5E D&D Gamma World Monster: Android Medic
 This is the latest entry in a series of creatures I converted for Fifth Edition Dungeons & Dragons to be used in my son's new Gamma World hexcrawl campaign. You can download all 150+ monsters here
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. 

Android Medic

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. 

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