Cyborg Processor

Cyborg Processor CR 10

XP 6,400
N Gargantuan construct
Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +9


AC 17, touch 6, flat-footed 17 (+11 natural, -4 size)
hp 177 (18d10+78)
Fort +8, Ref +8, Will +8
Defensive Abilities hardness 5; Immune construct traits, mind-affecting; Resist electricity 15, fire 15


Speed 5 ft.
Melee tendril +31 (2d6+19)
Space 20 ft.; Reach 20 ft.
Special Attacks create cyborg zombie, nanite spray


Str 37, Dex 11, Con -, Int 10, Wis 11, Cha 8
Base Atk +18; CMB +35; CMD 45
Feats Cleave, Great Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Snatch, Toughness
Skills Craft (metalworking) +10, Craft (traps) +10, Knowledge (engineering) +10, Perception +9
SQ construct traits


Arc Foundry (Su)

A cyborg processor that remains stationary can spend 1 hour excavating a foundry bit beneat itself, which it uses to melt down unsatisfactory devices into slag. This takes the form of a 20-foot-deep pit beneath the processor’s space. Any creature smaller than it moving through its space falls into this pit (DC 20 Reflex negates), and it can also deposit any creature it grapples into the pit as a free action; no saving throw is allowed for a grappled creature to avoid falling into the pit. Landing in the pit results in 2d6 falling damage, and if the creature cannot escape the pit before the beginning of the processor’s next turn, the foundry heats up and deals 2d6 points of fire damage and 2d6 points of electricity damage (DC 20 Fortitude half ) each round at the beginning of the processor’s turn. Climbing out of the pit requires a DC 20 Climb check, plus a DC 20 Escape Artist check to squeeze out through the narrow openings between the foundry pit and the bottom of the processor’s mechanisms. The arc foundry’s heat induction effect is especially harmful to unattended metal objects and metallic constructs, ignoring their hardness.

Create Cyborg Zombie (Su)

As a full-round action, the cyborg processor can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its nanites. This attack deals 2d6 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies and the tendrils break off inside its brain.

One hour later, the creature animates as a fast zombie with construct traits rather than undead traits. Cyborg zombies break down and collapse into moldering tissue and strands of circuitry after 2d6 days, but a clockwork servant or creature with similar repair abilities can halt the progress of decay by spending 1 hour performing repairs each day.

Nanite Spray (Ex)

As a standard action, a cyborg processor can spray a stream of nanites at a single creature within 30 feet (+14 ranged touch). A target struck is entranced (DC 17 Will save) for 1d6 rounds, unable to take actions other than moving its normal speed toward the cyborg processor, at which point it stops and stands helpless.


Environment any
Organization solitary and 2-8 cyborg zombies
Treasure incidental

Cyborgs are creatures that were once ordinary biological beings until they encountered a lost alien technology that despite their skill captured them and assimilated them into its collective self, preserving a spark of the consciousness and vital soul they possessed in life even as it remade their bodies into semi-mechanical hybrids of flesh and wire, blood and gears.

Some cyborgs still serve their recreator, while in others their original consciousness has gradually returned and they have managed to break free of their coded reprogramming. These lonely hybrid beings may seek to fulfil their original missions, reconnect with former family and associates, or may lurk in the desolate places of the world hoping to guard and warn away others from the hazards that consumed their bodies and nearly consumed their souls. Those that remain in service may become soldiers and spies, cautious stalkers and cunning warriors sent on wide-ranging missions in service of their mechanical masters.

The masterminds of cybernetic assimilation, processor units are massive machines that are not obviously sentient upon close observation, though magic like detect thoughts can discern that they are aware. They are not precisely malevolent, but their programming to capture and replicate cybernetic servants is inimical to the survival of living creatures who venture too close to their domains, which are typically in lost ancient or alien cities or crashed spacecraft.

Some of their minion cyborgs were formed from captives already of large size or from ordinary humanoids fortified with stored flesh and metal and built up into impacable and nearly mindless war machines. Others may have been masters of stealth captured on missions of secrecy. These captive conversions to cybernetics often retain more of their wits and instincts than their hulking brethren, though only some truly break free of their cybernetic creator’s programming.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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