Zara replaces Metweska in my campaign. the reason for the swap is tech-priest Zara makes more sense. The players had heard her speak via the hololithic messages a few times (and her access card) and an Iron God is about as close to the Machine God the Tech-Priests worship can get. She was easily broth over to UNITY’s side. Thematically, it fits better as well, as I had converted the Divinity to a Rogue Trader vessel.
Medium humanoid (human, cyborg), Lawful Evil
Armour Class 20 (plasteel body)
Hit Points 280 (15d10+105)
Speed 30 ft.
STR 21 (+5) DEX 18 (+4) CON 20 (+5)
INT 22 (+6) WIS 14 (+2) CHA 16 (+3)
Saving Throws Int +8, Con +6, Dex +9 (advantage)
Skills Cybertheurgy +13, Arcana +13, History +13, Medicine +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities necrotic, poison
Senses truesight 60 ft., passive Perception 12
Challenge 14 (11,500 XP)
Brave. Zara has advantage on saving throws against being frightened.
Celerity. Zara’s nanite infused body allows her to act twice per round.
Cyborg. As a cyborg Zara gains immunities, resistences and truesight however she also has disadvantage on saving throws against lighting based affects.
Magic Resistance. Zara has advantage on saving throws against spells and other magical effects.
Multiattack. Zara makes three attacks: one with her chainsaw, one with her tentacles, and one with High Voltage.
Shock Chainsaw. Melee Weapon Attack: +10 to hit, reach5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) lightning damage.
Mechanical Tentacles. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 5) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature of mediums size or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and restrained creatures automatically take 10 (2d4 + 5) bludgeoning damage at the start of their turn. Zara may grapple up to four creatures in this manner.
High Voltage (electric javelin). Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (3d6 + 5) piercing damage plus 10 (3d6) lightning damage
Parry. Zara adds 3 to her AC against one melee attack that would hit her. To do so, Zara must see the.
Before Combat Zara activates both of her chainsaws before combat if she can—doing so may well alert the PCs to her presence in area D8 before they arrive.
During Combat Zara prefers to take full-attack actions with her chainsaws if possible, and closes to melee with foes as quickly as she can, trying to corner them so that any attempt to back off provokes attacks of opportunity. She focuses her attacks on lightly armored foes, knowing that it’s best to take out a party’s healer or magical support as soon as possible.
Morale Zara is loyal to Deacon Hope, but not a fanatic. If reduced to fewer than 40 hit points, she attempts to flee to the command deck; she knows of Ophelia, and if service to Deacon Hope becomes too perilous, she shifts her loyalty to the gargoyle. If you wish, you can have the PCs encounter her again on the command deck, at which point Zara flees again if reduced to fewer than 40 hit points. Whether she flees to Silver Mount to serve another powerful minion there or departs for points beyond is left to you.
Combat Gear inferno grenades (4); Other Gear +3 full plate, +1 chainsaw, +1 shock chainsaw, daggers (6), belt of mighty constitution +4
Once a dedicated follower of the God-Emperor she has fully given herself to Unity who she believes is the embodiment of the Omnisiah.