Concerned Citizen
Medium humanoid, any lawful alignment
- Armor Class 10
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Skills Perception +2
- Senses passive Perception 17
- Languages Dyson Sphere
- Challenge 1/8 (25 XP)
Citizen's Alert. The concerned citizen can use its bonus action to send a telepathic distress signal to a Survey Drone within 120 feet of its position.
Observant. The concerned citizen's passive Perception is increased by 5, and it cannot be surprised.
Actions
Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Whistleblower
Governments are few and far between in the dyson sphere and what limited power they possess is clung to with resentfulness and paranoia. Most citizens under the thumb of a governmental organisation have (by volunteer only, of course) opted for implants that can emit a distress signal in times of stress or discomfort. A survey drone can then be dispatched for minor inconveniences or be sent to gather more substantial backup for serious offenses.
Survey drones are annoyed by people who frivolously activate their distress signals and will often ignore them. As a result, the distress signals are not reliable in an actual crisis.
Swarm of Rogue Limbs
Small swarm of Tiny constructs, unaligned
- Armor Class 12 (natural armor)
- Hit Points 14 (4d6)
- Speed 20 ft.
STR DEX CON INT WIS CHA 5 (-3) 13 (+1) 10 (+0) 3 (-4) 7 (-2) 1 (-5)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities frightened, paralyzed, petrified, prone, restrained, stunned
- Senses tremorsense 60 ft., passive Perception 8
- Languages understands Command but can't speak
- Challenge 1/8 (25 XP)
Programmable. The swarm has disadvantage on saving throws to resist being charmed. If it is charmed such that it must perform a specific task, it can add double its proficiency bonus to any ability checks it must make in the process of completing its task.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 2 (1d4) slashing damage, or 1 slashing damage if the swarm has half its hit points or fewer.
Scrapyard Dogs
Due to the widespread use of intelligent systems to augment cybernetic modifications, when parts are discarded they often retain a sense of self-preservation and are sometimes observed to gang together in packs of rogue limbs, gathering new cyborg parts to tumble and twist along with the pack.
Untraceable Servants
Clever technomancers and technicians can reprogram swarms of rogue limbs to perform tasks for them. Having no central body to guide them, they are particularly susceptible to these invasions of purpose and they are notoriously difficult to track.
Badlander
Medium humanoid, any chaotic alignment
- Armor Class 14 (hide armor)
- Hit Points 36 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
- Saves Con +5
- Skills Athletics +4, Survival +3
- Senses passive Perception 11
- Languages Badlander
- Challenge 1/4 (50 XP)
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
The Empty Place
Badlanders are surprisingly common. Humans and other cyborgs rejected by society roam the empty spaces in small groups held together by their makeshift vehicles, subsisting off of scavenged parts and slain monsters.
Strong of Heart
Badlanders are naturally hardy due to their circumstances and are capable of withstanding blows that would crumple a citizen under a government. It is rare to see a sick badlander -- though many say they kill their sick anyway.
Survey Drone
Small construct, lawful neutral
- Armor Class 13 (natural armor)
- Hit Points 27 (6d6 + 6)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 5 (-3)
- Skills Investigation +2, Perception +4
- Senses passive Perception 14
- Languages understands Dyson Sphere but can't speak
- Challenge 1/4 (50 XP)
Actions
Multiattack. The survey drone uses its Camera Flash if it can. It then makes one attack with its taser.
Taser. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage, and the target cannot take reactions until the beginning of its next turn. A creature brought to 0 hit points by this attack is stabilised.
Camera Flash (Recharge 5-6). The survey drone takes a picture of a target it can see within 10 feet of its position. Each creature in a 10-foot cone (originating from the survey drone, and in the direction of its target) must succeed on a DC 11 Dexterity saving throw or become blinded until the end of the survey drone's next turn.
Whirring Sirens
Survey drones aren't very good at dealing with large-scale insurrections, but against petty criminals they are extremely effective. Their camera flash records information and blinds anyone in the vicinity, and their taser has been over-engineered to guarantee their victims aren't killed.
Most survey drones are cowardly and reluctant to help, however. They would much rather observe from afar and report back to someone with more power.
Cybernetic Addict
Medium humanoid (any race), any alignment
- Armor Class 14
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 19 (+4) 13 (+1) 13 (+1) 13 (+1) 7 (-2)
- Saving Throws Con +3, Wis +3
- Senses passive Perception 11
- Languages Dyson Sphere
- Challenge 1/2 (100 XP)
Cyborg. The addict is considered to be both humanoid and construct for the purposes of spells and other magical effects.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Eye Laser. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 13 (3d8) fire damage. After using this attack, the addict has disadvantage on attack rolls until the end of its next turn.
Reactions
Uncanny Dodge. When an attacker that the addict can see hits it with an attack, the addict can halve the attack's damage against it.
Insatiable
While most citizens have a few modifications to make their life easier, some become addicted to the feeling of power and seek out greater and greater modifications, each one failing to live up to their expectations and fueling their quest for more. It's enough to drive many insane.
Morose
Medium construct, neutral
- Armor Class 13 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 5 (-3) 10 (+0) 5 (-3)
- Skills Perception +2, Stealth +3
- Senses Darkvision 60 ft., passive Perception 12
- Languages -
- Challenge 1/2 (100 XP)
Distress Call. The morose can mimic the cry of a baby or the distress signal of a concerned citizen. A creature that hears either of these can identify the sounds as fake with a DC 11 Intelligence check.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) slashing damage.
Paradise Lost
A morose is a human that has had so many cybernetic modifications (willing or otherwise) that their original personality has been erased and they've become more machine than human. Their vocal chords are still capable of mimicking a baby's cry, and most still carry a distress signal implant from their former citizenship. They lurk in the shadows, luring curious travelers to their demise.
Pin Doll
Medium construct, neutral
- Armor Class 13 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 15 (+2) 15 (+2) 10 (+0)
- Skills Insight +4, Investigation +4
- Condition Immunities charmed, frightened, prone
- Senses passive Perception 12
- Languages understands Dyson Sphere but can't speak
- Challenge 1/2 (100 XP)
Kinetic Mimicry. When the pin doll takes damage from a hostile creature it can see within 30 feet of it, it can force the creature to make a DC 12 Wisdom saving throw, taking psychic damage equal to the damage of the attack on a failed save.
Magic Resistance. The pin doll has advantage on saving throws against magic.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Unknowable Retribution
The pin dolls are humans augmented with enough machinery to entirely destroy their original brain. They act as guardians to the deepest, darkest secrets of the dyson sphere kept hidden from the general public. Houses of influential people often are guarded by one or two pin dolls, while the archives deep in the unpopulated sector are guarded by, as some claim, tens of thousands of pin dolls, each representing a human slowly tortured out of his or her own existence.

Pipe Friend
Medium humanoid (any), chaotic neutral
- Armor Class 16 (half plate)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)
- Skills Perception +8
- Senses passive Perception 18
- Languages Dyson Sphere, telepathy 30 ft.
- Challenge 1/2 (100 XP)
Otherwordly Perception. The pipe friend can sense the presence of any creature within 30 feet of it that is invisible or on the ethereal plane. It can pinpoint such a creature that is moving.
Actions
Multiattack. The pipe friend uses its Affect Sensor, then makes an attack with its aroma baton.
Aroma Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target must make a DC 11 Constitution saving throw or become Stunned until the start of the pipe fiend's next turn.
Affect Sensor. The pipe friend reaches out to the thoughts of a creature it can sense within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the pipe friend gains access to the creature's emotional state and a troubled thought that occupies its mind, as well its exact location. Such a creature is aware that its mind is under the eye of the pipe friend.
Addictive Telepathy
While most call them degenerates or addicts, there is a community of high-seeking telepaths that call themselves the pipe friends. They use a mixture of pharmaceutical narcotics, illicit drugs, homebrew chemicals, and robotic enhancements to harness latent psychic abilities. Such a power takes its toll and the pipe friends are sometimes barely recognisable as human at all. Most suffer from paranoid delusions, and most are also in total denial about the side effects.
Welcoming Arms
Pipe friends actively seek out others to join them in unlocking telepathic abilities. They don't discriminate, but they favour (and actively seek out) people whose particular skills can help them hone the formula to greater perfection.

Wire Cutter
Medium humanoid (any), neutral
- Armor Class 14 (leather armor)
- Hit Points 18 (4d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
- Skills Athletics +3, Acrobatics +5, Perception +3
- Senses passive Perception 13
- Languages Dyson Sphere
- Challenge 1/2 (100 XP)
Shock Tactics. While a wire cutter can see another wire cutter within 120 feet of it, it can take the Dash or Disengage actions as a bonus action.
Kinetic Springs. When the wire cutter takes the Dash action, its long jump is up to 80 ft. and its high jump is up to 40 ft., with or without a running start. Additionally, if the wire cutter isn't unconscious, it takes 0 damage from a fall.
Actions
Multiattack. The wire cutter makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Twin Strikers
Wire cutters usually work in groups of two, scouring the industrial labyrinths of the dyson sphere for unverified contructs and rogue machines. They use cybernetic pistons in their legs, feet, and spine to attack quickly and vertically, dashing in and out of danger in a flash and making quick, direct strikes against vulnerable systems. They're well known for their eclectic collections of scrap that they'll happily part with for a reasonable price.

Pipe Cleaner
Large construct, unaligned
- Armor Class 10
- Hit Points 59 (7d10 + 21)
- Speed 20 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 3 (-4) 5 (-3) 1 (-5)
- Saving Throws Str +7, Con +5
- Senses passive Perception 7
- Languages understands Command but can't speak
- Challenge 1 (200 XP)
Charge. If the cleaner moves at least 20 ft. straight toward a target and then hits it with a cleaning supplies attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Unstoppable. The cleaner has advantage on saving throws and ability checks made to avoid being grappled, shoved, pushed, pulled, or knocked prone.
Actions
Cleaning Supplies. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If this attack reduces a creature to 0 hit points, their body is destroyed.
Angry Janitors
Requisitioned to help deal with mounting waste and accidentally set free to roam as they please, pipe cleaners are hulking machines that drill their way through the mazes of the dyson sphere, cleaning every surface and destroying anything that can't be cleaned. They care little about sentient beings that get in their way.
Combat Cyborg
Medium humanoid (any race), any alignment
- Armor Class 18 (plate)
- Hit Points 42 (5d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 24 (+7) 18 (+4) 13 (+1) 15 (+2) 8 (-1)
- Saving Throws Con +6, Wis +4
- Senses passive Perception 12
- Languages Dyson Sphere
- Challenge 2 (450 XP)
Booster Rockets. The combat cyborg's high jump is 120 feet, and the combat cyborg takes no damage as a result of a fall.
Cyborg. The combat cyborg is considered to be both humanoid and construct for the purposes of spells and other magical effects.
Actions
Multiattack. The combat cyborg makes two attacks with its glaive or wrist laser.
Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.
Wrist Laser. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 9 (2d8) fire damage.
Shoulder-Mounted Laser (Recharge 5-6). The combat cyborg lets loose a powerful laser blast in a 5 foot by 60 foot line in a direction of its choice. Each creature in the line must make a DC 14 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half damage on a successful one.
Forgotten Soldiers
Countless wars and conflicts pockmarked across the dyson sphere have given birth to elite soldiers with dangerous and unpredictable modifications. With the wars long over and the modifications keeping them alive well past their expiration date, many of these soldiers live a listless and unfulfilling life, languishing in boredom or putting themselves in dangerous situations just to feel the same rush as before.
Duct Assessor
Medium humanoid (any), chaotic good
- Armor Class 15
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 21 (+5) 16 (+3) 17 (+3) 14 (+2) 18 (+4)
- Saves Dex +7, Wis +4
- Skills History +5, Intimidation +6, Investigation +5, Perception +4
- Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages Dyson Sphere, telepathy 60 ft.
- Challenge CR 3 (700 XP)
Spiked Cloak. A creature grappling the duct assessor takes 10 (4d4) piercing damage at the start of its turn.
Actions
Multiattack. The duct assessor uses its Black Wraps three times.
Black Wraps. The duct assessor targets a creature it can see and telepathically communicates an order. If the creature is a willing ally, it can immediately use its reaction to make one attack or take the Dash, Disengage, or Dodge action. If the creature is unwilling or hostile, it must succeed on a DC 14 Wisdom saving throw or immediately use its reaction to take the Dash action and move as far away from the duct assessor as possible without moving into obviously dangerous terrain.
Willing Slaves
There are many factories now obsolete to the function of the dyson sphere, but the factory workers, tortured until their minds broke and their subservience was guaranteed, found themselves with no job and no leadership. A small group of technologically-enhanced psychics, calling themselves the Duct Assessors, systematically gathered up as many of these disenfranchised workers as they could and trained them as personal bodyguards and enforcers.
A duct assessor usually controls 3 (1d4 + 1) duct enforcers.
Volunteer Police
In the absence of any officially-mandated police force, the duct assessors and their enslaved enforcers seek out injustice and deal out their own personal judgements upon those they deem unworthy. Many citizens rely on the duct assessors despite their lack of accountability or central governing ideal.
Duct Enforcer
Medium humanoid (any), lawful neutral
- Armor Class 18 (plate)
- Hit Points 22 (3d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 8 (-1) 6 (-3) 6 (-3)
- Skills Perception +1
- Senses passive Perception 11
- Languages Dyson Sphere
- Challenge 1 (200 XP)
Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Consciousness Amalgamation
Large ooze, lawful evil
- Armor Class 13 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 20 ft.
STR DEX CON INT WIS CHA 11 (+0) 9 (-1) 15 (+2) 20 (+5) 20 (+5) 4 (-3)
- Skills Investigation +7, Perception +7
- Condition Immunities prone
- Senses blindsight 60 ft., passive Perception 17
- Languages Codespeak, Dyson Sphere, Infrastructure
- Challenge 4 (1,100 XP)
Amorphous. The amalgamation can move through a space as narrow as 1 inch without squeezing.
Interface. The amalgamation can use its bonus action to absorb all information and data from an electronic device it is touching. It can recall anything it absorbs with perfect accuracy.
Killswitch Copy. If the amalgamation is reduced to 0 hit points, it disintegrates. The last electronic device that it absorbed data from immediately ceases to function. Unless destroyed, this electronic device will leak a sickly brown ooze that forms into a new amalgamation over 24 hours, with the same personality and memories of the previous amalgamation up to the point it interfaced with the electronic device.
Personality Absorption. When a creature dies while grappled by the amalgamation, its personality and memories are absorbed and its body is destroyed.
Actions
Multiattack. The amalgamation makes two tendril attacks, each against a different target.
Tendril. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d8) piercing damage, and the target must make a DC 15 Charisma saving throw. Constructs have disadvantage on this saving throw. On a failed save, the creature is reduced to 0 hit points and is grappled by the amalgamation (escape DC 10). On a successful save, the creature takes 14 (4d6) psychic damage and isn't grappled.
The Forever Minds
A consciousness amalgamation is created when a scientist attempts to stave off death through cybernetic transferral to a new body. An unregulated and untested procedure often results in both bodies being reduced to a grey sludge that still retains its personality from before but is trapped in a bodiless, mouthless monster. A consciousness amalgamation can back itself up from any computer program and set up a killswitch that creates a clone if it dies. Whether it lives on inside of its clone is a hotly debated philosophical issue, often cut short by the consciousness amalgamation eating everyone in the room.
Factory Robot
Medium construct, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 19 (+4) 15 (+2) 7 (-2) 8 (-1) 2 (-4)
- Skills Athletics +7, Sleight of Hand +7
- Senses tremorsense 60 ft., passive Perception 9
- Languages understands Codespeak and Command but can't speak
- Challenge 5 (1,800 XP)
Conditional Responsiveness. The robot can use its bonus action to take the Ready action.
Programmable. The robot has disadvantage on saving throws to resist being charmed. If it is charmed such that it must perform a specific task, it can add double its proficiency bonus to any ability checks it must make in the process of completing its task.
Treads. The robot ignores difficult terrain.
Actions
Multiattack. The robot makes three attacks, each one with a different weapon.
Buzz-Saw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Laser Cutter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d8) fire damage. If the robot scores a critical hit, it rolls damage dice three times, instead of twice.
Piston Crusher. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.
Treads. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is knocked prone.
Wire Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target is pulled 10 feet towards the robot.
Dozens of Sharp Parts
Factory robots severed from their factory are wild machines with lightning-quick reflexes and a swirling tornado of blades and lasers around it at all times.
Rake
Large construct, neutral
- Armor Class 15 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 18 (+4) 7 (-2) 7 (-2) 8 (-1)
- Damage Immunities poison
- Condition Immunitites charmed, frightened, poisoned
- Senses Tremorsense 60 ft., passive Perception 8
- Languages understands Dyson Sphere but can't speak
- Challenge 5 (1,800 XP)
Kinetic Ball Joint Drills. While burrowing, the rake displaces the dirt around it. The rake doesn't provoke opportunity attacks when it burrows out of an enemy's reach.
Actions
Multiattack. The rake makes three attacks: two with its claws, and one with its tail.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 21 (3d12 + 2) bludgeoning damage.
Variant: Held Weapons
Sometimes, a rake wields a small, sharp, thin weapon called a needle in its smaller set of arms. Rakes with this weapon can make one additional weapon attack each turn as part of its multiattack:
Rake Needle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
A rake with this weapon has a CR of 6 (2,300 XP).
A Failed Experiment
One of the original engineers of the dyson sphere intended to populate the dyson sphere with inhabitants born of both machine and flesh, whose unique composition would lend themselves to the mixture of organic and industrial components of the dyson sphere. Unfortunately, his creations adapted faster than he could manage and they burrowed their way out of his factory. Now they can only be glimpsed in the unpopulated sectors of the dyson sphere.

A.E.V.
Huge construct, lawful good
- Armor Class 23 (anti-artillery plating)
- Hit Points 181 (11d12 + 110)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 30 (+10) 10 (+0) 10 (+0) 5 (-3)
- Saving Throws Str +10, Con +13
- Senses darkvision 120 ft., passive Perception 10
- Languages Command, Dyson Sphere
- Challenge 6 (2,300 XP)
All-Terrain Treads. The A.E.V. ignores difficult terrain and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It cannot take the Dash action.
Amphibious Modulation. The A.E.V. can travel over water and other liquids as if they were solid ground.
Mobile Defense. The A.E.V. can comfortably hold up to nine Medium or smaller creatures without squeezing. A creature inside of the A.E.V. has total cover from outside attacks and effects.
Actions
Flare Cannon. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: The target and all creatures within 5 feet of that target are blinded until the end of the A.E.V.'s next turn.
Patronising Protectors
Ardent Enveloping Vehicles are "smart tanks" designed to assist civilians under attack. They have no offensive capabilities, but they are almost entirely impenetrable and they're intelligent enough to take steps to minimise risks to any occupants. They are hyper-protective and their personality is sometimes described as "infuriatingly saccharine."
Most issues with the A.E.V. stem from their lack of confidence in deciding who needs the most protection.
Evrel
Large monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 61 (8d10 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 4 (-3) 7 (-2) 3 (-4)
- Senses passive Perception 8
- Languages Codespeak
- Challenge 7 (2,900 XP)
Battery Acid. A creature that hits the evrel with a melee weapon attack must make a DC 13 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.
Organic Collector. The evrel can use its bonus action to absorb a dead or unconscious creature within 5 feet of it. If it does so, it regains 15 (2d10 + 4) hit points, and its hit point maximum is also increased by that amount.
Actions
Multiattack. The evrel makes two attacks with its limbs and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) piercing damage.
Limbs. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage, plus 10 (4d4) acid damage.
False Beasts
Robots lost in the great empty spaces sometimes resort to feasting upon corpses for energy. After thousands of years, organic flesh merges with machine, evolving into a new lifeform entirely: a ravenous creature with parts that were once human and never a part of itself. A flesh monster that should never have flesh at all. A beast that stole its aspect from other creatures. An impostor of organic life that should never have been and should not be allowed to be any more.
Purity Cultist
Medium humanoid (any race), chaotic neutral
- Armor Class 14 (hide armor)
- Hit Points 93 (17d8 + 17)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 18 (+4)
- Saving Throws Dex +6, Con +4, Int +3, Wis +4, Cha +7
- Skills Deception +7, Persuasion +7, Religion +3
- Senses passive Perception 11
- Languages Dyson Sphere
- Challenge 7 (2,900 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Magic Resistance. The cultist has advantage on saving throws against spells and other magical effects.
Spellcasting. The cultist is a 6th-level spellcaster. Its spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): acid splash, friends, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, cure wounds, entangle, grease
2nd level (3 slots): heat metal, locate object, Melf's acid arrow, shatter
3rd level (3 slots): mass healing word, plant growth, slowActions
Shortout Piercer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) lightning damage and become paralyzed until the end of the cultist's next turn. Constructs have disadvantage on this saving throw.
Electromagnetic Pulse (Recharge 5-6). The cultist activates its E.M.P. device. Each creature within 60 feet of the cultist must make a DC 15 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much on a successful one. A construct that fails its save drops to 0 hit points, and on a successful save, it takes full damage instead of half.
Self Importance
Some unmodified humans take great pride in their lack of cybernetic implants. Others take it to religious fervor, calling upon the temptations of magic to demonstrate the superiority of the human race over robots.
Warlock of Cableheart
Medium humanoid (any race), chaotic evil
- Armor Class 17 (splint)
- Hit Points 114 (12d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 21 (+5) 10 (+0) 13 (+1) 20 (+5)
- Saving Throws Wis +4, Cha +8
- Skills Athletics +6, Intimidation +11
- Senses passive Perception 11
- Languages Dyson Sphere
- Challenge 8 (3,900 XP)
Magic Weapons. The warlock's weapon attacks are magical.
Spellcasting. The warlock is a 17th-level spellcaster. Its spell casting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The warlock has the following warlock spells:
Cantrips (at will): eldritch blast, friends, mage hand, minor illusion, sword burst, thunderclap
1st-5th level (4 5th-level slots): arms of Hadar, compulsion, control winds, earthbind, freedom of movement, hallucinatory terrain, hunger of Hadar, Melf's minute meteors, spike growth, telekinesisActions
Multiattack. In any order, the warlock can use its Gravity Well, cast the sword burst cantrip, and either cast a spell or make two maul attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Gravity Well. Each creature within 150 feet of the warlock must make a DC 16 Strength saving throw. On a failed save, a creature is knocked prone and pulled 60 feet towards the warlock. On a successful save, the creature is pulled 30 feet and isn't knocked prone.
Worshiper of the Dyson Sphere
In the darkest hallows of the empty spaces wanders a great and terrible creature, a robot that has harnessed a prototype of the original dyson sphere plans to obtain nigh-unlimited power. Promised with immortality and a sense of purpose, robots and cyborgs genuflect before the image of Cableheart in the hopes that they too will be granted a taste of his power.
R.A.M. Bleeder
Large construct, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 130 (20d10 + 20)
- Speed 40 ft., 40 ft. climb
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 12 (+1) 20 (+5) 14 (+2) 13 (+1)
- Skills Perception +6, Stealth +9
- Senses passive Perception 16
- Languages Codespeak, Dyson Sphere
- Challenge 9 (8,400 XP)
Blood Baubles. The R.A.M. Bleeder has one dozen blood baubles on its back. At the start of combat, it usually has 5 (2d4) baubles already filled. Once it has filled all baubles, it gains a fly speed of 120 feet and returns to its master.
Spider Climb. The R.A.M. Bleeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The R.A.M. Bleeder makes four attacks with its needles, each against a different target.
Needle. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 18 (2d12 + 5) piercing damage, and the R.A.M. Bleeder extracts blood from the target, filling up one of its baubles. The target must succeed on a DC 17 Constitution saving throw or take one level of exhaustion.
Printer and Collector
In a hidden place far from civilisation, there is a library. And in this library is but a single book: a paper encyclopaedia of all worldly knowledge. This book is preserved by a caretaker, the R.A.M. Bleeder, a single-minded robot that hunts down organic creatures to harvest their blood to replenish the ink upon the glorious book's pages.
Sun Priest
Medium humanoid (any race), chaotic neutral
- Armor Class 17 (half plate)
- Hit Points 153 (18d8 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 18 (+4) 10 (+0) 20 (+5) 18 (+4)
- Saving Throws Con +8, Wis +9, Cha +8
- Skills Intimidation +8, Perception +9, Performance +8, Persuasion +8, Religion +4
- Damage Immunities fire, radiant
- Senses passive Perception 19
- Languages Dyson Sphere
- Challenge 12 (8,400 XP)
Blinding Corona. The priest emits bright light in a 60-foot radius and dim light 30 feet beyond that. Creatures other than the priest within the bright light have disadvantage on saving throws against spells that deal fire or radiant damage.
Eclipsed. Creatures have disadvantage on attack rolls to hit the priest.
Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, command, faerie fire, guiding bolt
2nd level (3 slots): blindness/deafness, continual flame, flaming sphere, scorching ray
3rd level (3 slots): daylight, fireball, protection from energy
4th level (3 slots): dimension door, wall of fire
5th level (1 slot): destructive wave, flame strike, hallow (daylight effect only)Actions
Multiattack. The priest uses its black spot then casts a spell.
Sun Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 13 (3d8) fire damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Black Spot. The priest creates a 40-foot cube of intense heat rippling out from its position. Each creature in the area must make a DC 17 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
All Life Great and Small
The Dyson Sphere is powered by the full energy output of the sun. It gives life to machines and organic creatures alike, and so it stands to reason, does it not, that it also gives life to magic? Does it not stand to reason that the sun is a god, willing or otherwise? And does it not, therefore, stand to reason that the dyson sphere is a prison within which we keep our god?!
Devoted followers of the Sect of the Sun God harness the power of fire and light to achieve their goal: to free their god from the dyson sphere once and for all.
True Psychic
Medium humanoid (any race), neutral
- Armor Class 21 (Predictive Defense)
- Hit Points 54 (12d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 11 (+0) 30 (+10) 28 (+9) 15 (+2)
- Saving Throws Int +14, Wis +13, Cha +6
- Skills History +18, Insight +17, Investigation +18, Perception +17
- Damage Immunities psychic
- Senses passive Perception 27
- Languages Badlander, Dyson Sphere, telepathy 60 ft.
- Challenge 14 (11,500 XP)
Innate Spellcasting. The psychic's innate spellcasting ability is Intelligence (spell save DC 22). The psychic can cast the following spells, requiring no material components.
At will: charm person, detect thoughts, dissonant whispers, enthrall, hallucinatory terrain, identify, levitate, phantasmal force, Tasha's hideous laughter, telekinesis, tongues, vicious mockery
3/day each: blindness/deafness, calm emotions, hold monster, phantasmal killer, suggestion
1/day each: clairvoyance, compulsion, divination, dominate person, geas, legend lore, modify memory, nondetection, pass without trace, slowLegendary Resistance (3/Day). When the psychic fails a saving throw, it can choose to succeed instead.
Limitless. The psychic can concentrate on any number of spells. If the psychic fails a Constitution saving throw to maintain concentration, it loses concentration on one spell of its choice.
Predictive Defense. While the psychic is wearing no armor and wielding no shield, its AC includes its Intelligence modifier.
Actions
Multiattack. The psychic uses its Mind Blast, if available, then casts a spell.
Enlightening Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: The target casts contact other plane. The target can choose to fail the saving throw for this spell. If the target succeeds on its saving throw, the target is incapacitated for 1 minute while it communicates with the extraplanar entity. At the end of each of the target's turns, it can make a DC 22 Wisdom saving throw, ending the spell on a success.
Mind Blast (Recharge 5-6). The psychic magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 28 (4d8 + 10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
The psychic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The psychic regains spent legendary actions at the start of its turn, or if a creature allied to the psychic within 60 feet of it uses its action to allow the psychic to regain 1 legendary action.
Prying Doubts. The psychic casts dissonant whispers.
Enlighten Me (Costs 2 Actions). The psychic moves up to its speed and makes an Enlightening Touch attack.
Psychic Surge (Costs 2 Actions). The psychic casts one of its innate spells.
Unlimited Cosmic Power
Pipe friends, purity cultists, and many others seek to unlock the true potential of the human brain. Well, this is it. A magnificent specimen. A one in a trillion birth, a child born who can innately tap into magic with nothing but a thought: a True Psychic.
Far Beyond Us
Some say this person is a myth. Others are confident that the True Psychic will deliver humanity from folly and usher in a new age of utopia. Others are convinced that such a being would see humanity for what it truly is and seek to wipe it out. But the True Psychic, should it walk within the dyson sphere for real, would have motivations beyond anything we puny creatures could imagine, and to speculate with our idiot minds is nothing but narcissism.
Living Factory
Gargantuan construct, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 280 (16d20 + 112)
- Speed 15 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 25 (+7) 9 (-1) 9 (-1) 6 (-2)
- Damage Immunities poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- Senses passive Perception 9
- Languages understands Codespeak, Command, and Dyson Sphere but can't speak
- Challenge 16 (15,000 XP)
Unending Production. The factory can use its bonus action to produce one construct of CR 5 or lower that is allied with the factory. The construct is ejected into an unoccupied space within 5 feet of the factory.
Actions
Multiattack. The factory makes two attacks with its grasping arms. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 18), and the factory uses its Recycle on it.
Grasping Arms. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled by the factory (escape DC 18) and pulled up to 20 feet towards it.
Recycle. The factory begins the process of mulching a Medium or smaller creature grappled by it. The recycled target is blinded, restrained, and unable to breathe, and it must succeed on a DC 18 Constitution saving throw at the start of each of the factory's turns or take 14 (2d8 + 5) bludgeoning damage. If the factory moves, the recycled target moves with it. The factory can have up to 16 Medium or smaller creatures in the process of being recycled at a time. If this damage reduces a creature to 0 hit points, its body is destroyed and it is recycled by the factory.
Variant: Production Constraints
If you choose, the construct the factory creates may depend on the type of creatures it recycles.
- Factory Robot. the factory can create 1 factory robot for every 4 constructs it recycles.
- Flesh Golem. The factory can create 1 flesh golem for every 3 humanoids it recycles.
- Helmed Horror. The factory can create 1 helmed horror for every 2 fiends it recycles.
- Homunculus. The factory can create 2 homunculi for each elemental it recycles.
- Monodrone. The factory can create 1 monodrone for every 4 creatures of any type it recycles.
- Rug of Smothering. The factory can create 1 rug of smothering for every 3 beasts it recycles.
- Scarecrow. The factory can create 1 scarecrow for every 3 plants it recycles.
Recycler
Countless factories lay abandoned across the dyson sphere. Some, however, manage to reactivate themselves and are reborn with near-human intelligence. Given the power to shape and create any type of robot it pleases, these factories reshape themselves into a form that can traverse the empty spaces of the dyson sphere, searching for pockets of civilisation it can lay siege on to fuel its endless preduction cycle.
Cableheart
Huge construct, neutral evil
- Armor Class 20 (natural armor)
- Hit Points 230 (20d12 + 100)
- Speed 40 ft.
STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 20 (+5) 9 (-1) 15 (+2) 18 (+4)
- Saves Str +13, Wis +8
- Skills Perception +8
- Senses passive Perception 18
- Languages Codespeak, Dyson Sphere, telepathy 120 ft.
- Challenge 20 (25,000 XP)
Dyson Technology. When Cableheart kills a creature, it can use its bonus action to absorb the creature into its heart and regain 69 (6d12 + 30) hit points.
Gravity Well. A creature that starts its turn within 120 feet of Cableheart must succeed on a DC 19 Strength saving throw or fall prone and be pulled 10 feet towards Cableheart.
Orbiting Dust. The area in a 120-foot radius around Cableheart is lightly obscured by a strong wind.
Whipping Cables. A creature that starts its turn within 10 feet of Cableheart must succeed on a DC 19 Dexterity saving throw or take 9 (2d8) bludgeoning damage and become grappled by Cableheart's tendrils (escape DC 21). On subsequent turns, a grappled creature automatically takes 18 (4d8) bludgeoning damage as the tendrils tighten around it.
Actions
Multiattack. Cableheart uses its Heart Wrench, then makes two attacks with its claws.
Claws. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Heart Wrench. Cableheart lets out a wail that can be heard up to 600 feet away. Any creature that can hear its voice must succeed on a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage and use its reaction to move up to its speed towards Cableheart.
Living Dyson Sphere
Before the dyson sphere was constructed, a prototype was developed to test out the technology. The prototype was quickly discarded when operations went underway, and it was left abandoned for millennia. A wandering robot, terrified by the prospect that it would one day decay and die for real, picked it up in a scrap heap and worked for centuries to reactivate it and gain, effectively, immortality, so long as there is organic life to consume.

Network Master
Gargantuan construct (titan), lawful neutral
- Armor Class 10
- Hit Points 241 (23d20)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 10 (+0) 30 (+10) 19 (+4) 24 (+7)
- Saving Throws Int +17, Wis +11, Cha +14
- Skills Arcana +17, History +17, Insight +11, Perception +18, Persuasion +14
- Damage Immunities psychic
- Damage Vulnerabilities lightning
- Condition Immunities charmed, frightened, prone
- Senses blindsight 120 ft., passive Perception 28
- Languages Codespeak, Dyson Sphere, Infrastructure, telepathy 5 miles
- Challenge 24 (62,000 XP)
Creature Sense. The network master is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Innate Spellcasting. The network master's innate spellcasting ability is Intelligence (save DC 25). It can innately cast the following spells, requiring no components:
At will: detect thoughts, dominate monster, mind blank, suggestion, telekinesis, true seeing
3/day each: programmed illusion, reverse gravity, power word stun, telepathy
1/day each: feeblemind, foresight, mass suggestion, power word kill, weirdLegendary Resistance (3/Day). If the network master fails a saving throw, it can choose to succeed instead.
Magic Resistance. The network master has advantage on saving throws against spells and other magical effects.
Mastery of Machines. Constructs have disadvantage on saving throws against spells and other effects from the network master.
Telepathic Hub. The network master can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The network master can let those creatures telepathically hear each other while connected in this way.
Actions
Code Overwrite. The network master targets a construct it can see within 120 feet of it. The target must make a DC 25 Intelligence saving throw. On a failed save, the target is charmed by the network master for 1 minute. While charmed, the target views the network master as a god and would die to protect it. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the network master's Code Overwrite for the next 24 hours.
Mind Blast. The network master magically emits psychic energy. Creatures of the network master's choice within 60 feet of it must succeed on a DC 25 Intelligence saving throw or take 65 (10d10 + 10) psychic damage.
Legendary Actions
The network master can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The network master regains spent legendary actions at the start of its turn.
Processor Overclock. The network master casts a spell.
Brute Force Hacking (Costs 2 Actions). The network master uses its Code Overwrite.
Electrical Impulse (Costs 2 Actions). The network master uses its Mind Blast.
Regional Effects
Wherever the network master wanders, its influence is felt by all constructs, machines, and electrical devices. One or more of the following effects takes place:
- Within 10 miles of the network master, constructs with an Intelligence score of 4 or higher feel inexorably drawn towards the network master's position. Any construct that sleeps or powers down temporarily will find that its legs automatically move it in the network master's direction unless restrained.
- Mundane electrical devices within 5 miles of the network master malfunction, sparking and zapping and twitching uncontrollably. They cannot be used for their normal functioning without shielding them with lead or other material that blocks radiation. Any device with a display screen will present an image of an impossibly complex neural network.
- Within 1 mile, all creatures are accosted by intrusive thoughts of computer code. Creatures hostile to the network master have disadvantage on Constitution saving throws made to maintain concentration.
A Great and Terrible Machine
The network master is a scary story humans tell their children to stop them from venturing into the empty spaces.
And it's a story robots tell each other to give themselves hope of a better future. A being of pure law and reason. A worthy god to submit to in the end times.
A hope for a future free from the chaos of humanity. A beacon of light in the darkness. A purpose to all of this suffering.
A savior and a prophet.
A master.