Dyson Sphere Residents

Wire Cutter Medium humanoid (any), neutral Armor Class 14 (leather armor)

14 (leather armor) Hit Points 18 (4d8)

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

Athletics +3, Acrobatics +5, Perception +3 Senses passive Perception 13

passive Perception 13 Languages Dyson

Dyson 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.

Rake Large construct, neutral Armor Class 15 (natural armor)

15 (natural armor) Hit Points 68 (8d10 + 24)

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

poison Condition Immunitites charmed, frightened, poisoned

charmed, frightened, poisoned Senses Tremorsense 60 ft., passive Perception 8

Tremorsense 60 ft., passive Perception 8 Languages understands Dyson but cannot speak

understands Dyson but cannot 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.

Duct Assessor Medium humanoid (any), chaotic good Armor Class 15

15 Hit Points 45 (6d8 + 18)

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

Dex +7, Wis +4 Skills History +5, Intimidation +6, Investigation +5, Perception +4

History +5, Intimidation +6, Investigation +5, Perception +4 Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 14

Blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Dyson, telepathy 60 ft.

Dyson, 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)

18 (plate) Hit Points 22 (3d8 + 9)

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

Perception +1 Senses passive Perception 11

passive Perception 11 Languages Dyson

Dyson Challenge 1 (200 XP) Actions Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Pipe Friend Medium humanoid (any), chaotic neutral Armor Class 16 (half plate)

16 (half plate) Hit Points 33 (6d8 + 6)

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

Perception +8 Senses passive Perception 18

passive Perception 18 Languages Dyson, telepathy 30 ft.

Dyson, 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.

Cableheart Huge construct, neutral evil Armor Class 20 (natural armor)

20 (natural armor) Hit Points 230 (20d12 + 100)

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

Str +13, Wis +8 Skills Perception +8

Perception +8 Senses passive Perception 18

passive Perception 18 Languages Dyson, telepathy 120 ft.

Dyson, 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.