What stands before you is not human, but a mechanical facsimile.
The basic android model was used for a wide variety of purposes, allowing old manual tasks to be filled by machines without having to expensively retrofit a facility. Some point to the rise of the worker android as the beginning of humanity’s downfall, when androids took over all the most important tasks…and thus humanity was woefully unprepared to pick up where it left off.
The reason androids have not yet rebuilt civilization with their bare hands – something they could easily do, as there were millions of them at one point – is their tendency to go berserk. Be it radiation, an EMP, or some malicious code, android workers are no longer the reliable servants they once were.
Medium construct (android)
Armor Class 12 (natural armor)
Hit Points 39 (6d8+12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA
16 (+3) | 12 (+1) | 14 (+2) | 8 (-1) | 10 (+0) | 6 (-2)
Damage Immunities cold, necrotic, poison
Damage Resistances fire
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 10
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.
Berserk. Whenever the android starts its turn with 20 hit points or fewer, roll a d6. On a 6, the android goes berserk. On each of its turns while berserk, the android attacks the nearest creature it can see. If no creature is near enough to move to and attack, the android attacks an object, with preference for an object smaller than itself. Once the android goes berserk, it continues to do so until it is destroyed or regains all its hit points. The android's creator, if within 60 feet of the berserk android, can try to calm it by speaking firmly and persuasively. The android must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the android ceases being berserk. If it takes damage while still at 20 hit points or fewer, the android might go berserk again.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.
Paralysis Pistol. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.