b'Dissectrinator \n'b' This mechanical horror bristles with wires, compartments, and blinking lights up and down its thick stalk-like metallic body, balanced atop six spidery legs and bristling with branching armatures, some with cables and clamps and others tipped with gleaming trocars and pneumatic needlers. \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  97 (13d10+26)  Speed   15 ft.\n'b' STATS STR: 17 (+3) DEX:  16 (+3)  CON:  14 (+2)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +9,  Medicine  +8,  Perception  +5,  Sleight of Hand  +6  Tools  alchemist\xe2\x80\x99s supplies, thieves\xe2\x80\x99 tools Damage Vulnerabilities lightning  Damage Resistances  acid, cold  Damage Immunities  fire, poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ;  Senses   darkvision  60 ft., passive  Perception  15  Languages  can understand Common and Vilespeech but cannot speak  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Medical Installation . Despite its lack of hands, a dissectrinator can use the following equipment: alchemist\xe2\x80\x99s supplies, healer\xe2\x80\x99s kit, and thieves\xe2\x80\x99 tools. It can store up to 50 pounds of such gear in racks and compartments within its body, replacing them when they are exhausted. \n'b'  Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to the dissectrinator. \n'b'  Restraints . The dissectinator has two sets of restraints which it can use to bind a patient. Once it has  grappled  a creature, it can make grapple checks (whether to maintain the grapple, pin the creature, or perform other special grapple  actions ) against that creature as a  bonus action . \n'b'  Surgical Assistant . A dissectrinator can use the  help  action to assist  Wisdom  ( Medicine ) checks as well as ability and tool kit checks as part of a chirurgical procedure. \n'b'  Actions \n'b'   Multiattack . The dissectrinator makes two  melee attacks  or three  ranged attacks . \n'b'  Clamp .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the dissectrinator can grapple the target (escape DC 14). \n'b'  Trocar .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 16 (2d12+3) piercing or slashing damage. Instead of dealing full damage, the dissectrinator can use a syringe dart instead. \n'b'  Syringe Dart (10) .  Ranged Weapon Attack : +6 to hit, range 40/100 ft., one target.  Hit : 10 (3d4+3) piercing damage, and the target must make a DC 13  Constitution  saving throw, falling asleep (as the  sleep  spell) on a failed save, or taking 4 (1d8) poison damage on a successful one. \n'b'  Cortical Puncture . A dissectrinator can use its trocars to drill into the skull of a  restrained  or unconscious creature and selectively extract portions of the target\xe2\x80\x99s brain. It must pierce the target\xe2\x80\x99s skull with both trocars (a normal  attack ) but thereafter can maintain the puncture without needing to  attack  again as long as the target remains  restrained  or unconscious. A cortical puncture does not deliver poison but instead reduces the target\xe2\x80\x99s  Intelligence ,  Wisdom , and  Charisma  by 1 at the end of the dissectrinator\xe2\x80\x99s turn each round. A  restrained  creature makes a DC 14  Constitution  saving throw, negating this ability score reduction on a success. The dissectrinator cannot use its darts while performing a cortical puncture. A  greater restoration  or more powerful  healing  magic returns a creature\xe2\x80\x99s reduced ability scores to their normal values. \n'b'  A dissectrinator is an example of the light and dark sides of chirurgical practice. In principle it is a semisentient mechanical assistant, programmed and equipped to aid a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries, dealing with disease, or dissection. of course in the hands of a demented chirurgeon, the cranial dissectrinator becomes a terrifying instrument of torment capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision. \n'b' A dissectrinator is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with a branching set of limbs and sensors making the upper 2 feet. A dissectrinator weighs 500 pounds. \n'b' Mad scientists and chirurgeons are nothing if not busy-the demands of their professions leave little time for leisure or distraction, often leading them to leave their diabolical devices unused for long periods of time while important research is conducted or other experiments concluded. There\xe2\x80\x99s no reason to leave a useful tool to be useless however and when a dissectrinator critically malfunctions or decays beyond reliability, it is often repurposed into a trap to doom foolish trespassers. \n'b' Clamping Drills \n'b' Mechanical Trap \n'b' When a creature or object comes within 10 feet of sensors hidden in the wall, floor, or ceiling, pairs of mechanical arms ending in clamps shoot out from small, concealed trap-doors. An area might include multiple sensors, each rigged to its own set of mechanical clamping arms. The trap-doors hiding them are seamlessly constructed and cleverly hidden with natural stonework, into works of art, and even seemingly random splotches of gore. The DC to spot them is 18. With a successful DC 18  Intelligence  ( Investigation ) check, a character can deduce the presence of the sensors or trap doors from variations in the mortar and stone used to create it, compared to the surrounding area. A creature able to carefully cover the sensors from 10 feet away with a flat object, cloth, or wax and a DC 18  Dexterity  (thieves\xe2\x80\x99 tools) check to move slowly prevents them from detecting creatures. \n'b' When the trap activates, each pair of mechanical clamping arms connected to the sensor makes a  melee attack  with advantage (+6 bonus to hit) against a random creature within 10 feet of their trap doors (if there are no targets in the area, the mechanical clamping arms don\xe2\x80\x99t hit anything.) A target that is hit becomes  grappled  (escape DC 14, AC 15, 18  hit points ). Once one mechanical clamping arm has  grappled  a creature, the other transforms into a vicious, crude drill clearly meant to do nothing but harm, dealing 22 (3d12+3) piercing damage on a successful hit. The mechanical arms continue to  attack  creatures until 1d4 rounds after the creature ceases to move or they are destroyed.'