5E D&D Gamma World Monster: Android Thinker
 
 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 thinkers are the secret overlords of the apocalypse. They intentionally make themselves look like other androids, proving indistinguishable without technology. But their brains are uniquely suited to controlling other androids and robots, which makes them a danger to any foe who should cross them. Many of the robots and androids still functioning in the apocalypse are due to the thinkers, who view constructs as an evolutionary lifeform that must be nourished until the current fauna completely dies out. 

Android Thinker

Medium   construct (android)

Armor Class 15 (natural armor)
Hit Points 65 (10d8+20)
Speed 30 ft.

STR | DEX | CON | INT | WIS | CHA     

16 (+3) | 14 (+2) | 14 (+2) | 20 (+5) | 16 (+3) | 14 (+2)

Saving Throws Int +8, Wis   +6, Cha +5

Damage Resistances cold, fire

Damage Immunities necrotic,   poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive   Perception 16

Challenge 5 (1,800 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 10 hit points instead.

One   Mind. As long as they are within   60 ft. of each other, all robot or android allies of   the thinker have advantage on Intelligence, Wisdom and Charisma saving   throws.

Slam. Melee Weapon Attack: +6 to hit,   reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Laser Burst (Recharge 5-6). The android fires   lasers in all directions. Each creature of its choice in a 10-foot radius   must make a DC 13 Dexterity saving throw, taking 14 (4d6) radiant damage on a   failed save, or half as much damage on a successful one.

Enslave Construct (3/Day). The android targets one construct it can see   within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw   or be charmed by the android until the android dies or until it is on a different   plane of existence from the target. The charmed target is under the android's   control and can't take reactions, and the android and the target can   communicate telepathically with each other over any distance. Whenever the   charmed target takes damage, the target can repeat the saving throw. On a   success, the effect ends. No more than once every 24 hours, the target can   also repeat the saving throw when it is at least 1 mile away from the   android.

BONUS   ACTION

Brain Bolt. Ranged Weapon Attack: +5 to hit,   range 60 ft., one target. Hit: 10 (3d6) psychic damage. 

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