Dalek (5e Creature)
From D&D Wiki
Medium construct, lawful evil
Saving Throws Constitution, Intelligence, Charisma
Dalek Constitution. Whenever a Dalek drops to 0 hit points, it makes Constitution saving throw with a DC of 7 plus the amount of damage taken this round. If it succeeds, it drops to 1 hit point instead. Additionally, if an attack deals less than 6 damage, the Dalek takes no damage.
Extermination Ray. Ranged Weapon Attack: +7 to hit, range 400 ft., one target. Hit: 27 (4d8 + 10) lightning damage.
Suction Cup. Melee Weapon Attack: The Dalek chooses a target adjacent to it, which must make a DC 13 Constitution check. On a fail, the target takes 14 (4d4 + 5) psychic damage; on a success, it takes half that much. If the target is dropped to 0 hit points with this attack, the Dalek obtains all of their knowledge and memories.
The Daleks are some of the most feared creatures in existence. They are more technologically advanced than almost all other races, and they have an military force to dwarf most planets' populations. Any beings who come across a Dalek would rather flee than engage in combat, even if they have vastly superior numbers.
The Daleks believe themselves to be the universe's master race, and that all other creatures are impure and must be exterminated. Their sole purpose for being is to advance the Dalek empire...even at the cost of their own lives.
The history of the Daleks is filled with pain and bloodshed. The only race ever to be more powerful than the Daleks are the Time Lords, and the two species have clashed several times, their encounters only made more destructive through their mutual use of time travel. Their greatest confrontation is called the Time War, a conflict that spanned all of space and time, which resulted in the near extinction of both races. The Daleks, however, are designed to ensure their continued survival, and soon returned to the universe in greater numbers than ever.
Constructed Nature. A Dalek doesn't require air, food, drink, or sleep.