5E D&D Gamma World Monster: Stepford
 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
This humanoid looks just like they stepped right out of the pre-apocalypse, with clean-cut hair, dressed in a smoking jacket and dress pants, and smoking a pipe. "Howdy, sport!" it says with a smile. 

There was a time when the world was falling apart and robots were taking over that humans decided if they couldn't beat 'em, they would join 'em. And so the stepfords were born: human minds downloaded into mimetic polyalloy androids. The creation of stepfords went beyond digital immortality -- it was the promise of the start of a new life of the 1950s, where the rising middle class mowed their lands, read the paper, and smoked their pipes. 

The decadence of the apocalypse has driven stepfords slightly mad. They abhor chaos, disorder, and disrespect, and seek to remold communities into 1950s-style suburbia. They will stop at nothing to do this, including murdering anyone who doesn't fit the mold -- women who don't want to be housewives, men who don't have decent jobs, and anyone who doesn't own a home. In other words, everyone has to look and act like them. Stepfords have a 1950s optimistic vision of the future; robots are fine, mutants are not, and radiation is to be avoided at all costs. 

To further their own ends, stepfords start out looking like a member of the local humanoid populace. They blend in at first, slowly but surely transforming the community and themselves into a 1950s suburb. For those who do not fit into their backwards vision of a suburban utopia, the stepfords become lethal assassins, eliminating the unkempt and the uncouth, hiding the bodies, and then going right back to mowing the lawn.


Medium   humanoid (android, nanotech)

Armor Class 15 (natural armor)
Hit Points 30(4d8+12)
Speed 30 ft. 

STR | DEX | CON | INT | WIS | CHA     

16 (+3) | 13 (+1) | 16 (+3) | 13 (+1) | 10 (+0) | 18 (+4)

Damage Immunities necrotic,   poison

Damage Resistances acid, bludgeoning, piercing, slashing

Condition Immunities exhaustion, poisoned, petrified

Skills Deception   +6, History +3, Insight +2, Intimidation +6, Persuasion +6, Sleight of Hand   +3, Stealth +3

Senses darkvision 60 ft., passive   perception 10

Challenge 2 (450 XP)

Shapechanger. The stepford can use its action   to polymorph into a Medium humanoid it has seen, or back into its true form.   Its statistics, other than its size, are the same in each form. Any equipment   it is wearing or carrying isn't transformed. It can create melee weapons of   any type as part of this change. It reverts to its true form if it dies.

Ambusher. In the first round of a combat,   the stepford has advantage on attack rolls against any creature it has   surprised.

Surprise Attack. If   the stepford surprises a creature and hits it with an attack during the first   round of combat, the target takes an extra 10 (3d6) damage from the attack.

Claw. Melee Weapon Attack: +5 to   hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning, piercing or   slashing damage, determined by form.

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