a fails the save by 5 or more, it falls asleep for 1 hour. It wakes if it takes damage or is shaken awake as an action.
Even though it is not intended for battle, a gobletskull is capable of defending itself. Usually that means trying to avoid the drunken swipes of whoever it serves long enough to deploy a nonviolent countermeasure.
Mechanoskulls are created with behaviors fitting to their function, and can usually be controlled or accessed remotely by their owners. All mechanoskulls have the following action.
Transmit. The mechanoskull sends data to an object or creature designated by its creator. As a bonus action, the designated creature can see through the mechanoskull’s senses as if they were their own. A creature can only be the receiver for a number of mechanoskulls equal to its proficiency modifier and can only see through the senses of one mechano skull at a time. During this time it is blind and deaf to its body’s surroundings. If the receiver is a computer or similar device, such as a crystal ball, the data can also be recorded for later viewing.
Legends and Lore
The following is revealed with an Engineering or History check.
DC 10 Mechanoskulls were the first rudimentary attempts of necroscientists to weave together magic and technology.
DC 15 The very presence of mechanoskulls has a lasting psychological impact (whether they are being used offensively or not).
DC 20 Many militaries and secret societies make use of mechanoskulls, regardless of laws forbidding their use.
It is the purview of the decrepitly decadent to turn the skulls of the dead into not just a trophy, but an exuberant luxury from which they sip the finest liquors.
1–2 The mechanoskull floats in place, spins in a slow circle once, and then continues on its way.
3–4 The mechanoskull swoops towards the darkness and shadows where it can conceal itself.
5–6 The mechanoskull stays in place for 1 round as it evaluates the situation (preparing a Sensor Sweep if available).
1 Burnt remains of small creatures nearly turned to ash by a laser.
2 Soft whirring of turbines holding something aloft in the air.
3 A small alcove perfectly sized for a skull.
4 3-inch long hyperneedle embedded in the ground or wall.
CR 0–2 assaultskull ; decoyskull ; sortie of 4 (1d4+2) gobletskulls ; fleet of 8 (2d4+3) serviceskulls ; spyskull
Treasure machine parts and alchemic components (200 gp)
CR 3–4 pair of assaultskulls or assaultskull with 2 decoyskulls ; sortie of 4 (1d4+2) decoyskulls or spyskulls ; fleet of 10 (3d4+3) gobletskulls
Treasure machine parts and alchemic components (500 gp)
CR 5–10 sortie of 4 (1d4+2) assaultskulls or pair of assaultskulls with sortie of 4 (1d4+2) decoyskulls
Treasure machine parts and alchemic components (2,000 gp)
CR 11–16 kill squad of 7 (2d4+2) assaultskulls or sortie of 4 (1d4+2) assaultskulls with fleet of 8 (2d4+3) decoyskulls
Treasure machine parts and alchemic components (5,000 gp)