What stands before you is not human, but a mechanical facsimile.
Android medics are dedicated to keeping humanity alive. This may extend to humanoid mutants – but some medics deceptively inject trackers (requiring a Perception roll vs. the android’s Sleight of Hand +6 to detect or an Insight roll vs. the android’s Deception check +6 if asked) into mutants so that medicants can track them down for extermination later.
Medium construct (android)
Armor Class 15 (natural armor)
Hit Points 40 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA
14 (+2) | 18 (+4) | 11 (+0) | 8 (-1) | 18 (+4) | 18 (+4)
Skills Deception +6, Medicine +6, Sleight of Hand +6
Damage Immunities cold, necrotic, poison
Damage Resistances fire
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 14
Challenge 2 (450 XP)
Auxiliary Generator. If damage reduces the android to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the android drops to 5 hit points instead.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Anesthetic Injection. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Restorative Injection (6/day). The android touches another creature with its injector. The target regains 8 (1d8+4) hit points.