CO Monsters

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Wolf - medium

HP 2d8 + 4 AC 13 SPD 40ft Beast CR1/4


STR 12 DEX 15 CON 12 INT 3 (-4) WIS 12 CHA 6 (-2)
(+1) (+2) (+1) (+1)
passive Perception 13
Perception +3, Stealth +4
Keen Hearing and Smell. Bite. Melee Weapon Attack
advantage on Wisdom (Perception) +4 to hit, reach 5ft., one target. Hit 2d4 +
checks that rely on hearing & smell. 2 piercing damage. Creature must
Pack Tactics. succeed on a DC 11 Strength saving
throw or be knocked prone.
advantage on attack rolls against a
creature if at least one of the wolf's allies
is within 5 feet of the creature and the
ally isn't incapacitated
Skeleton - Medium
HP 2d8 +4 AC 13 SPD 30ft Undead CR1/4
STR 10 (0) DEX 14 CON 15 INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
(+2) (+2)
Darkvision 60 ft., passive Perception 9 Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion,
poisoned
Shortsword. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack:
+4 to hit, range 80f/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.
Azura Zombie Soldier – Medium
HP 2d8 + 9 AC 13 SPD 20ft Undead CR1
STR 16 DEX 15 CON 7 (-1) INT 8 (-1) WIS 8 (-1) CHA 5 (-2)
(+3) (+3)
Darkvision 60 ft., passive Perception 8 Condition Immunities
charmed, exhaustion, poisoned
Undead Fortitude. Bite. Melee Weapon Attack
If damage reduces the zombie to 0 hit +5 to hit, reach 5ft., one target. Hit 2d6 +
points, make a CON saving throw with a 2 piercing damage.
DC of 5 + the damage taken, unless the Non-undead creature succeeds CON Save
damage is radiant or from a critical hit. throw DC 10 or be poisoned for 1 minute.
On a success, the zombie drops to 1 hit Another bite poisoned for 1d6 hours.
point instead.
Ghouls - Medium
HP 5d8 AC 12 SPD 30ft Undead CR1
STR 13 DEX 15 CON 10 INT 7 (-2) WIS 10 (0) CHA 6 (-2)
(+1) (+2) (0)
Darkvision 60 ft., passive Perception 10 Damage Immunities poison
Condition Immunities exhaustion,
poisoned
Bite. Melee Weapon Attack:
+2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed on a DC 10 Constitution saving
throw or be paralyzed 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.
Stirges - Tiny
HP 1d4 +4 AC 14 (nat armor) SPD 10 ft., fly 40 Beast CR1/8
ft.
STR 4 (-3) DEX 16 CON 11 (0) INT 2 (-4) WIS 8 (-1) CHA 5 (-3)
(+3)
Darkvision 60 ft., passive Perception 9
Blood Drain. Melee Weapon Attack:
+5 to hit, reach 5 ft., one creature. Hit: 1d4 + 3 piercing damage, and the stirge attaches
to the target. While attached at the start of turns, the target loses 1d4 + 3 hit points
due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It
does so after it drains 10 hit points of blood from the target or the target dies. A
creature, including the target, can use its action to detach the stirge.
Owlbear - Large
HP 7d10 + 21 AC 13 (nat armor) SPD 40 ft. Beast CR3
STR 20 DEX 12 CON 17 INT 3 (-4) WIS 12 CHA 7 (-2)
(+5) (+1) (+3) (+1)
Darkvision 60 ft., passive Perception 13, Perception +3
Keen Sight and Smell:
The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Multiattack: makes two attacks: one with its beak and one with its claws.
Beak: Melee Weapon Attack:
+7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws: Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Zombie - Medium
HP 3d8 +9 AC 8 SPD 20ft Undead CR1/4
STR 13 DEX 6 (-2) CON 16 INT 3 (-4) WIS 8 (-1) CHA 5 (-3)
(+1) (+3)
Darkvision 60 ft., passive Perception 8 Damage Immunities poison
Condition Immunities poisoned
Undead Fortitude. Slam. Melee Weapon Attack:
If damage reduces the zombie to 0 hit +3 to hit, reach 5 ft., one target. Hit: 1d6
points, it must make a Constitution + 1 bludgeoning damage..
saving throw with a DC of 5 +the damage
taken, unless the damage is radiant or
from a critical hit. On a success, the
zombie drops to 1 hit point in stead.
Zombie Monk - Medium
HP 35 AC 17 SPD 40ft Undead CR2
STR 10 (0) DEX 20 CON 11 INT 10 (0) WIS 8 (-1) CHA 10 (0)
(+5) (+1)
Darkvision 60ft, passive Perception 15
Undead Fortitude. Multiattack The monk makes two attacks
If damage reduces the zombie to 0 hit with his unarmed strike
points, it must make a Constitution Unarmed Strike: Melee Weapon Attack.
saving throw with a DC of 5 +the damage +7 to hit, reach 5ft., one target. Hit:
taken, unless the damage is radiant or 1d6+5
from a critical hit. On a success, the Three Point Strike (Recharge 5-6).
zombie drops to 1 hit point in stead.
The monk makes three unarmed strikes
against one target. if two attacks hit,
target is knocked prone. If three attacks
hit, the target is stunned
Grick - Medium
HP 6d8 AC 14 (nat armor) SPD 30ft, climb Monstrosity CR2
30ft
STR 14 DEX 14 CON 11 (0) INT 3 (-4) WIS 14 CHA 5 (-3)
(+2) (+2) (+2)
Darkvision 60 ft., passive Perception 12 Damage Resistances
nonmagical attacks (bludgeon, piercing,
and slashing)
Stone Camouflage.
The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain
Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick
can make one beak attack against the same target.
Tentacles. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Necromancer Azura - Medium
HP 4d8 +14 AC 16 SPD 30ft Human CR5
STR 10 (0) DEX 14 CON 12 INT 18 WIS 15 CHA 16
(+2) (+1) (+4) (+2) (+3)
passive Perception 17, Int +7, Wis + 5
Spellcasting. Intel (spell save DC 15, +7 to hit with spell attacks).
Cantrips (at will): fire bolt, mage hand, prestidigitation
1st Lv (4 slots): mage armor, magic 2nd Lv (3 slots): misty step, suggestion
missile, shield
3rd Lv (3 slots): fireball, fly 4th Lv (3 slots): greater invisibility, ice
storm
Dagger. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
Drow Rogue Party - Medium
HP 6d8 AC 12 SPD 30ft Drow CR1
STR 10 (0) DEX 15 CON 10 (0) INT 12 WIS 14 CHA 16
(+2) (+1) (+1) (+3)
darkvision 120 ft., passive Perception 16 Condition Immunities
Deception +5, Insight +4, Investigation charmed, exhaustion, poisoned
+5, Perception +6, Persuasion +5, Sleight
of Hand +4, Stealth +4
Cunning Action.
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or
Hide action.
Fey Ancestry.
The drow spy has advantage on saving throws against being charmed, and magic can't
put the drow spy to sleep.
Sneak Attack (1/Turn).
deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an ally of the spy
that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Sunlight Sensitivity.
While in sunlight, the drow spy has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Multiattack. The spy makes two melee attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Hand Crossbow.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Innate Spellcasting. Charisma (spell save DC 13). following spells, requiring no material
components:
At will: dancing lights 1/day each: darkness, faerie fire
Village Shield Guard - Medium
HP 2d8 + 2 AC 16 (Shld & chn SPD 25ft Mt Dwarf CR1/8
shirt)
STR 13 DEX 12 CON 12 INT 10 (0) WIS 11 (0) CHA 10 (0)
(+1) (+1) (+1)
darkvision 60 ft., passive Perception 12 Condition Immunities
Perception +2 charmed, exhaustion, poisoned
Dwarven Resilience. Warhammer. Melee Weapon Attack:
The shield dwarf guard has advantage on +3 to hit, reach 5 ft., one target. Hit: 5
saving throws against poison, and has (1d8 + 1) bludgeoning damage, or 6
resistance against poison damage. (1d10 + 1) bludgeoning damage if used
with two hands.
Twig Blight - Small
HP 1d6 +2 AC 13 (nat armor) SPD 20ft Plant CR1
STR 6 (-2) DEX 13 CON 12 INT 4 (-3) WIS 8 (-1) CHA 3 (-4)
(+1) (+1)
blindsight 60 ft., passive Perception 9 Condition Immunities Blinded, Deafened
Damage Vulnerabilities fire
False Appearance. Claws. Melee Weapon Attack:
While the blight remains motionless, it is +3 to hit, reach 5 ft., one target. Hit: 3
indistinguishable from a dead shrub. (1d4 + 1) piercing damage.
Needle Blight - Medium
HP 2d8 + 3 AC 12 (nat armor) SPD 30ft Plant CR1/4
STR 12 DEX 12 CON 13 INT 4 (-3) WIS 8 (-1) CHA 3 (-4)
(+1) (+1) (+1)
blindsight 60 ft., passive Perception 9 Condition Immunities Blinded, Deafened
Damage Vulnerabilities fire
False Appearance.
While the blight remains motionless, it is indistinguishable from a dead shrub.
Claws. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack:
+3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Vine Blight - Medium
HP 4d8 + 5 AC 12 (nat armor) SPD 15ft Plant CR1/2
STR 15 DEX 8 (-1) CON 14 INT 5 (-3) WIS 10 (0) CHA 3 (-4)
(+2) (+2)
blindsight 60 ft., passive Perception 9 Condition Immunities Blinded, Deafened
Stealth +1 Damage Vulnerabilities fire
False Appearance.
While the blight remains motionless, it is indistinguishable from a dead shrub.
Constrict. Melee Weapon Attack:
+4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or
smaller target is grappled (escape DC 12). Until this grapple ends, the target
is restrained, and the blight can't constrict another target.
Entangling Plants (Recharge 5–6).
Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering
away after 1 minute. For the duration, that area is difficult terrain for nonplant
creatures.
Each creature when the plants appear must succeed on a DC 12 Strength saving throw
or become restrained. Action make DC 12 Strength check, freeing itself or another
entangled creature within reach on a success.
Razorvine Blight - Medium
HP 5d8 + 5 AC 12 SPD 30 ft., climb Plant CR1
30 ft.
STR 10 (0) DEX 15 CON 13 INT 5 (-3) WIS 10 (0) CHA 3 (-4)
(+2) (+1)
blindsight 60 ft, passive Perception 10 Condition Immunities
Stealth +4 charmed, exhaustion, poisoned
False Appearance. Multiattack. The blight makes two Claw
If the blight is motionless at the start of attacks.
combat, it has advantage on its initiative Claw. Melee Weapon Attack:
roll. If a creature hasn't observed the +4 to hit (with advantage if target already
blight move or act, that creature must hurt), reach 10 ft., one target. Hit: 5 (1d6
succeed on a DC 18 Intelligence + 2) slashing damage.
(Investigation) check to discern that the Life-Draining Vines (Recharge 6).
blight is animate.
Snaking vines erupt from the blight. Each
Spider Climb. creature within 10 feet of it must make a
The blight can climb difficult surfaces, DC 12 Dexterity saving throw, taking 9
including upside down on ceilings, (2d8) slashing damage on failed save, or
without needing to make an ability half as much damage on a successful one.
check. Creatures that failed this save isn't a
Construct or an Undead, the blight
regains 9 hit points.
Boar – Medium
HP 2d8 + 2 AC 11 (Nat Armor) SPD 40 ft Beast CR1/4
STR 13 DEX 11 (0) CON 12 INT 3 (-4) WIS 10 (0) CHA 5 (-3)
(+1) (+1)
passive Perception 9
Charge.
If the boar moves at least 20 feet straight toward a target and then hits it with a tusk
attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target
is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges Short or Long Rest).
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1
hit point instead.
Tusk. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Goblin - Small
HP 2d6 AC 15 (Leather & SPD 30ft Goblinoid CR1/4
Sheild)
STR 8 (-1) DEX 14 CON 10 (0) INT 10 (0) WIS 8 (-1) CHA 8 (-1)
(+2)
darkvision 60 ft., passive Perception 9
Stealth +9
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Scimitar Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
Shortbow Ranged Weapon Attack:
+4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Goblin Priest Boss - Small
HP 6d6 AC 16 (Chn Shrt & SPD 30ft Goblinoid CR1
Shld)
STR 8 (-1) DEX 14 CON 10 INT 10 (0) WIS 16 CHA 10 (0)
(+2) (0) (+3)
darkvision 60 ft., passive Perception 9
Stealth +6
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Mace Melee Weapon Attack:
+2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage.
Reactions - Redirect Attack.
When a creature the goblin can see targets it with an attack, the goblin chooses
another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin
becomes the target instead.

spellcasting Wisdom (spell save DC 13, +5 to hit with spell attacks)


Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary*
Bugbear - Medium
HP 5d8 + 5 AC 16 (hide armor & SPD 30ft Goblinoid CR1
shield)
STR 15 DEX 14 CON 13 INT 8 (-1) WIS 11 (0) CHA 9 (-1)
(+2) (+2) (+1)
darkvision 60 ft., passive Perception 10
Stealth +6, Survival +2
Brute.
A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).
Surprise Attack
If the bugbear surprises a creature and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage from the attack.
Morningstar Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage.
Javelin Melee or Ranged Weapon Attack:
+4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage
in melee or 5 (1d6 + 2) piercing damage at range.

Will-o-Wisps - Tiny
HP 9d4 AC 19 Hover SPD 50ft Undead CR2
STR 1 (-5) DEX 28 CON 10 INT 13 (+1) WIS 14 CHA 11 (0)
(+9) (0) (+2)
darkvision 120 ft., passive Perception 12
Damage Resistances
acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained,
unconscious
Ephemeral.
The will-o'-wisp can't wear or carry anything.
Incorporeal Movement.
The will-o'-wisp can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination.
The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional
number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a
bonus action.
Shock. Melee Spell Attack:
+4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility.
The will-o'-wisp and its light magically become invisible until it attacks or uses its
Consume Life, or until its concentration ends (as if concentrating on a spell).
Consume Life. – Bonus Action
Will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points
and is still alive. Target makes a DC 10 Constitution saving throw against this magic or
die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Stone Cursed - Medium
HP 3d8 + 9 AC 17 (nat armor) SPD 10ft Construct CR1
STR 16 (+3) DEX 5 (-3) CON 14 (+2) INT 5 (-3) WIS 8 (-1) CHA 7 (-2)
passive Perception 8
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Cunning Opportunist.
The stone cursed has advantage on the attack rolls of opportunity attacks.
False Appearance.
If the stone cursed is motionless at the start of combat, it has advantage on its initiative roll.
Moreover, if a creature hasn't observed the stone cursed move or act, that creature must succeed on
a DC 13 Intelligence (Investigation) check to discern that the stone cursed isn't a statue.
Unusual Nature.
The stone cursed doesn't require air, food, drink, or sleep.
Petrifying Claws. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must
succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the
end of its next turn, when it must repeat the saving throw. The effect ends if the second save is
successful; otherwise the target is petrified for 24 hours.
Oblex Spawn - tiny
HP 4d4 + 9 AC 13 SPD 20ft Ooze CR1/4
STR 8 (-1) DEX 16 CON 15 INT 14 WIS 11 (0) CHA 10 (0)
(+3) (+2) (+2)
Saving Throws Int +4, Cha +2 Condition Immunities blinded, charmed,
Senses blindsight 60 ft. (blind beyond deafened, exhaustion, prone
this radius), passive Perception 12
Amorphous.
The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire.
If takes fire damage, it has disadvantage on attack rolls and ability checks until the end
of its next turn.
Unusual Nature.
The oblex doesn't require sleep.
Pseudopod. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4)
psychic damage.
Jocelyn Breaker of the Oath - Medium
HP 52 AC 18 (splint, SPD 30ft Undead CR1
shield)
STR 17 DEX 11 (0) CON 14 INT 11 (0) WIS 12 CHA 16
(+3) (+2) (+1) (+3)
Passive Perception 12 Athletics +5, Insight +4, Persuasion +5,
Saving Throws Con +4, Cha +5 Religion +4 Senses
Command Undead.
As a bonus action, Jocelyn can target one undead creature she can see within 30 ft. and
command it to use its reaction to attack.
Aura of Hate.
Any fiends and undead within 10 ft. of Jocelyn gains a bonus to melee weapon damage
rolls equal to her Charisma modifier (+3).
Ethereal Sight.
Jocelyn can see 60 ft. into the Ethereal Plane when she is on the Material Plane, and
vice versa.
Incorporeal Movement.
Jocelyn can move through other creatures and objects as if they were difficult terrain.
She takes 5 (1d10) force damage if she ends her turn inside an object.
ACTION
Warhammer. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 7 (1d8+ 3) bludgeoning damage, or 8 (1d10+3)
bludgeoning damage if used with two hands.
Horrifying Visage.
Non-undead creature within 60 ft. of Jocelyn that can see her must succeed on a DC 15
Wisdom saving throw or be frightened of her for one minute. Save fails by +5 target
also ages 1d4 x 10 years, repeat the saving throw at the end of each of its turns.
The aging effect can be reversed with a greater restoration spell, but only within 24
hours of it occurring.
Reactions – Parry.
Jocelyn adds +2 to her AC against one melee attack that would hit her. To do so, Jocelyn
must see the attacker and be wielding a melee weapon.
Breloom - Small
HP 4d8 + 16 AC 15 (nat SPD 30ft Plant CR1
armour)
STR 18 DEX 14 CON 18 INT 11 (0) WIS 16 CHA 10 (0)
(+5) (+2) (+4) (+3)
Passive Perception 13 Damage Vulnerabilities cold, fire
Stealth +5 Damage Resistances lightning
Damage Immunities poison
Condition Immunities poisoned
Forest Camouflage.
Breloom has advantage on Dexterity (Stealth) checks made to hide in forests,
woodlands, or other terrain of abundant foliage.
Poison Absorption.
Whenever the breloom is subjected to poison damage, it takes no damage and instead
gains a number of hit points equal to the poison damage dealt.
Effect Spore.
Whenever takes damage, releases a cloud of spores. Creatures within 5 feet of the
breloom when this happens must succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Technician.
When the breloom rolls a 1 or 2 on a damage die, it can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
Gain an ability Lv1, Lv3, Lv5 and Lv7. Roll d4 to choose.
Multiattack. The breloom makes two attacks: one with its force palm, and one with its
mega drain. It can replace either of these attacks with a use of seed bomb.
Force Palm. Melee Weapon Attack.
+7 to hit, reach 5 ft., one target. Hit: 14 (3d4 + 4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the
end of its next turn.
Mega Drain. Melee Spell Attack.
+7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) poison damage, and the breloom
regains hit points equal to half the damage dealt (rounded down).
Seed Bomb (Recharge 4-6). Ranged Spell Attack
+7 to hit, range 30/90 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage plus 10
(4d4) force damage.
Spore (3/Day).
 Spore cloud with 10-foot-radius sphere centered on it. All creature of the breloom's
choice in that area must succeed on a DC 13 Constitution saving throw or be poisoned
for 1 hour.
 If the saving throw fails by 5 or more, the target is also unconscious while poisoned in
this way.
 Wakes up if damaged or shaken awake. A poisoned creature can repeat the saving
throw at the end of each of its turns, ending the effect on a success.
 If the saving throw is successful or if the effect ends for the creature, it is immune to
the Spore of brelooms for the next 24 hours.
Tulig- Medium
HP 4d8 + 2 AC 11 (Leather) SPD 10ft Dwarf CR1/2
STR 15 DEX 12 CON 14 INT 10 (0) WIS 10 (0) CHA 11 (0)
(+2) (+1) (+2)
darkvision 60 ft., passive Perception 12 Condition Immunities
Perception +2 charmed, exhaustion, poisoned
Dwarven Resilience. Multiattack. The thug makes two melee
advantage on saving throws against attacks.
poison, and has resistance against poison Mace. Melee Weapon Attack:
damage. +4 to hit, reach 5 ft., one creature. Hit: 5
Pack Tactics. (1d6 + 2) bludgeoning damage.
advantage on attack rolls against a Heavy Crossbow. Ranged Weapon Attack:
creature if at least one of allies is within 5 +2 to hit, range 100/400 ft., one
feet of the creature and the ally isn't target. Hit: 5 (1d10) piercing damage.
incapacitated
Bandit - Medium
HP 2d8 + 2 AC 12 (Leather) SPD 25ft Human CR1/8
STR 11 (0) DEX 12 CON 12 INT 10 (0) WIS 11 (0) CHA 10 (0)
(+1) (+1)
passive Perception 10
Scimitar. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:
+3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Giant Frog - Medium
HP 4d8 AC 11 SPD 30 ft., swim Mt Dwarf CR1/4
30 ft.
STR 12 DEX 13 CON 11 (0) INT 2 (-4) WIS 10 (0) CHA 3 (-4)
(+1) (+1)
darkvision 30 ft., passive Perception 12 Damage immunity cold
Perception +2, Stealth +3
Amphibious.
The frog can breathe air and water.
Standing Leap.
The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a
running start.
Bite. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target
is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog
can't bite another target.
Swallow.
The frog makes one bite attack against a Small or smaller target it is grappling. If the
attack hits, the target is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks and other effects outside the
frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog
can have only one target swallowed at a time. If the frog dies, a swallowed creature is
no longer restrained by it and can escape from the corpse using 5 feet of movement,
exiting prone.
Swarm of Bats - Tiny
HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Old Croaker - Large
HP 6d10 + 6 AC 11 SPD 2 0 ft., swim 40 BeastCR1
ft.
STR 15 DEX 13 CON 13 INT 2 (-4) WIS 11 (0) CHA 3 (-4)
(+2) (+1) (+1)
darkvision 30 ft., passive Perception 10 Damage Immunities cold
Amphibious.
Old Croaker can breathe air and water.
Standing Leap.
Old Croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with/out a
running start.
Bite. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until this grapple ends, the target
is restrained, and Old Croaker can't bite another target.
Swallow.
Old Croaker makes one bite attack against a Medium or smaller target it is grappling. If
the attack hits, the target is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks and other effects outside Old
Croaker, and it takes 10 (2d6) acid damage at the start of each of Old Croaker's turns.
Old Croaker can have only one target swallowed at a time.
If Old Croaker dies, a swallowed creature is no longer restrained by it and can escape
from the corpse using 5 feet of movement, exiting prone.
Hulil Lutan- Medium
HP 6d8 + 6 AC 13 (Leather) SPD 25ft Mt Dwarf CR2
STR 11 (0) DEX 14 (+2) CON 12 INT 10 WIS 13 CHA 14
(+1) (0) (+1) (+2)
Deception +4, Persuasion +4, Religion +2
Damage Resistances poison
darkvision 60 ft., passive Perception 11
Dark Devotion.
Hulil has advantage on saving throws against being charmed or frightened.
Dwarven Resilience.
Hulil has advantage on saving throws against poison, and has resistance against poison
damage.
Multiattack.
Hulil makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack:
+4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Spellcasting. 4th-level spellcaster.


Spellcasting Wisdom (spell save DC 11, +3 to hit with spell attacks). Hulil has cleric spells
prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Raegrin Mau - Medium
HP 3d8 AC 12 (Leather) SPD 35ft Wood ElfCR1/8
STR 11 (0) DEX 12 (+1) CON 10 (0) INT 10 WIS 11 CHA 10
(0) (0) (0)
darkvision 60 ft., passive Perception 10 Condition Immunities
Deception +2, Perception +2, Religion +2 charmed, exhaustion, poisoned
Dark Devotion.
Raegrin has advantage on saving throws against being charmed or frightened.
Fey Ancestry.
Raegrin has advantage on saving throws against being charmed, and magic can't put
Raegrin to sleep.
Mask of the Wild.
Raegrin can attempt to hide even when they are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.
Scimitar. Melee Weapon Attack:
+3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Ice Mephit - Small
HP 6d6 AC 11 SPD 30 ft., fly 30 Mt Dwarf CR1/2
ft.
STR 7 (-2) DEX 13 CON 11 INT 9 (-1) WIS 11 (0) CHA 12
(+1) (0) (+1)
darkvision 60 ft., passive Perception 12 Condition Immunities
Perception +2 Stealth +3 charmed, exhaustion, poisoned
Death Burst. Claws. Melee Weapon Attack:
On death it bursts of jagged ice, creature +3 to hit, reach 5 ft., one creature. Hit: 3
within 5 feet of it must make a (1d4 + 1) slashing damage plus 2 (1d4)
DC 10 Dexterity saving throw, taking 4 cold damage.
(1d8) slashing damage on a failed save, Frost Breath (Recharge 6).
or half as much damage on a successful exhales a 15-foot cone of cold air. Each
one. creature makes a DC 10 Dexterity saving
False Appearance. throw, taking 5 (2d4) cold damage on a
While the mephit remains motionless, it failed save, or half as much damage on a
is indistinguishable from an ordinary successful one.
shard of ice. Variant: Summon Mephits (1/Day)
Innate Spellcasting (1/Day). 1d4 chance to summon mephit, appears
innately cast fog cloud, requiring no within 60ft of summoner. Acts as an ally
material components. Its spellcasting that remains for 60 secs or until it or
ability is Charisma summoner dies
Animated Armor - Medium
HP 6d8 + 6 AC 16 (Nat SPD 25ft Constructs CR1
Armour)
STR 16 DEX 11 CON 13 INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
(+3) (0) (+1)
blindsight 60 ft. (blind beyond this radius), passive Perception 6
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified,
poisoned
Antimagic Susceptibility.
The knife is incapacitated while in the area of an antimagic field. If targeted by dispel
magic, the armour must succeed on a Constitution saving throw against the caster's
spell save DC or fall unconscious for 1 minute.
False Appearance.
While the armour remains motionless and isn't moving, it is indistinguishable from a
normal armour.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
Ice Warrior Icicle Hurler - Medium
HP 4d8 AC 16 (Nat SPD 30ft (ice Elemental CR1
Armour) walk)
STR 14 DEX 17 CON 14 INT 11 (0) STR 14 DEX 8 (-1)
(+2) (+3) (+2) (+2)
darkvision 60 ft., passive Perception 15
Damage Vulnerabilities bludgeoning, fire
Damage Immunities poison, Cold
Condition Immunities poisoned, Paralyzed, Petrified
Multiattack The hurler makes two attacks, choosing from those below.
Slam Melee weapon attack
+4 to hit, reach 5 ft, one target. Hit 1d4+2 bludgeoning damage.
Flying Icicle Ranged Weapon Attack
+5 to hit, range 10/20. Hit 1d6+3 piercing damage.
Icicle Storm (Recharge 5-6)
As an action, the hurler chooses a point within 20 ft., creating a localised storm with a
radius of 15 ft from that point. Any creature in area makes a dex save DC 14, taking
1d10 damage on a failed save or half as much on a successful one. The hurler uses this
attack whenever it is successfully recharged (beginning of its turn).
Ice Warrior Raider - Medium
HP 6d8 AC 17 (Nat SPD 30ft (ice Elemental CR1/2
Armour) walk)
STR 17 DEX 14 CON 18 INT 11 (0) WIS 11 CHA 10 (0)
(+3) (+2) (+4) (0)
darkvision 60 ft., passive Perception 15
Damage Vulnerabilities bludgeoning, fire
Damage Immunities poison, Cold
Condition Immunities poisoned, Paralyzed, Petrified
Flail Melee Weapon Attack
+5 to hit, reach 5 ft, one target. Hit 1d8+3 bludgeoning damage.
Ice Embrace Melee Weapon Attack
+5 to hit, reach 5 ft, one target. Hit 1d4+3 bludgeoning and target must make a DC 14
con save, or their movement is halved until the end of their next turn.
Ice Warrior Frostling - Medium
HP 10d8 AC 15 (Nat SPD 25ft (ice Elemental CR2
Armour) walk)
STR 18 DEX 16 CON 16 INT 12 WIS 11 CHA 12
(+4) (+3) (+3) (+1) (0) (+1)
darkvision 60 ft., passive Perception 12
Damage Vulnerabilities bludgeoning, fire
Damage Immunities poison, Cold
Condition Immunities poisoned, Paralyzed, Petrified
Ice Shard. Melee weapon attack:
+8 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) cold damage.
Freezing Shot. Ranged weapon attack:
+4 to hit, range 50 ft., one target. Hit: 7 (1d6 + 4) cold damage and target's speed is
halved until the start of the ice warrior frostling's next turn.
Icy Burst. (Recharge 4-6)
An explosion of freezing ice crystals emanate from the frostling in a15-foot cube. Each
creature makes DC 15 Dexterity saving throw. A creature speed reduced to zero until
the start of the frostling's next turn and takes 9 (1d10 + 4) cold damage on a failed save,
or half as much damage on a successful one.
Spirit of Winter - Large
HP 15d10 + 35 AC 16 (Nat SPD 30ft (ice Fey CR3
Armour) walk)
STR 20 DEX 12 CON 20 INT 10 (0) WIS 14 CHA 10
(+5) (+1) (+5) (+2) (0)
darkvision 60 ft., passive Perception 15
Damage Vulnerabilities bludgeoning, fire
Damage Immunities poison
Condition Immunities poisoned, Paralyzed, Petrified
Choke Frost Aura.
Not active while bloodied. 25-foot-radius, any creature that starts its turn in or enters
the aura face difficult terrain.
Gem Bound.
The spirit of winter is bound to the frost gem. Attacking either damages the spirit of
winter, and when the spirit of winter reaches 0 hit points or fewer, the gem is also
destroyed. The gem’s defences are identical to the spirit of winter’s, and the gem has
resistance all types of damage except fire.
Multiattack. The spirit of winter makes two slamattacks.
Slam. Melee weapon attack:
+7 to hit, reach 10 ft.,one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) cold
damage (plus an extra 3 (1d6) cold damage if within the Choke Frost Aura).
Blast of Cold. Ranged weapon attack:
+7 to hit, range50 ft. from the frost gem; two targets. Hit: 9 (2d8 +1) cold damage.
Freezing Burst. (Recharge 6)
Freezing energy emanates from the spirit of winter in a 20-foot cube. Each creature
takes 7 (1d6 +4) cold damage and makes DC 15 Strength saving throw. Fail save is
knocked prone and pushed 10ft, on a success only pushed 5ft
Bloodied Burst.
When first bloodied, its freezing burst recharges and the spirit of winter uses it
immediately.
Rug of Smothering - Large
HP 6d10 AC 12 SPD 10ft Construct CR2
STR 17 DEX 14 CON 10 INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
(+3) (+2) (0)
blindsight 60 ft. (blind beyond this radius), passive Perception 6
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained, stunned
Antimagic Susceptibility.
The rug is incapacitated while in the area of an antimagic field. If targeted by dispel
magic, the rug must succeed on a Con saving throw against the caster's spell save DC or
fall unconscious for 1 minute.
Damage Transfer.
While it is grappling a creature, the rug takes only half the damage dealt to it, and the
creature grappled by the rug takes the other half.
False Appearance.
While the rug remains motionless, it is indistinguishable from a normal rug.
Smother. Melee Weapon Attack:
+5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature
is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and
at risk of suffocating, and the rug can't smother another target. In addition, at the start
of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Swarm of Undead Snakes - Tiny
HP 8d8 AC 14 SPD 30 ft., swim 30 Undead CR2
ft.
STR 8 (-1) DEX 18 CON 12 INT 1 (-5) WIS 11 (0) CHA 3 (-4)
(+4) (+1)
blindsight 10 ft., passive Perception 10
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities charmed, frighten, grapple, paralyze, petrified, poison, prone,
restrained, stunned
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 snake. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or
3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must
make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
Animated Knives - Tiny
HP 5d4 AC 17 (Nat SPD 25ft Constructs CR1/8
Armour)
STR 12 DEX 15 CON 11 (0) INT 1 (-5) WIS 5 (-3) CHA 1 (-5)
(+1) (+2)
blindsight 60 ft. (blind beyond this radius), passive Perception 7, Saving Throws Dex +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified,
poisoned
Antimagic Susceptibility.
Knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic,
the knife must succeed on a CON saving throw against the caster's spell save DC or
fall unconscious for 1 minute.
False Appearance.
While the knife remains motionless and isn't flying, it is indistinguishable from a normal
knife.
Dagger. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Giant Octopus - Large
HP 8d10 + 8 AC 11 SPD 10 ft., swim 60 Beast CR1
ft.
STR 17 DEX 13 CON 13 INT 4 (-3) WIS 11 (0) CHA 4 (-3)
(+3) (+1) (+1)
Perception +4, Stealth +5 Condition Immunities
darkvision 60 ft., passive Perception 14 charmed, exhaustion, poisoned
Hold Breath.
While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing.
The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack:
+5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is
a creature, it is grappled (escape DC 16). Until this grapple ends, the target
is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest).
A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The
area is heavily obscured for 1 minute, although a significant current can disperse the
ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Damaged Flesh Golem - Medium
HP 38 AC 9 SPD 35ft Construct CR1
STR 19 DEX 9 (-1) CON 18 INT 6 (-2) WIS 11 (0) CHA 5 (-3)
(+4) (+4)
darkvision 60 ft., passive Perception 10
Damage Immunities lightning, poison; bludgeon, pierce, and slash nonmagical attacks
(non adamantine)
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Aversion of Fire.
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks
until the end of its next turn.
Berserk.
Whenever turn starts with 40 hit points or fewer, roll a d6. On a 6, the golem goes
berserk. On each of its turns while berserk, the golem attacks the nearest creature it
can see. If no creature is near enough to move to and attack, the golem attacks an
object, with preference for an object smaller than itself. Once the golem goes berserk,
it continues to do so until it is destroyed or regains all its hit points.
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Lightning Absorption.
Whenever the golem is subjected to lightning damage, it takes no damage and instead
regains a number of hit points equal to the lightning damage dealt.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The golem's weapon attacks are magical.
Slam. Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ferol Sal - Medium
HP 4d8 + 2 AC 14 (Stud SPD 25ft Undead CR3
Leather)
STR 15 DEX 14 CON 16 INT 16 WIS 13 CHA 15
(+2) (+2) (+3) (+3) (+1) (+2)
darkvision 60 ft., passive Perception 13 Perception +3, Stealth +4
Damage Resistances necrotic; bludgeon, pierce, and slash from nonmagical attacks (not
silvered)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Sunlight Sensitivity.
While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Multiattack. Ferol makes two longsword attacks or two longbow attacks. It can use its Life
Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack:
+4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target makes
DC 13 Con saving throw or its hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under Ferol's control,
unless the humanoid is restored to life or its body is destroyed. Ferol can have no more
than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack:
+4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Giant Crab - Medium
HP 3d8 AC 15 (Nat Armor) SPD 30 ft., swim Beast CR1/8
30 ft
STR 13 DEX 15 CON 11 (0) INT 1 (-5) WIS 9 (-1) CHA 3 (-4)
(+1) (+2)
Stealth +4 Amphibious. The crab can breathe air and
blindsight 30 ft., passive Perception 9 water
Claw. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target
is grappled (escape DC 11). The crab has two claws, each of which can grapple only one
target.
Slowbro - Medium
HP 4d6 + 17 AC 15 (Nat Armor) SPD 10 ft., swim Elemental CR1
30 ft
STR 11 (0) DEX 8 (-1) CON 17 INT 24 WIS 22 CHA 17
(+3) (+7) (+6) (+3)
passive Perception 16 Damage Resistances fire, psychic
Condition Immunities charmed
Oblivious. The slowbro is immune to any effect that would sense its emotions or read its
thoughts, and divination spells.
Own Tempo. The slowbro has advantage on saving throws against being frightened.
Regeneration. The slowbro regains 5 hit points at the start of its turn if it has at least 1 hit
point.
Pain Focus. While at full health, the slowbro automatically fails all Intelligence, Wisdom,
or Charisma ability checks and saving throws, and its spell attack rolls automatically miss.

Gain an ability Lv1, Lv3, Lv5 and Lv7. Roll d4 to choose.


ACTIONS
Water Pulse. Ranged Spell Attack:
+10 to hit, range 60/180 ft., one target. Hit: 20 (2d8 + 7) bludgeoning damage, and the
target must succeed on a DC 18 Strength saving throw or be pushed back 10 feet.
Psybeam. Ranged Spell Attack:
+10 to hit, range 60/180 ft., one creature. Hit: 20 (2d8 + 7) psychic damage, and the
target must succeed on a DC 18 Intelligence saving throw or be stunned until the end of
its next turn.
Disable.
The slowbro targets one creature within 60 ft. of it that it can see. That creature must
make a DC 18 Wisdom saving throw or have disadvantage on all attack rolls for 1
minute. A creature can repeat this saving throw at the end of each of its turns, ending
the effect on a success.
Cult Fanatic – Medium
HP 5d8 AC 12 SPD 0 ft., Beasts
fly 30 ft swarm
CR1/4
STR 5 DEX CON INT 2 WIS CHA 4
(-3) 15 10 (0) (-4) 12 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified,
prone, restrained, stunned
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks
that rely on hearing.
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 bat. The swarm can't regain hit points or
gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's
space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing
damage if the swarm has half of its hit points or fewer.

CULT FANATIC
MMP345
Medium Humanoid (Any Race), Any Non-Good Alignment

Armor Class 13 (leather armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX C I W C
O N IS H
N T A
11 (+0) 14 (+2) 12 1 1 14
(+ 0 3 (+
1) (+ (+ 2)
0) 1)

Skills Deception +4, Persuasion +4, Religion +2


Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP) Profici
ency
Bonus
+2

Dark Devotion.
The fanatic has advantage on saving throws against
being charmed or frightened.

Spellcasting.
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks). The fanatic has the
following cleric spells prepared:

 Cantrips (at will): light, sacred flame, thaumaturgy


 1st level (4 slots): command, inflict wounds, shield of faith
 2nd level (3 slots): hold person, spiritual weapon

ACTIONS
Multiattack.
The fanatic makes two melee attacks.

Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage.
Cultist- Medium
HP 5d8 AC 12 SPD 0 ft., Beasts
fly 30 ft swarm
CR1/4
STR 5 DEX CON INT 2 WIS CHA 4
(-3) 15 10 (0) (-4) 12 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified,
prone, restrained, stunned
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks
that rely on hearing.
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 bat. The swarm can't regain hit points or
gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's
space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing
damage if the swarm has half of its hit points or fewer.
CULTIST
MMP345
Medium Humanoid (Any Race), Any Non-Good Alignment

Armor Class 12 (leather armor)


Hit Points 9 (2d8)
Speed 30 ft.

STR DEX C I W C
O N IS H
N T A
11 (+0) 12 (+1) 10 1 1 10
(+ 0 1 (+
0) (+ (+ 0)
0) 0)

Skills Deception +2, Religion +2


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP) Profici
ency
Bonus
+2

Dark Devotion.
The cultist has advantage on saving throws against
being charmed or frightened.

ACTIONS
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
slashing damage.
Cult Mage - Medium
HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

PRECOGNITIVE MAGE
GGRP228
Medium Humanoid (Any Race), Lawful Neutral

Armor Class 11 (14 with mage armor)

Hit Points 63 (14d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 13 (+1) 10 (+0) 18 (+4) 13 (+1) 11 (+0)

Saving Throws Int +6, Wis +3

Skills Perception +3

Senses truesight 120 ft., passive Perception 13

Languages Common plus any one language

Challenge 3 (700 XP) Proficiency Bonus +2

Innate Spellcasting.

The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following
spells, requiring no material components:

 3/day: detect thoughts, mage armor


 1/day each: clairvoyance, locate object

ACTIONS
Quarterstaff.

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or
3 (1d8 - 1) bludgeoning damage if used with two hands.

Glimpse the Temporal Flood (Recharge 5–6).

The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8)
psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until
the end of its next turn.

REACTIONS
Precognitive Insight (3/Day).

When the mage or a creature it can see makes an attack roll, a saving throw, or an ability
check, the mage can cause the roll to be made with advantage or disadvantage.

MUTT AND MATE MATTERS Medium undead, chaotic neutral


HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Mutt and Mate Matters are proud, violent dwarven warriors and brothers who killed each other during
a bar fight 100 years ago. They are now haunting the site of their death in an effort to finish the fight.

Armor Class 11

Hit Points 45

Speed 0 ft., fly 40 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

7 (-2)

13

10

10

12

17

(+1)

(+0)

(+0)

(+1)

(+3)

Damage Resistances Acid, Fire, Lightning. Thunder; Bludgeoning, Piercing and Slashing from
Nonmagical Attacks Damage Immunities Cold, Necrotic, Poison

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,


Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and
vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic
damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible
on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected
by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on
a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target
also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or
the effect ends for it. the target is immune to this ghost's Horrifying Visage for the next 24 hours. The
aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession. (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC
13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is
incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the
target of awareness. The ghost can't be targeted by any attack, spell or other effect, except ones that
turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma and immunity to being
charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to
the target's knowledge, class features or proficiencies.

The Possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action or the
ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession
ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this
ghost's Possession for 24 hours after succeeding on the saving throw or after the Possession ends.

DARK MAGE Medium humanoid (any race), lawful evil


HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

This individual is seeking to raise a dark entity, and will use any arcane means at their disposal in
order to make its

transportation to this plane a reality.

Armor Class 12 (15 with mage armor)

Hit Points 40

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14

12

16

12

10

(-1)

(+2)

(+1)

(+3)

(+1)

(+0)

Saving Throws Int +6, Wis +4

Skills Arcana +6, History +6


Senses Passive Perception 11

Spellcasting. The mage is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will):
fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, magic
missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (2 slots): counterspell, fireball, major image

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage + 1d6
variant damage as established on the table on pg. 25.

Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage
+ 1d6 variant damage as established on the table on pg. 25.

"MOTHER" Medium humanoid (any race), chaotic good


HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
A loving if possibly absent parent, Mother is also a member through subterfuge and subtle influence.
In short, she's an of a circle of mages who help maintain the safety of the realm

arcane spy. Or at least that's who she claims to be.

Armor Class 12 (15 with mage armor)


Hit Points 40

Speed 30 ft.

STR

DEX CON

INT

WIS

CHA

12

11

16

16

14

(-1)

(+1)

(+0)

(+3)

(+3)

(+2)

Saving Throws Int +6, Wis +6

Skills Arcana +6, History +6

Senses Passive Perception 13

Spellcasting. Mother is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
14, +6 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, blade ward • 1st level (4 slots): detect magic, mage
armor, magic missile,

shield

2nd level (3 slots): misty step, suggestion

⚫ 3rd level (2 slots): counterspell, hypnotic pattern, sending

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: (1d4 + 2) piercing damage.

Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft.. one target. Hit: (1d4 + 2) piercing damage.

SUMMONED DEMON Large fiend (demon), chaotic evil


HP 5d8 AC 12 SPD 0 ft., fly 30 Beasts swarm
ft CR1/4
STR 5 (-3) DEX 15 CON 10 (0) INT 2 (-4) WIS 12 CHA 4 (-3)
(+2) (+1)
blindsight 60 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Condition
Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunne
d
Echolocation.
The swarm can't use its blindsight while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit
points or gain temporary hit points.
Bites. Melee Weapon Attack:
+4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or
2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
The creature summoned by the cultists should be determined based on who they worship, as per the
table on pg. 25. Additional effects to this summoned creature should be applied using the Sad
Summoning table on pg. 29.

Armor Class 16 (natural armor)

Hit Points 136 Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

19 (+4)
17

20

16

12

13

(+3)

(+5)

(+3)

(+1)

(+1)

Saving Throws Str +7, Con +8, Wis +4

Damage Resistance Cold, Fire, Lightning; Bludgeoning, Piercing and Slashing From Nonmagical
Attacks Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 11

Magic Resistance The demon has advantage on saving throws against spells and other magical effects.

Variant Dangers Based on the identity of the demon being summoned, as determined by the table on
pg. 25, the demon gains the additional property:

MALCORE THE FLESH CORRUPTOR

Melee and ranged weapon attacks deal an extra 1d6 necrotic damage and attacks with Malcore's claws
permanently reduce the target's maximum hit points by the amount of necrotic damage suffered. This
reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is
affected by a spell like greater restoration.

Actions

Multiattack. The demon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6+4) slashing damage

Banette- Small
HP 4d8 + 16 AC 15 (nat SPD 30ft Plant CR1
armour)
STR 18 DEX 14 CON 18 INT 11 (0) WIS 16 CHA 10 (0)
(+5) (+2) (+4) (+3)
Passive Perception 13 Damage Vulnerabilities cold, fire
Stealth +5 Damage Resistances lightning
Damage Immunities poison
Condition Immunities poisoned
Forest Camouflage.
Breloom has advantage on Dexterity (Stealth) checks made to hide in forests,
woodlands, or other terrain of abundant foliage.
Poison Absorption.
Whenever the breloom is subjected to poison damage, it takes no damage and instead
gains a number of hit points equal to the poison damage dealt.
Effect Spore.
Whenever takes damage, releases a cloud of spores. Creatures within 5 feet of the
breloom when this happens must succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Technician.
When the breloom rolls a 1 or 2 on a damage die, it can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
Gain an ability Lv1, Lv3, Lv5 and Lv7. Roll d4 to choose.
Multiattack. The breloom makes two attacks: one with its force palm, and one with its
mega drain. It can replace either of these attacks with a use of seed bomb.
Force Palm. Melee Weapon Attack.
+7 to hit, reach 5 ft., one target. Hit: 14 (3d4 + 4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the
end of its next turn.
Mega Drain. Melee Spell Attack.
+7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) poison damage, and the breloom
regains hit points equal to half the damage dealt (rounded down).
Seed Bomb (Recharge 4-6). Ranged Spell Attack
+7 to hit, range 30/90 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage plus 10
(4d4) force damage.
Spore (3/Day).
 Spore cloud with 10-foot-radius sphere centered on it. All creature of the breloom's
choice in that area must succeed on a DC 13 Constitution saving throw or be poisoned
for 1 hour.
 If the saving throw fails by 5 or more, the target is also unconscious while poisoned in
this way.
 Wakes up if damaged or shaken awake. A poisoned creature can repeat the saving
throw at the end of each of its turns, ending the effect on a success.
 If the saving throw is successful or if the effect ends for the creature, it is immune to
the Spore of brelooms for the next 24 hours.
Small construct, neutral evil

 Armor Class 13 (natural armor)


 Hit Points 36 (8d6 + 8)
 Speed 25 ft.

DEX CON INT WIS CHA


STR

16 (+3) 12 (+1) 12 (+1) 7 (-2) 14 (+2) 10 (+0)

 Saving Throws Str +6, Wis +5


 Damage Immunities poison
 Condition Immunities exhaustion, petrified, poisoned
 Senses darkvision 60 ft., passive Perception 12
 Languages understands Common, but can only say its own name
 Challenge 1 (200 XP)

Cursed Body. When Banette takes damage from a critical hit, the attacking creature must make a DC 15
Constitution saving throw or become stunned until the end of its next turn.

False Appearance. While Banette remains motionless, it is indistinguishable from an inanimate rag doll.
Hybrid Creature. Banette has two creature types: construct and undead and can be affected by a game effect if it
works on either of its creature types.
Incorporeal Movement. Banette can move through other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. Banette's spellcasting ability is Wisdom (spell save DC 15). Banette can innately cast these
spells, requiring no material components:
At Will: darkness, inflict wounds, mage hand, thaumaturgy
1/day: cause fear, invisibility
Insomnia. Banette can’t be put to sleep by magical means.
Actions
Shadow Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage and 3
(1d6) necrotic damage.

Prankster. At the start of the round, Banette moves to the top of the initiative order and takes an action that deals
no damage. The Banette's next turn must be taken on its normal turn in the initiative order. When the Banette
uses this ability, it can not use a bonus action or reaction until the start of its next turn.
Human Assassin – Medium
AC15 Speed 30Ft HP (CH4 is 5d8+16)
12d8 + 24
STR 11 (0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (0) CHA 11 (0)
Saving Throws Dex +7, lnt +5 Damage Resistances poison
Skills Acrobatics +7, Deception +4, Perception +4,
Stealth + 11 passive Perception 14
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature
that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to
take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,.
and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (2d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally
of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack
roll.
ACTIONS
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (2d6) poison
damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft ., one target. Hit: 7 (1d8 + 3)
piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (2d6)
poison damage on a failed save, or half as much damage on a successful one.
BONUS ACTIONS
Cunning Action. The thief takes the Dash , Disengage, or Hide action .
REACTIONS
Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief
must be able to see the attacker

Martial Arts Adept – Medium


AC15 Speed 40Ft HP 7d8 + 11
STR 11 (0) DEX 17 (+3) CON 14 (+2) INT 11 (0) WIS 16 (+3) CHA 10 (0)
Acrobatics +5, Insight +5, Stealth +5 passive Perception 13
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC
includes its Wisdom modifier.
ACTIONS
Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3)
bludgeoning damage. Once per turn, the adept can cause one of the following additional effects
(choose one or roll a d4): ..
1-2: Knock Down. The target must succeed on a DC l3 Dexterity saving throw or be knocked
prone.
3-4: Push. The target must succeed on a DC l3 Strength saving throw or be pushed up to l 0 feet
directly away from the adept.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing
damage.
REACTIONS
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the
missile. The damage it takes from the attack is reduced by ldl0 + 3. If the damage is reduced to 0,
the adept catches the missile if it's small enough to hold in one hand and the adept has a hand
free.

Duergar Soulblade – Small


AC14 Speed 25Ft HP 7d8 6
STR 16 (+3) DEX 16 (+3) CON 10 (0) INT 11 (0) WIS 11 (0) CHA 12 (+1)
Damage Resistances poison
darkvision 120 ft., passive Perception 10

Duergar Resilience, The duergar has advantage on saving throws against spells and the charmed,
paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
ACTIONS
Sou/blade. Melee Spell Attack: +5 to hit, reach 5 ft. , one target. Hit: 10 (2d6 + 3) force damage,
or 13 (4d6 + 3) force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up
to l hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible
with it.
BONUS ACTIONS
Enlarge (Recharges after a Short or Long Rest). For l minute, the duergar magically increases
in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes
Strength checks and Strength saving throws with advantage. If the duergar lacks the room to
become Large, it attains the maximum size possible in
the space available.

Elf Swashbuckler – Medium


AC17 (leather armor, Suave Speed 30Ft HP 7d8 + 12
Defense)
STR 12 (+1) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 11 (0) CHA 15 (+2)
Acrobatics +8, Athletics +5, Persuasion +6 passive Perception 10
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its
AC includes its Charisma modifier.
ACTIONS
Multiattack. The swashbuckler makes one Dagger attack and two Rapier attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
6 (ld4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) piercing damage.
BONUS ACTIONS
Lightfooted. The swashbuckler takes the Dash or Disengage action.

DRUID - Medium
AC11 (16 with barkskin) Speed 30Ft HP 5d8 + 7
STR 11 (0) DEX 12 (+1) CON 13 (+1) INT 12 (+1) WIS 15 (+2) CHA 11 (0)
Medicine +4, Nature +3, Perception +4 passive Perception 14
Spellcasting. Wisom (spell save DC 12, +4 to hit with spell attacks).
Cantrips (at will) druidcraft, produce flame, shillelagh
1st level (3 slots) entangle, longstrider, 2nd level (2 slots) animal messenger, barkskin
speak with animals,
thunderwave
ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft ., one target.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded
with two hands.

ILLUSIONIST WIZARD - Medium


AC12 (15 with mage armor) Speed 30Ft HP 8d8 + 10
STR 9 (-1) DEX 14 (+2) CON 13 (+1) INT 16 (+3) WIS 11 (0) CHA 12 (+1)
Saving Throws Int +5, Wis +2 passive Perception 10

Arcana +5, History +5


Spellcasting. Intelligence (spell save DC 13, +6 to hit with spell attacks).
ACTIONS
Multiattack. The illusionist makes two Arcane Burst attacks .
Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft ., one target.
Hit: 14 (2dl0 + 3) psychic damage.
At will: dancing lights, mage hand, minor illusion
2/day each: disguise se lf, invisibility, mage armor, major image, phantasmal force, phantom
steed
BONUS ACTIONS
Displacement (Recharge 5-6). The illusionist projects an illusion that makes the illusionist
appear to be standing in a place a few inches from its actual location , causing any creature to
have disadvantage on attack rolls against the illusionist. The effect lasts for l minute, and it ends
early if the illusionist takes damage, if it is incapacitated, or if its speed becomes 0.

Ashen Heir Mage – Medium


AC12 (15 mage armor) Speed 40Ft HP 6d8
STR 9 (-1) DEX 14 (+2) CON 11 (0) INT 17 (+3) WIS 12 (+1) CHA 11 (0)
Saving Throws Int +6, Wis +4 passive Perception 11
Skills Arcana +6, History +6
Spellcasting. Intelligence (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will) firebolt, light, mage hand, prestidigitation
1st level (3 slots) detect magic, mage armor, 2nd level (2 slots) misty step, suggestion
magic missile, Burning Hands
ACTIONS
Dagger. Melee/Ranged Attack: +5 to hit, reach 5 ft. range 20/60 ft Hit: 1d4 + 2 piercing dmg.
Security

one mage, one cult fanatic, one assassin and three cultists.

KNIGHT - Medium
AC16 Speed 30Ft HP 3d8 + 2
STR 16 (+3) DEX 11 (0) CON 14 (+2) INT 11 (0) WIS 11 (0) CHA 15 (+2)
Saving Throws Str +7, Dex +5, Con +6 passive Perception 11

Skills Athletics +10, Intimidation +5

Brave. The knight has advantage on saving throws against being frightened .
ACTIONS
Multiattack. The knight makes two melee attacks.
Creatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4)
bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100f400 ft., one target. Hit: 5 (1d10)
piercing damage.
VETERAN - Medium
AC17 Speed 30Ft HP 4d8 + 3
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (0) WIS 11 (0) CHA 11 (0)
Saving Throws Str +7, Dex +5, Con +6 passive Perception 11

Skills Athletics +10, Intimidation +5

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included
in the attack).
ACTIONS
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also
make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (1d8 + 3) s lashing
damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one ta rget. Hit: 6 (1d6 + 3) piercing
damage.
REACTIONS
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon.

Warlord - Medium
AC18 Speed 30Ft HP 8d8 + 4
STR 20 (+5) DEX 16 (+3) CON 18 (+4) INT 12 (+1) WIS 12 (+1) CHA 18 (+4)
Saving Throws Str +9, Dex +7, Con +8 passive Perception 15
Athletics +9, Intimidation +8, Perception
+5, Persuasion +8

Indomitable (3/Day). The warlord can reroll a saving throw it fails . It must use the new roll.
Survivor. The warlord regains 5 hit points at the start of its turn if it has fewer than half its hit
points but at least 1 hit point.
ACTIONS
Multiattack. The warlord makes two Greatsword or Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit: 12 (2d6 + 5) s lashing
damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
LEGENDARY ACTIONS
The warlord can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and on ly at the end of another, creature's turn. The warlord
regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within 30 feet of it. If the target can see
or hear the warlord, the target can make one weapon attack as a reaction and gains advantage on
the attack roll.
Weapon Attack. The warlord makes one Greatsword or Shortbow attack.
Frighten Foe (Costs 2 Actions). The warlord targets one creature it can see within 30 feet of it.
If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be
frightened

ARCHMAGE - Small
AC12 (mage armor 15) Speed 30Ft HP 6d8 + 8
STR 10 (0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
Saving Throws lnt +9, Wis +6 Damage Resistance damage from spells; non magical
bludgeoning, piercing, and slashing (from stoneskin)
Skills Arcana +13, History +13 Passive Perception 12

Magic Resistance. The arch mage has advantage on saving throws against spells and other
magical effects.
Spellcasting. Intelligence (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will) fire bolt, light, mage hand, prestidigitation, shocking grasp
Spells at will disguise self and invisibility
1st level (3 slots) detect magic, mage armor, 3rd level (1 slots) counterspell, Lightning bolt, fly
magic missile, identify
2nd level (2 slots) mirror image, misty step 4th level (1 slots) stoneskin
ACTIONS
Dagger. Melee/Ranged Attack: +6 to hit, reach 5 ft. range 20/60 ft Hit: 1d4 + 2 piercing dmg.
REACTIONS
Arcane Ward (Recharge 4-6). When the abjurer or a creature it can see within 30 feet of it takes
damage, the Archmage magically creates a protective barrier around itself or the other creature.
The barrier reduces the damage to the protected creature by (2d10 + 4) , to a minimum of 0, and
then vanishes.
Crystal Summon

Eldritch Lich – Medium


AC13 Speed 30Ft fly 30 ft. (hover) HP 8d8 + 26
STR 11 (0) DEX 18 (+4) CON 16 (+3) INT 19 (+4) WIS 14 (+2) CHA 12 (+1)
Saving Throws Int +9, Wis +7 Damage Resistances necrotic, poison
Arcana +14, Perception +7 Condition Immunities charmed,
exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception
17

Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.
Multiattack. The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses
Psychic Whisper twice.
Parasitic Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (2d6 + 4)
piercing damage plus 25 (2d6 + 4) necrotic damage. The target must succeed on a DC 13
Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of
each of its turns, ending the effect on itself on a success. The third time the target fails the save,
the target dies and dissolves into a gibbering mouther that obeys the lich and uses the target’s
initiative.
Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must
succeed on a DC 13 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned
until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting
ability (spell save DC 17):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, hunger of Hadar, lightning bolt
1/day each: arcane eye, dimension door, plane shift (self only)
Reactions
Far Realm Step. Immediately after taking damage, the lich, along with any equipment it is
wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

Gibbering Mouther - Medium


AC9 Speed 10 ft., swim 10 ft HP 3d8 + 5
STR 11 (0) DEX 8 (-1) CON 16 (+3) INT 3 (-4) WIS 10 (0) CHA 6 (-2)
Saving Throws Int +9, Wis +7 Damage Resistances necrotic, poison
Arcana +14, Perception +7 Condition Immunities prone
Darksight 60 ft., passive Perception 10
Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each
creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed
reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each
creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a
DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn
and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or
6, the creature takes no action or bonus action and uses all its movement to move in a randomly
determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined
creature within its reach or does nothing if it can’t make such an attack.
Actions
Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the
target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If
the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within
15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet
of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the
mouther’s next turn.
AC9 Speed 10 ft., swim 10 ft HP 3d8 + 5
STR 11 (0) DEX 8 (-1) CON 16 (+3) INT 3 (-4) WIS 10 (0) CHA 6 (-2)
Saving Throws Int +9, Wis +7 Damage Resistances necrotic, poison
Arcana +14, Perception +7 Condition Immunities prone
Darksight 60 ft., passive Perception 10
Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each
creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed
reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each
creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a
DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn
and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or
6, the creature takes no action or bonus action and uses all its movement to move in a randomly
determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined
creature within its reach or does nothing if it can’t make such an attack.
Actions
Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the
target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If
the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within
15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet
of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the
mouther’s next turn.

ANCHORITE OF TALOS - Medium


AC9 Speed 10 ft., swim 10 HP 3d8 + 5
ft
STR 11 DEX 8 (- CON 16 INT 3 (- WIS 10 CHA 6 (-
(0) 1) (+3) 4) (0) 2)
Saving Throws Int Damage Resistances
+9, Wis +7 necrotic, poison
Arcana +14, Condition Immunities
Perception +7 prone
Darksight 60 ft., passive
Perception 10
Aberrant Ground. The ground in a 10-foot radius around the
mouther is doughlike difficult terrain. Each creature that starts its
turn in that area must succeed on a DC 10 Strength saving throw
or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see
any creature and isn’t incapacitated. Each creature that starts its
turn within 20 feet of the mouther and can hear the gibbering
must succeed on a DC 10 Wisdom saving throw. On a failure,
the creature can’t take reactions until the start of its next turn and
rolls a d8 to determine what it does during its turn. On a 1 to 4,
the creature does nothing. On a 5 or 6, the creature takes no
action or bonus action and uses all its movement to move in a
randomly determined direction. On a 7 or 8, the creature makes a
melee attack against a randomly determined creature within its
reach or does nothing if it can’t make such an attack.
Actions
Multiattack. The gibbering mouther makes one bite attack and, if
it can, uses its Blinding Spittle.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 17 (5d6) piercing damage. If the target is Medium
or smaller, it must succeed on a DC 10 Strength saving throw or
be knocked prone. If the target is killed by this damage, it is
absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The mouther spits a
chemical glob at a point it can see within 15 feet of it.
The glob explodes in a blinding flash of light on impact.
Each creature within 5 feet of the flash must succeed on a
DC 13 Dexterity saving throw or be blinded until the end
of the mouther’s next turn.

ANCHORITE OF TALOS
DIPP51
Medium Humanoid (Half-Orc, Shapechanger), Neutral Evil

Armor Class 13 (hide armor)


Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 9 (- 15 12
(+2) 1) (+2) (+1)

Skills Nature +1, Stealth +3, Survival +4


Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 3 (700 XP) Proficiency
Bonus +2

Shapechanger.
The anchorite can use its action to polymorph into a boar or back into its
true form, which is humanoid. Its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies.

Innate Spellcasting.
The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It
can innately cast the following spells, requiring no material components:

 3/day: thunderwave (2d8 damage)


 1/day each: augury, bless, lightning bolt (8d6 damage), revivify

ACTIONS
Clawed Gauntlet (Humanoid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
slashing damage.

Tusk (Boar Form Only).


Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.

There’s a Cavern Encounters Lv3


Zombie Cockatrice - Small
AC12 Speed 20 ft., fly 40 ft. HP 6d8 + 6
STR 6 (-2) DEX 14 (+2) CON 14 (+2) INT 1 (-5) WIS 13 (+1) CHA 8 (-1)
Darkvision 60ft

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a
DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1
hit point in stead.
Pack Tactics. The zombie has advantage on attack rolls against a creature if at least one of the zombie's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Action
Melee Attack—Bite:
+5 to hit (reach 5 ft.; one creature). Hit: 1d4 + 2 piercing damage, must make a DC 11 CON saving throw.
Failed Save: The target is restrained and can use its action to make a DC 11 Constitution check. If the
check fails or is not made, the target turns to stone permanently.
REACTIONS
Feeding Frenzy. When a creature is reduced to 0 hit points, the zombie can move up to 20 feet directly towards it
and make a bite attack against it.
Mimic - Medium
AC12 Speed 15Ft HP 7d8 + 14
STR 17 (+3) DEX 12 (+1) CON 15 (+2) INT 4 (-3) WIS 13 (+1) CHA 8 (-1)
Adhesive: Any limb or weapon that touches a mimic becomes stuck to it. If a creature’s limb is stuck, the creature
is restrained. It requires a DC 12 Strength check and an action to free a stuck weapon or limb, and once a creature
frees all of its stuck limbs, it is no longer restrained. The organic adhesive in the mimic’s skin loses its stickiness if
the mimic dies.
Stability: The mimic cannot be knocked prone.
Actions
Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature).
Hit: 7 (1d8 + 3) bludgeoning damage, and a Large or smaller target is grappled. The mimic can have
up to two creatures grappled at a time.
Change Shape: The mimic polymorphs into any simple Medium object and can remain in this form indefinitely.
The mimic’s statistics do not change, but it loses its Stability trait. A DC 17 Intelligence or Wisdom check reveals
that the creature is not what it appears to be, but not the mimic’s true form. The mimic reverts to its natural form
when killed.
Giant Lizard Skeleton - Medium
AC11 Speed 30Ft, climb 20 ft. HP 2d8
STR 16 (+3) DEX 12 (+1) CON 10 (0) INT 2 (-4) WIS 12 (+1) CHA 3 (-4)
Immunities: charmed, frightened, sleep, disease and Darkvision 60 ft
poison.
Resistance: piercing damage.
Vulnerability: bludgeoning damage.
Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8 + 3) piercing damage
Dwarf Skeleton - Medium
AC15 (inc shield) Speed 25Ft HP 3d8
STR 14 (+2) DEX 11 (0) CON 11 (0) INT 6 (-2) WIS 8 (-1) CHA 3 (-4)
Immunities: cannot be charmed, frightened, or put to darkvision 60 ft
sleep. It is immune to disease and poison.
Resistance: piercing damage.
Vulnerability: bludgeoning damage.
Actions
Melee Attack—War Pick: +5 to hit (reach 5 ft.). Hit: 4 (1d8) piercing damage.
Ranged Attack—Throwing Axe: +5 to hit (range 20 ft./60 ft.). Hit: 3 (1d6) slashing damage.
Gelatinous Cube - Large
AC6 Speed 30Ft HP 7d10 + 35
STR 10 (0) DEX 3 (-4) CON 20 (+5) INT 3 (-4) WIS 11 (0) CHA 3 (-4)
Stealth +5
Immunities: The cube cannot be charmed, frightened, or knocked prone.
Passive Threat: When a creature ends its turn next to the cube and is unaware of it, the cube
makes a free slam attack against the triggering creature. When a creature reaches into the cube,
the cube makes a free slam attack against the triggering creature, and the attack hits
automatically.
ACTIONS
Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature).
Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) acid damage, and the target must make a DC 12
Strength saving throw. Failed Save: The target is engulfed and pulled into the cube and restrained,
and it takes 7 (2d6) acid damage at the start of each of the cube’s turns, until it escapes by DC 11
Strength or Dexterity check as part of its movement.
Engulfed creature can’t be targeted by attacks, spells, and other effects (include AoE abilities).
Oink Zombie – Medium Undead
AC 9 Speed 20Ft HP 3d8
STR 15 (+2) DEX 6 (-2) CON 10 (0) INT 6 (-2) WIS 7 (-2) CHA 9 (-1)
Destroyed by Sunlight: The zombie is destroyed darkvision 60 ft
instantly by sunlight.
Immunities: charmed, frightened, sleep, disease and
poison.
Zombie Fortitude: When the zombie takes damage that would reduce it to 0 hit points, it must make a DC 10
Constitution saving throw. It fails the saving throw automatically if the damage is the result of a critical hit.
Successful Save: The zombie is instead reduced to 1 hit point.
ACTION
Melee Attack—Long Sword: +5 to hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) slashing damage.
Deathstalker – Medium Aberration
AC10 Speed 30Ft HP 1d8
STR 9 (-1) DEX 11 (0) CON 10 (0) INT 4 (-2) WIS 11 (0) CHA 10 (0)
Immunities: necrotic damage darkvision 60 ft
Fear of Felines: On its turn, the deathstalker must move its speed away from any cat that it can see. If it is within
10 feet of a cat and cannot move away, it explodes as a reaction (see Actions below).

Explode: The deathstalker explodes in a 10-foot-radius sphere, destroying itself make a DC 11 Dexterity saving
throw. Failed Save: 7 (2d6) necrotic damage. Succeed Save: Half Damage
Four-Armed Skeleton – Medium Undead
AC15 (armor scraps) Speed 30Ft HP 4d8 + 10
STR 12 (+1) DEX 16 (+3) CON 17 (+3) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning darkvision 60 ft., passive Perception 9

Damage Immunities poison


Condition
Immunities exhaustion, poisoned

ACTIONS
Multiattack. The skeleton makes four melee weapon attacks or two ranged weapon attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
REACTIONS
Parry. The zombie adds 2 to its AC against one melee attack that would hit it. To do so, the
zombie must see the attacker and be wielding a melee weapon.

Rusted Zombie
AC17 (half plate) Speed 20Ft HP 4d8 +18
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 5 (-3) CHA 6 (-2)
Saving Throws Str +7, Dex +5, Con +6 passive Perception 11

Skills Athletics +10, Intimidation +5


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
Rust:
Any contact for metal weapons or armor becomes rusted
For magical weapon or armor make a DEX save DC 11, succeed no rust. Fail armor takes permanent -1 to AC,
when 10 the armor is destroyed. Fail weapon takes permanent -1 to damage, when reaches 0 dmg weapon is
destroyed
ACTIONS
Multiattack. The zombie makes two attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Aegislash – Medium Monstrosity
AC16 Speed 50Ft fly HP 10d8 + 22
STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 6 (-2) WIS 11 (0) CHA 7 (22)
Saving Throws Dex +6 Blind Sight 60 ft , passive Perception 12.
Damage Immunities poison
Turn Immunity. The aegislash is immune to effects that turn undead.
Hide in Plain Sight. While the aegislash remains motionless, DC 17 Intelligence or Wisdom check reveals that
the statue it is indistinguishable from a normal sword and shield.
Stance Change. At the start of its turn, the aegislash transitions into blade form and has advantage on all attack
rolls while in this form. At the end of its turn, the aegislash transitions into shield form and attack rolls against it
have disadvantage while in this form.
Multiattack. The aegislash makes two greatsword attacks and one shield bash attack.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) bludgeoning damage, and if the target is a creature, it must succeed on a DC 15
Strength saving throw or fall prone.
Grinning Iron Golem – Large Construct
AC17 Speed 30Ft HP 18d10 + 90
STR 25 (+7) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 7 (-2) CHA 3 (-4)
Immunities: charmed, frightened, sleep, disease, darkvision 120 ft
poison.
Damage Immunities nonmagical weapons (except
those made of adamantine), cold, fire, lightning,
necrotic, and psychic damage.
Magic Resistance: The golem has advantage on saving
throws against magical effects.
Multiattack: The golem makes two slam attacks.
Melee Attack—Slam: +10 to hit (reach 5 ft.; one creature). Hit: 16 (2d8 + 7) bludgeoning damage.
Breath Weapon (Recharge 6): The golem breathes a 15-foot cone of poisonous gas.
Creatures in the cone must make a DC 15 Constitution saving throw. Failed Save: 40 (9d8) poison
damage. Successful Save: Half damage.
Bat, Giant - Large
AC16 Speed 30Ft HP 6d10 + 6 57
STR 16 (+3) DEX 15 (+2) CON 13 (+1) INT 2 (-4) WIS 7 (-2) CHA 6 (-2)
blindsight 60 ft., darkvision 60 ft.

Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature).


Hit: 10 (2d6 + 3) piercing damage.
Cave Cricket, Giant - Small
AC13 Speed 10 ft., jump 60 ft. HP 3d6 + 1
STR 8 (-1) DEX 17 (+3) CON 12 (+1) INT 1 (-5) WIS 5 (-3) CHA 3 (-4)
darkvision 60 ft

Pack Tactics.
The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated
Melee Attack—Bite:
+4 to hit (reach 5 ft.; one creature). Hit: 2 (1d6 – 1) piercing damage.
Piercer - Medium
AC15 Speed/ Climb 5 Ft HP 3d8 + 6
STR 16 (+3) DEX 11 (0) CON 14 (+2) INT 11 (0) WIS 11 (0) CHA 15 (+2)
blindsight 60 ft.

Hide in Plain Sight: The piercer can remain so still that it appears to be an ordinary stalactite. A DC 20
Intelligence or Wisdom check reveals that the stalactite is, in fact, a piercer.
Resistances: The piercer is resistant to piercing and slashing damage.
Spider Climb: The piercer can climb smooth walls and upside down on horizontal surfaces.
Weakness: While on the ground, the piercer cannot make attacks, and all melee attacks made against it have
advantage.
Actions
Melee Attack—Drop: +5 to hit (one creature directly underneath the piercer).
Hit: 1d6 piercing damage per 10 feet fallen (maximum 6d6). Miss: The piercer takes 1d6 bludgeoning
damage per 10 feet fallen.
Rotten Purple Worm - Huge
AC9 Speed 40 ft., burrow 20 ft. (5 ft. HP 15d12 + 105
through solid rock)
STR 27 (+8) DEX 8 (-1) CON 25 (+7) INT 1 (-5) WIS 3 (-4) CHA 2 (-4)
tremorsense 120 ft.

Actions
Multiattack: The worm makes one bite attack and one sting attack.
Melee Attack—Bite: +9 to hit (one creature within 10 feet of the worm’s mouth).
Hit: 27 (1d12 + 8) piercing damage, and the worm swallows the target if it’s Large or smaller. A
swallowed creature takes 5 (1d10) acid damage from stomach juices and 5 (1d10) bludgeoning
damage from muscular contractions at the start of the worm’s turn until the worm is dead. While
swallowed, a creature is restrained and can wield light weapons only.
Melee Attack—Sting: +9 to hit (one creature within 10 feet of the worm’s tail).
Hit: 17 (1d8 + 8) piercing damage, and the target must make a DC 17 Constitution saving throw.
Failed Save: 26 (2d12) poison damage. Successful Save: Half damage.
Regurgitate: The worm spits out all creatures currently swallowed by it. Regurgitated creatures
fall prone within 10 feet of the worm’s mouth.

Jacobite Crowbar - Medium


AC14 Speed 30Ft HP 8d8 + 16
STR 14 (+2) DEX 16 (+3) CON 17 (+3) INT 16 (+3) WIS 15 (+2) CHA 21 (+5)
Athletics +7, History +8, Perception +12, Stealth +8 Damage Resistances cold, necrotic; bludgeoning,
Condition Immunities blinded, charmed, deafened, piercing, and slashing from nonmagical attacks
exhaustion, frightened, poisoned, stunned, unconscious Damage Immunities poison
Senses darkvision 60 ft., passive Perception 22
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws
with advantage, and that ally regains 1 d6 hit points whenever it starts its turn there.
Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half
the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it
fails.
Spellcasting. Intelligence (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will) chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
Spells at will disguise self and invisibility
1st level (3 slots) magic missile, expeditious 3rd level (1 slots) Fear, haste
retreat, thunderwave
2nd level (2 slots) mirror image, scorching ray 4th level (1 slots) ice storm
ACTIONS
Multiattack. The skull lord makes three bone staff attacks.
Bone Staff. Melee Weapon Attack:
+8 to hit, reach 5 ft .. one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
LEGENDARY ACTIONS
The skull lord 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 skull lord regains spent legendary actions
at the start of its turn.
Bone Staff (Costs 2 Actions). The skull lo rd makes a bone staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up to its speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions).
Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and
remain until destroyed. Undead summoned in this way roll initiative and act in the next available
turn. The skull lord can have up to five undead summoned by this ability at a time.
Lesser Death Dragon Verdigris - Large
AC16 Speed 40 ft., fly 80 ft. HP 10d10 +84
STR 20 (+5) DEX 11 (0) CON 18 (+4) INT 5 (-3) WIS 11 (0) CHA 5 (-3)
Saving Throws Dex +4, Wis +4 Damage Resistances piercing
Damage Immunities necrotic, poison
Skills Perception +4, Stealth +4 Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 14
Unusual Nature. The dragon doesn't require air, food, drink, or sleep.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.

ACTIONS
Multiattack. The dragon can use its Frightful Presence, makes one Bite attack and two Claw
attacks.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon
and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature's saving throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack:


+7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack:
+7 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained. The dragon
has two claws, each of which can grapple one target.
Cataclysmic Breath (Recharge 5–6).
The dragon exhales a wave of ghostly purple flames in a 30-foot cone. Each creature in that area
must make a DC 14 Dexterity saving throw, taking 36 (4d6) necrotic damage on a failed save, or half
as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points.

Reverse Pandemonium Encounters Lv4


Magnus the Red[edit]
Gargantuan fiend (titan), chaotic evil

Armor Class 19 (natural armor)


Hit Points 472 (27d20 + 189)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA

24 (+7) 16 (+3) 25 (+7) 26 (+8) 19 (+4) 29 (+9)

Saving Throws Con +16, Wis +13, Cha +18


Skills Arcana +17, Deception +18, History +17, Insight +13, Perception +13, Persuasion +18
Damage Resistances acid, cold, fire, force, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from
nonmagical attacks
Condition
Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poison
ed
Senses truesight 120 ft.; passive Perception 23
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Challenge 29 (135,000 XP)

Legendary Resistance (3/Day). If Magnus fails a saving throw, he can choose to succeed
instead.

Discorporation. When Magnus is reduced to 0 hit points or dies, his body is destroyed but
his essence travels back to his domain in the Abyss, and he is unable to take physical form
for a time.

Innate Spellcasting. Magnus’s spellcasting ability is Charisma (spell saving throw DC 26,
+18 to hit with spell attacks). Magnus can innately cast the following spells, requiring no
material components:

At will: counterspell, detect magic, magic missile


3/day each: dominate person, fireball, haste, hold monster
1/day each: feeblemind, plane shift, power word stun

Magic Resistance. The Magnus has advantage on saving throws against spells and other
magical effects.

Magic Weapons. Magnus’s weapons are magical.

Mark of Tzeentch. Magnus has advantage on Constitution saving throws made to


maintain concentration on his spells.

Siege Monster. Magnus’s weapons deal double damage to objects and structures.

Spellcasting. Magnus is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell


saving throw DC 25, spell attack bonus +17). Magnus has the following wizard spells
prepared:

Cantrips: fire bolt, mending, minor illusion, ray of frost, true strike
ACTIONS

Multiattack. Magnus uses his Frightful Presence. He then makes two melee attacks, or makes
one melee attack and casts a spell.

Blade of Magnus. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (4d6 +
7) slashing damage and 16 (3d10) force damage, or 25 (4d8 + 7) slashing damage and 16
(3d10) force damage if wielded in two hands.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (4d4 + 7)
bludgeoning damage and 16 (3d10) force damage.
Frightful Presence. Each creature of Magnus’s choice that is within 60 feet of
Magnus and aware of him must make a DC 15 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a creature’s saving throw
is successful or the effect ends for it, the creature is immune to Magnus’s Frightful
Presence for 24 hours.
REACTIONS

Counterspell. Magnus innately casts counterspell.


LEGENDARY ACTIONS

Magnus 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. Magnus
regains spent legendary actions at the start of his turn.
Cantrip. Magnus casts a cantrip.
Spell (Costs 2 Actions). Magnus casts a spell of 3rd level or lower, or innately casts fireball.

Level 9

Level 8

Level 7

Level 6

Level 5

Level 4

Level 3

Level 2

Level 1

Yggdrasti
Gargantuan Plant, Unaligned

Armor Class 15 (natural armor)

Hit Points 112 (9d20 + 18)


Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA

20 (+5) 10 (+0) 15 (+2) 3 (−4) 10 (+0) 3 (−4)

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Damage Immunities lightning

Condition Immunities blinded, deafened, exhaustion

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10

Languages —

Challenge 7 (2,900 XP) Proficiency Bonus +3

Cavities. The yggdrasti has 1d4 + 2 cavities in its trunk. Each cavity is big enough to hold one
Medium creature, two Small creatures, or eight Tiny creatures. A creature inside a cavity has three-
quarters cover against attacks and other effects that originate outside the cavity. The yggdrasti’s
cavities aren’t connected to one another.

False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it
looks just like a dead tree and has advantage on its initiative roll. Moreover, if a creature hasn’t
observed the rooted yggdrasti move or act, that creature must succeed on a DC 18 Intelligence
(Investigation) check to discern that the yggdrasti is animate.

Lightning Conduit. If the yggdrasti is subjected to lightning damage, it is unhurt, and the lightning
damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains
one use of Lightning Discharge.

Unusual Nature. The yggdrasti doesn’t require air or sleep.

Actions

Multiattack. The yggdrasti makes two Root attacks and uses Lightning Discharge (if available).

Root. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage,
and if the target is a creature, it is grappled (escape DC 15). The yggdrasti has four roots, each of
which can grapple one target.

Lightning Discharge (3/Day). The yggdrasti shoots lightning at one creature within 120 feet of itself.
The target must make a DC 13 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed
save, or half as much damage on a successful one.

Enroute to the Client Encounters Lv4


Mage Orc
AC12 (Mage Armor 15) Speed 30Ft HP 51
STR 9 (-1) DEX 14 (+2) CON 11 (0) INT 17 (+3) WIS 12 (+1) CHA 11 (0)
Saving Throws lnt +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11
Spellcasting. Intelligence (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will) firebolt, light, mage hand, prestidigitation
1st level (3 slots) detect magic, mage armor, 3rd level (1 slots) counterspell, fireball, fly
magic missile, shield
2nd level (2 slots) misty step, suggestion 4th level (1 slots)greater invisibility, ice storm
ACTIONS
Dagger. Melee/Ranged Attack: +5 to hit, reach 5 ft. range 20/60 ft Hit: 1d4 + 2 piercing dmg.
Transmuter Half-Orc
AC12 (Mage Armor 15) Speed 30Ft HP 45
STR 9 (-1) DEX 14 (+2) CON 11 (0) INT 17 (+3) WIS 12 (+1) CHA 11 (0)
Saving Throws lnt +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11
Spellcasting. Intelligence (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will) light, mending, prestidigitation, ray of frost
1st level (4 slots) chromatic orb, expeditious 3rd level (1 slots) blink,* fireball, slow*
retreat,*
mage armor
2nd level (2 slots) blink,* fireball, slow* 4th level (1 slots) polymorph,* stoneskin
ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1D6-1, or 1d8 – 1 (2-handed)
bludgeoning dmg.
BONUS
Transmute (Recharge 4-6). The transmuter casts alter self or changes the benefit of Transmuter's Stone if bearing
the stone, a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the
transmuter chooses the benefit at the end of each long rest:
 Darkvision. The transmuter has darkvision out to a range of 60 feet.
 Resilience. The transmuter has proficiency in Constitution saving throws.
 Resistance. The transmuter has resistance to acid, cold, fire, lightning, or thunder damage
(transmuter's choice whenever choosing this benefit).
 Speed. The transmuter's walking speed is increased by 10 feet.

Spy - Medium
AC12 Speed 30Ft HP 36
STR 10 (0) DEX 15 (+2) CON 10 (0) INT 11 (+1) WIS 14 (+2) CHA 16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Senses passive Perception 16
Persuasion +5, Sleight of Hand +4, Stealth +4
Cunning Action. On its turns, spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1 Turn). The spy deals an extra 2d6 damage when it hit s a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the
spy doesn't have disadvantage on the attack roll.
ACTIONS
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.
Scout - Medium
AC13 Speed 30Ft HP 27
STR 11 (0) DEX 14 (+2) CON 12 (+1) INT 11 (0) WIS 13 (+1) CHA 11 (0)
Saving Throws lnt +6, Wis +4 Skills Nature +4, Perception +5, Senses passive Perception 15
Stealth +6, Survival +5
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
ACTIONS
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Longbow. Ranged Weapon Attack: +4 to hi t, ranged 150f600 ft., one target. Hit: 1d8 + 2 piercing damage.
Worg - large
AC13 Speed 50Ft HP 36
STR 16 (+3) DEX 13 (+1) CON 13 (+1) INT 7 (-2) WIS 11 (0) CHA 8 (-1)
Perception +4 Senses passive Perception 15; Darksense 60ft
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit 2d6 + 3 piercing damage. (creature targets, succeed DC 13 STR save or be knocked prone.)
Wolfwere – Medium
AC13 Speed 40Ft HP 100
STR 18 (+4) DEX 15 (+2) CON 15 (+2) INT 13 (+1) WIS 12 (+1) CHA 16 (+3)
Deception +7, Intimidation +7, Damage Immunities bludgeoning, piercing, and slashing from nonmagical
Perception +5, Stealth +6 attacks not made with iron weapons
Senses passive Perception 15 Condition Immunities charmed
Shapechanger. The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a humanoid, or
back into its true form, which is a large wolf. Its statistics are the same in each form. Any equipment it is wearing
or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics. The wolfwere has advantage on attack rolls against a creature if at least one of the wolfwere’s allies
is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The wolfwere makes two attacks: one with its bite and one with
its claws or mace, or two attacks with its mace.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked
prone.
Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing
damage.
Mace (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
bludgeoning damage.
Song of Lethargy (Humanoid Form Only). The wolfwere absent-mindedly strums its instrument. Any creature
within 60 feet of it that can hear it, must succeed on a DC 14 Wisdom saving throw or become magically charmed.
While charmed in this way, the target can’t use reactions, its speed is halved, and it can’t make more than one
attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These
effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the
wolfwere’s Song of Lethargy for 24 hours.
Dire Wolf - Large
AC14 Speed 50Ft HP 55
STR 12 (+1) DEX 15 CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)
(+2)
Perception +3, Stealth +4 Senses passive Perception 13
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5
feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Absol - Small
AC16 Speed 30Ft HP 151
STR 16 (+3) DEX 19 (+4) CON 15 (+2) INT 14 (+2) WIS 13 (+1) CHA 15 (+2)
Saving Throws lnt +6, Wis +4 Damage Resistances necrotic
Nature +4, Perception +5, Damage Immunities psychic
Stealth +6, Survival +5 Condition Immunities charmed, frightened
passive Perception 11
Disaster Awareness. The absol can't be surprised, and has advantage on Wisdom (Perception) checks and
Dexterity saving throws.
Super Luck. The absol scores a critical hit on a 19 or 20.
Pressure. All creatures of the absol's choice within 30 feet of it have disadvantage on Constitution saving throws.
Justified. If the absol take 20 or more damage on one turn, it has advantage on all attack rolls until the end of its
next turn.
ACTIONS
Multiattack. The absol makes one bite attack and two night slash attacks.
Night Slash Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Double Team. The absol moves so fast it appears to separate into two creatures. The absol half its speed, creating
illusionary duplicates of itself. Any creatures that attempt to attack the absol has disadvantage against the absol
until the start of the absol's next turn, when the effect ends.
Clockwork Claw - Large
AC15 Speed 40Ft HP 110
STR 16 (+3) DEX 13 (+1) CON 17 (+3) INT 1 (-5) WIS 10 (0) CHA 1 (-5)
Saving Throws Str +6, Con +6 Damage Immunities poison, psychic
Skills Athletics +6, Perception +3 Condition Immunities charmed, exhaustion, frightened, paralyzed,
passive Perception 13 petrified, poisoned
Arcane Enhancements. The clockwork claw’s long jump is up to 30 feet and its high jump is up to 15 feet, with or
without a running start.
Immutable Form. The clockwork claw is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork claw has advantage on saving throws against spells and other magical effects.
Trampling Charge. If the clockwork claw moves at least 20 feet straight toward a creature and then hits it with a
claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the
target is prone, the clockwork claw can make another Claw attack against it as a bonus action.
ACTIONS
Multiattack. The clockwork claw makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Larz the ancient Hollow Alchemist - Medium
AC18 Speed 30Ft HP 31
STR 20 (+5) DEX 8 (-1) CON 18 (+4) INT 10 (0) WIS 14 (+2) CHA 8 (-1)
Saving Throws Skills Insight +4, Intimidation +5, P Senses darkvision 60 ft.,
Strength +8, Constitution +8 erception +4, Religion +3 passive Perception 15
Damage Immunities acid, cold, fire, force, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and
slashing from magical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Immutable Form. The hollow knight is immune to any spell or effect that would alter its form.
Limited Magical Immunity. The hollow knight cannot be affected by spells of 1st level or lower, unless the spell
does lightning damage. The hollow knight has advantage on saving throws against all other spells and magical
effects and is immune to damage from magical weapons.
Magic Weapons. The hollow knight’s weapon attacks are magical.
Military Precision. The hollow knight has advantage on its attack rolls if another hollow knight is within 10 feet of
its target.
ACTIONS
Multiattack. The hollow knight makes two attacks with its longsword.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage or 1d10 + 5
slashing damage if used with two hands.
LEGENDARY ACTIONS
The elder brain 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 elder brain regains spent legendary actions at the
start of its turn.
Psychic Pulse. The elder brain targets one creature within 120 feet ofit with which it has a psychic link. The target
and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage.

Clockwork Gateway Encounters Lv4


Clockwork Tarrasque - Hugh
Armor Class 18 Speed 30ft Hit Points 80
STR 19 (+4) DEX 14 CON 18 (+4) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
(+2)
Damage Immunities poison, psychic blindsight 60 ft.
Condition Immunities blinded, charmed, deafened, exhaustion, passive Perception 6
frightened, paralyzed, petrified, poisoned
Antimagic Susceptibility. The clockwork tarrasque is incapacitated while in the area of an
antimagic field. If targeted by dispel magic, the clockwork tarrasque must succeed on a
Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Magic Resistance. The clockwork tarrasque has advantage on saving throws against spells and
other magical effects.
ACTIONS
Multiattack. The clockwork tarrasque makes three attacks: one with its bite, one with its horns,
and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4)
piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4)
piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 9 (2d4 + 4)
bludgeoning damage.
Clockwork Turtle - Small
Armor Class 15 Speed 20 ft., swim 20 ft Hit Points 34
STR 15 (+2) DEX 8 (-1) CON 23 (+6) INT 6 (-2) WIS 12 (+1) CHA 7 (-2)
Condition Immunities charmed, exhaustion, frightened, darkvision 60 ft.,
paralyzed, petrified, poisoned passive Perception 13
Damage Resistances bludgeoning, piercing, and slashing from Perception +3
nonmagical attacks
Damage Immunities poison, psychic
ACTIONS
Metal Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
BONUS ACTIONS
Defensive Transformation. The roboturtle can use a bonus action to retreat into its shell,
gaining resistance to all damage and three-quarters cover while its speed drops to 0. It can use
another bonus action to come out of its shell.
Clockwork Ape - medium
AC13 Speed / Climb 30Ft HP 36
STR 20 (+5) DEX 14 (+2) CON 18 (+4) INT 3 (-4) WIS 12 (+1) CHA 1 (-5)
Condition Immunities blinded, charmed, deafened, exhaustion, blindsight 60 ft. (blind beyond this radius)
frightened, paralysed, petrified, poisoned passive Perception 13
Damage Immunities poison, psychic Athletics +7, Perception +3
Antimagic Susceptibility. The ape is incapacitated while in the area of an antimagic field. If targeted
by dispel magic, the ape must succeed on a Constitution saving throw against the caster's spell save DC or
fall unconscious for 1 minute.

Lifelike. While the ape is viewed from a distance and isn't performing obviously abnormal activities, it
resembles an ordinary ape. A creature within 30 feet of it can discern its true nature with a successful DC
15 Intelligence (Nature) check.

Magic Resistance. The ape has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Clockwork Rattlesnake - Medium
Armor Class 17 (natural armor Speed 30 ft., climb 30 ft. Hit Points 31
STR 15 (+2) DEX 15 CON 13 (+1) INT 5 (-3) WIS 12 (+1) CHA 5 (-3)
(+2)
Damage Immunities poison, psychic; bludgeoning, piercing, and blindsight 30 ft.
slashing from nonmagical weapons that aren’t adamantine passive Perception 13
Condition Immunities charmed, exhaustion, frightened, Athletics +4, Perception +3,
paralyzed, petrified, poisoned Stealth +4
Clockwork Engine. When the construct dies, it inflicts 10 (3d6) slashing damage in a 5 ft. radius.
Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately,
when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table.
Keen Smell. The springsnake has advantage on Wisdom (Perception) checks that rely on smell.
Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
Standing Leap. The springsnake’s long jump is up to 20 feet and its high jump is up to 10 feet,
with or without a running start.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage
and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a
failed saving throw, or half as much damage on a successful one.
Deadly Leap. If the springsnake jumps at least 15 feet as part of its movement, it can then use this
action to land in a space that contains one or more other creatures. Each of those creatures must
succeed on a DC 12 Strength or Dexterity saving throw (target’s choice) or be knocked prone and
take 9 (2d6 + 2) bludgeoning damage. On a successful save, the creature takes only half the
damage, isn’t knocked prone, and is pushed 5 feet out of the springsnake’s space into an
unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature
instead falls prone in the springsnake’s space.
Clockwork Quetzal - Tiny
AC13 Speed 10 ft., fly 40 ft. HP 26
STR 20 (+5) DEX 14 (+2) CON 18 (+4) INT 3 (-4) WIS 12 (+1) CHA 1 (-5)
Damage Immunities poison, psychic darkvision 60 ft.
Damage Vulnerabilities lightning passive Perception 10
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, Performance +4
poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Clockwork Performance. A clockwork songbird makes Wisdom (Performance) ability checks any time it would
make a Charisma (Performance) ability check.
ACTIONS
Multiattack. The clockwork songbird makes two razor wing attacks.
Razor Wing. Melee Weapon Attack: +4 to hit, 5 ft. reach, one target. Hit: 4 (1d4 + 2) slashing damage.
Airy Aria. Each allied creature within 60 feet that can hear the clockwork songbird gains a +10-foot bonus to its
movement speed or advantage of Dexterity saving throws until the beginning of the clockwork songbird’s next turn.
The effects of multiple clockwork songbirds’ Airy Arias do not stack with one another.
Gentle Lullaby. Each hostile creature within 30 feet must attempt a DC 11 Wisdom saving throw or become
drowsy until the beginning of the clockwork songbird’s next turn. While drowsy, attack rolls against the creatures
have advantage. A creature that becomes wounded while drowsy loses this penalty and is immune to the clockwork
songbird’s Gentle Lullaby for 24 hours.
Inspiring Anthem. When the clockwork songbird uses this ability, each allied creature within 30 feet becomes
inspired to do their best in battle. Every time an allied creature successfully makes a weapon attack, they may
choose to reroll a single damage die. If they do this, they must take the result of the second damage die, even if it is
worse.
Clockwork Alpha Wolf - Large
AC16 Speed 50ft HP 45
STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)
Condition Immunities charmed, exhaustion, frightened, paralyzed, darkvision 60 ft., passive Perception
petrified, poisoned 13
Damage Immunities poison, psychic Perception +3, Stealth +4
Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 15 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Keen Hearing and Smell. The gearwolf has advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics. The gearwolf has advantage on an attack roll against a creature if at least one of the gearwolf’s allies
is within 5 feet of the creature and the ally isn’t incapacitated.
Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Clockwork Rhino Bettle - Small
AC14 Speed 30 ft., fly 50 ft. HP 25 Swarm 48
STR 8 (-1) DEX 16 (+3) CON 10 (0) INT 4 (-3) WIS 12 (+1) CHA 7 (-2)
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, darkvision 60 ft.
poisoned passive Perception 11
Damage Immunities poison, psychic Stealth +5
Saving Throws Dex +5
Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork beetle is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork beetle has advantage on saving throws against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison
damage, or one-half poison damage with a successful DC 10 Constitution saving throw.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage
SWARM ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 18 (4d8) piercing damage, or
9 (2d8) piercing damage if the swarm has half of its hp or fewer, plus 3 (1d6) poison damage.
Clockwork Scrapion - Large
AC16 Speed / Climb 40Ft HP 58
STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 1 (-5) WIS 9 (-1) CHA 3 (-4)
Condition Immunities charmed, exhaustion, frightened, paralyzed, blindsight 60 ft. (blind beyond this
petrified, poisoned radius) passive Perception 9
Damage Immunities poison, psychic Stealth +3
Clockwork Engine. When the construct dies, it inflicts 20 (3d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork scorpion is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork scorpion has advantage on saving throws against spells and other magical
effects.
ACTIONS
Multiattack. The clockwork scorpion makes one Sting attack and two Claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the
target is grappled (escape DC 16). The clockwork scorpion has two claws, each of which can grapple only one
target.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 22 (4d10)
poison damage. The scorpion then chooses one of the following alchemical solutions, and the target must make a
DC 16 Constitution saving throw. The effect is determined by the chosen solution.
Hallucinatory Elixir. On a failed save, the target sees enemies everywhere for 1 minute. On its turn, the target uses
its action to make a melee attack against the nearest creature that is not the clockwork scorpion, moving up to its
speed toward the creature, if necessary. The target can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If the target succeeds on the initial save, it is charmed until the end of its next turn.
Sleep Solution. On a failed save, the target falls unconscious for 1 minute. This effect ends for the target if it takes
damage or if another creature takes an action to wake it. On a successful save, the target is incapacitated until the
end of its next turn.
Vocal Paralytic. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target is
unable to speak or cast spells that require verbal components. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is poisoned in
this way until the end of its next turn.
Acid Spray (Recharge 5–6). The clockwork scorpion spews acid in a 15-foot cone. Each creature in that area must
make a DC 16 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a
successful one.
REACTIONS
Gas Nozzles. When the clockwork scorpion takes damage, each creature within 5 feet of it takes 5 (1d10)
poison damage. If the damage it took was fire, the gas ignites and deals an extra 5 (1d10) fire damage.
Clockwork Equine - Large
AC13 Speed 50Ft HP 29
STR 18 (+4) DEX 11 (0) CON 15 (+2) INT 3 (-4) WIS 7 (-2) CHA 7 (-2)
Condition Immunities exhaustion, poisoned passive Perception 8
Damage Immunities poison, psychic
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Trampling Charge. If the clockwork warhorse moves at least 20 feet straight toward a creature and then hits it
with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced
prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Ura 5 the Mage - Medium
AC16 Speed 20Ft HP 40
STR 13 (+1) DEX 6 (-2) CON 14 (+2) INT 18(+4) WIS 10 (0) CHA 10 (0)
Damage Vulnerabilities lightning Senses darkvision 60 ft.,
Damage Immunities poison, psychic passive Perception 10
Condition Immunities charmed, exhaustion, frightened, poisoned,
stunned, unconscious
Clockwork Engine. When the construct dies, it inflicts 20 (4d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Wand-Handed Magic. Each clockwork mage may cast spells powered by wands stored in internal compartments.
These spells are cast with DC 16 and +8 to hit.
Wand of Lightning Bolts (LH): Wand of Fireballs (RH):
3/day: shocking grasp, thunderwave 3/day: burning hands, color spray
2/day: blindness/deafness, lightning bolt, shatter 2/day: fireball, flaming sphere, scorching ray
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 2d6 + 1 bludgeoning damage.
Clockwork Bug Bombs - tiny
AC14 Speed / fly 25Ft HP 10
STR 6 (-2) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 10 (0) CHA 9 (-1)
Damage Immunities poison; bludgeoning, piercing, and darkvision 60 ft., passive Perception 15
slashing from nonmagical attacks that aren't adamantine Perception +2, Stealth +3
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Magic Resistance. The beetle bomb has advantage on saving throws against spells and other magical
effects.

ACTIONS
Multiattack. The clockwork mini-pyrobomb makes two melee attacks. Leg Stab. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 1d6 + 1 piercing damage.
REACTION
Self-Destruct Sequence. The beetle bomb self-destructs. All creatures within a 10ft radius sphere must succeed on a
DC 13 Dexterity saving throw. On a failure, a creature takes damage equal to the remaining hit points of the beetle
bomb. Roll d8 to get the bomb type.
1. Pyrobombs explode with fire damage.
2. Meltabombs explode with acid damage.
3. Cryobombs explode with cold damage. Creatures that fail their dexterity saving throws are also
slowed by 5 feet for 1 minute.
4. Arcanobombs explode with force damage.
5. Electrobombs explode with lightning damage. Creatures that fail their dexterity saving throws are
also paralyzed for 1 minute.
6. Poisonbombs explode with poison damage. Creatures within the blast radius must make a DC 11
Constitution saving throw, or be poisoned for 1 minute.
7. Lightbombs explode with radiant damage. Creatures that fail their dexterity saving throws are also
blinded for 1 minute.
8. Thunderbombs explode with thunder damage. Creatures that fail their Dexterity saving throws are
also pushed 5 feet away from the center of the explosion, and are deafened for 1 minute.

Clockwork People Encounters


Clockwork Humanoid - Medium
AC12 Speed 30Ft HP 4d8 + 12
STR 18 (+4) DEX 16 (+3) CON 15 (+2) INT 3 (-4) WIS 9 (-1) CHA 9 (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Senses darkvision 60 ft.,
attacks that aren't adamantine passive Perception 9
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 4) slashing damage.
Clockwork Servant

Family: Clockwork

Medium construct, unaligned

Armor Class 11
Hit Points 22 (4d8 + 4)
Speed 25 ft.

STR DEX CON INT WIS CHA

14 12 13 8 (- 12 7 (-
STR DEX CON INT WIS CHA

(+2) (+1) (+1) 1) (+1) 2)

Skills Animal Handling +3, Investigation +3, Perception +5


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 1/8 (25 XP)

Special Traits

 Domestic Retainer. The servant can cast the mending and prestidigitation cantrips at
will without requiring spell components.
 Immutable Form. The servant is immune to any spell or effect that would alter its
form.
 Magic Resistance. The servant has advantage on saving throws against spells and
other magical effects.

Actions

 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage.

About

The mechanical servant offers drinks and conversation, though it is prone to uncoordinated
jerks and occasional graceless, lurching movements.

Advanced Social Skills. Clockwork servants have few defensive capabilities, though they
boast enhanced minds compared to other clockwork automata. Particularly expensive
clockwork servants can even carry on full conversations, though their memory gears must be
routinely replaced or they develop something quite close to emotion and free will. They
understand the basic language, etiquette, and protocol of their country of creation.

Creating or employing a clockwork assassin is a capital crime. The gearforged oppose the
creation of clockwork assassins not only because making an assassin requires the corruption
of a soul gem, but also because the public might easily confuse honest gearforged with the
look-alike assassins. The temple of Rava and the gearforged both make efforts to uncover and
destroy these constructs and those who make or employ them.
Clockwork Gardener

Large construct, unaligned

Armor Class 13 (natural armor)


Hit Points 39 (6d10 + 6)
Speed 15 ft.

STR DEX CON INT WIS CHA

14 8 (- 12 4 (- 10 4 (-
(+2) 1) (+1) 3) (+0) 3)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands one language (usually Common) but can’t speak
Challenge 1 (200 XP)

SPECIAL TRAITS

 Immutable Form. The clockwork gardener is immune to any spell or effect that
would alter its form.
 Magic Resistance. The clockwork gardener has advantage on saving throws against
spells and other magical effects.
 Water Drizzle. As a bonus action, the clockwork gardener can release a gentle
drizzle of water to nourish nearby plants. This drizzle can be a 30-foot cone or it can
drip from the gardener’s branches, watering everything within 10 feet of the gardener.
Exposed flames in either area are extinguished. Each use of this trait expends 1 gallon
of water from the gardener’s internal reserves

ACTIONS

 Multiattack. The clockwork gardener makes two attacks: one with its scything blades
and one with its slam.
 Scything Blades. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.
 Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2)
bludgeoning damage.
 Water Jet. The clockwork gardener releases a jet of water in a line that is 60 feet long
and 5 feet wide. Each creature in the area must succeed on a DC 12 Strength saving
throw or be forced prone. The jet extinguishes exposed flames in the area. Each use of
this action expends 3 gallons of water from the gardener’s internal reserves.
Nimblewright

Medium Construct, Unaligned

Armor Class 18 (natural armor)

Hit Points 45 (6d8 + 18)

Speed 60 ft.

STR DEX CON INT WIS CHA

12 (+1) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 6 (-2)

Saving Throws Dex +6

Skills Acrobatics +8, Perception +2

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities exhaustion, frightened, petrified, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages understands one language known to its creator but can't speak

Challenge 4 (1,100 XP) Proficiency Bonus +2

Magic Resistance.

The nimblewright has advantage on saving throws against spells and other magical
effects.

Magic Weapons.

The nimblewright's weapon attacks are magical.

Repairable.

As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point
when a mending spell is cast on it.

Sure-Footed.

The nimblewright has advantage on Strength and Dexterity saving throws made
against effects that would knock it prone.
Actions

Multiattack.
The nimblewright makes three attacks: two with its rapier and one with its dagger.

Rapier.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.

Dagger.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6
(1d4 + 4) piercing damage.
Reactions

Parry.

The nimblewright adds 2 to its AC against one melee attack that would hit it. To do
so, the nimblewright must see the attacker and be wielding a melee weapon.

Clockwork Tutor

Medium construct, unaligned

Armor Class 14 (natural armor)


Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA

8 (? 10 14 16 10 8 (-
1) (+0) (+2) (+3) (+0) 1)

Saving Throws Dex +2, Con +4, Int +5


Skills Arcana +5, History +5, Insight +2, Nature +5, Religion +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 30 ft., passive Perception 10
Languages Common
Challenge 1/2 (100 XP)

SPECIAL TRAITS
 Adaptive Teaching. The clockwork tutor decreases the time required to learn a
language or tool proficiency by 25 percent. To benefit from this trait, a creature
holding or carrying the tutor’s control rod must work with the tutor for at least 4 hours
each day, which it can do alongside training with an instructor.
 Immutable Form. The clockwork tutor is immune to any spell or effect that would
alter its form.
 Innate Spellcasting (1/Day). The clockwork tutor can innately cast comprehend
languages, requiring no material components. Its innate spellcasting ability
is Intelligence.
 Magic Resistance. The clockwork tutor has advantage on saving throws against
spells and other magical effects.
 Supportive Teacher. The clockwork tutor can cast the guidance cantrip at will
without requiring spell components

ACTIONS

 Multiattack. The clockwork tutor makes two slam attacks.


 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4)
bludgeoning damage.
Clockwork Conductor

Family: Clockwork

Small construct, lawful neutral

Armor Class 13 (natural armor)


Hit Points 28 (8d6)
Speed 30 ft.

STR DEX CON INT WIS CHA

7 (– 12 10 9 (– 12 16
2) (+1) (+0) 1) (+1) (+3)

Skills Perception +3, Performance +7


Damage Immunities lightning, poison, psychic, thunder
Condition
Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisone
d
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
🔊

SPECIAL TRAITS

 Construct Nature. The conductor doesn’t require air, food, drink, or sleep.
 Immutable Form. The conductor is immune to any spell or effect that would alter its
form.
 Magic Resistance. The conductor has advantage on saving throws against spells and
other magical effects.
 Metronomic Aura. When a friendly creature within 20 feet of the conductor makes
an attack or a Charisma (Performance) check, the creature can treat the d20 roll as a
10 instead of using the die’s actual roll.

ACTIONS

 Conductive Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) bludgeoning damage plus 4 (1d8) lightning damage, and the target can’t
take reactions until the start of its next turn.
 Overclocked Finale (Recharges after a Short or Long Rest). The conductor makes
a grand sacrifice, spurring its allies on in a final masterstroke. Each friendly creature
within 30 feet of the conductor that can see it gains a +5 bonus to attack rolls, damage
rolls, and ability checks for until the end of the conductor’s next turn. Roll a d6. On a
1 to 4, the conductor can’t use Concerted Effort until it finishes a short rest. On a 5 or
6, it can’t use Concerted Effort, and its Metronomic Aura becomes inactive until it
finishes a short rest.

BONUS ACTIONS

 Concerted Effort. The conductor inspires itself or one friendly creature it can see
within 30 feet of it until the start of the conductor’s next turn. When the target makes
an attack roll or a Constitution saving throw to maintain concentration on a spell, the
target can roll a d4 and add the number rolled to the attack roll or saving throw.

ACTIONS

 Multiattack. The clockwork pugilist makes two Fist attacks.


 Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage.
 Brass Onslaught (Recharge 6). The pugilist moves up to 10 feet and makes one
fist attack. If it hits, the target takes an extra 10 (3d6) bludgeoning damage. This
movement doesn’t provoke opportunity attacks.

REACTIONS
 Get Down, Sir! When a creature within 5 feet of the pugilist is targeted by a ranged
attack or spell, the pugilist steps in the way, and the ranged attack or spell targets the
pugilist instead.
 Parry. The pugilist adds 2 to its AC against one melee attack that would hit it. To do
so, the pugilist must see the attacker and have at least one hand empty. The
mechanical brawler shows the dents of regular combat. Its chest is a filigreed
breastplate, its hands are reinforced gauntlets, and its good eye is a stylized monocle.
It moves with a deftness belying its artificial nature.

ABOUT

A polished, mechanical gnome waddles onto the stage. The figure begins to conduct the
orchestra with a baton and even, measured gestures.

Clockwork conductors are ingenious little inventions devised by bards specializing in


clockwork magic. The outer frame, a chassis often crafted to look like a formally
attired gnome or halfling, houses an intricate metronome. Initially crafted with the intent to
assist in composition and performances, clockwork conductors were later fine-tuned to
empower their creators’ spellcasting and even out magic’s sometimes-unpredictable nature.

Since the first models were crafted, subsequent iterations have been developed, often with
peculiar and sometimes temperamental personalities.

Sonorous Synergy. Clockwork conductors are in their element when assisting spellcasters
and performance artists, but animated instruments especially benefit from their presence. The
animated symphony makes an impression all the more majestic with a clockwork conductor
leading the orchestration.

Mechanical Maestros. Clockwork conductors project an aura that ensures moderate success
in most battle and artistic endeavors though this effect can often overshadow individual
brilliance and triumph. Equipped with a baton-shaped arm that sports a painful electric
charge, clockwork conductors can coax allies from afar into moments of deep focus. When
all else fails, a clockwork conductor can overclock its inner workings, offering a surge of
creative mastery to its allies at great expense to itself.

Clockwork Mage - Medium


AC16 Speed 20Ft HP 16d8+32
STR 13 (+1) DEX 6 (-2) CON 14 (+2) INT 18(+4) WIS 10 (0) CHA 10 (0)
Damage Vulnerabilities lightning Senses darkvision 60 ft.,
Damage Immunities poison, psychic passive Perception 10
Condition Immunities charmed, exhaustion, frightened, poisoned,
stunned, unconscious
Clockwork Engine. When the construct dies, it inflicts 20 (4d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Wand-Handed Magic. Each clockwork mage may cast spells powered by wands stored in internal compartments.
These spells are cast with DC 16 and +8 to hit.
Wand of Lightning Bolts (LH): Wand of Fireballs (RH):
3/day: shocking grasp, thunderwave 3/day: burning hands, color spray
2/day: blindness/deafness, lightning bolt, shatter 2/day: fireball, flaming sphere, scorching ray
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 2d6 + 1 bludgeoning damage.

Clockwork Priest

Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 16 (natural armor)


Hit Points 123 (19d8+38)
Speed 30 ft.

STR DEX CON INT WIS CHA

17 22 14 1 (– 22 1 (–
(+3) (+6) (+2) 5) (+6) 5)

Damage Resistances radiant


Damage Immunities poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages of its creator but cannot speak
Challenge 11 (7,200 XP)

SPECIAL TRAITS

 Innate Spellcasting. The clockwork priest’s spell casting ability is Wisdom (spell
save DC 17). It can innately cast the following spells, requiring no material
components:
o At will: sacred flame
o 3/day: cure wounds
o 1/day: stone shape
 Winding. A clockwork priest can function for one week every time it is wound. A
creature of at least Small size can use an action to wind the clockwork priest, restoring
it to one week of operating time; a creature of Tiny size can wind it at half this speed.

ACTIONS

 Multiattack. The clockwork priest makes 4 radiant blast attacks.


 Radiant Blast. Ranged Weapon Attack: +9 to hit, range 50/200 ft., one target. Hit: 10
(1d8 + 6) radiant damage.
 Radiant Explosion (Recharges 5-6). The clockwork priest releases an explosion of
holy radiance that forces all creatures within a 20-foot radius to attempt a DC
16 Constitution saving throw. A creature that fails its saving throw takes 44 (8d10)
radiant damage, or half as much on a successful save A clockwork priest combines
raw divine energy with clockwork engineering through an integrated divine and
specially sanctified parts, these creations act as vessels of divinities, granting them a
reservoir of divine energy they can use to generate spell effects. They often serve as
healers, offering aid to the afflicted and to those ravaged in battle. Because of their
unwavering loyalty to their deities, clockwork priests are willing to sacrifice

ABOUT

A clockwork priest combines raw divine energy with clockwork engineering through an
integrated divine focus nestled in its chest. Through divine conduits and specially sanctified
parts, these creations act as vessels of divinities, granting them a reservoir of divine energy
they can use to generate spell effects. They often serve as healers, offering aid to the afflicted
and to those ravaged in battle. Because of their unwavering loyalty to their deities, clockwork
priests are willing to sacrifice themselves for their missions.

Faithful Functionaries. Within a church, clockwork priests serve as assistants and aides,
carrying out commands with unquestioned loyalty. While rare, churches staffed entirely by
clockwork priests do exist.

Android Cleric - Medium


AC15 Speed 30Ft HP 20d8
STR 12 (+1) DEX 15 (+2) CON 10 (0) INT 12 (+1) WIS 16 (+3) CHA 10 (0)
Medicine +8, Perception +4, Persuasion +4, Religion +5 darkvision 60 ft.,
passive Perception 14
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Deadly Aim. The android can choose to take -1 to hit and gain +2 to damage on range attacks with a
maximum effect of -6 on attack rolls, and +12 damage.
Emotionless. Androids are immune emotion-based effects like fear and cannot benefit from bardic
inspiration, bless spells, and similar effects. They have advantage on saving throws against becoming
charmed but have difficulty processing emotions and have disadvantage on all Charisma-related checks.
Techno-organic. Androids do not feel fatigued and are immune to exhaustion and sleep effects. They are
likewise immune to disease and have advantage on saving throws against being paralyzed, poisoned, and
stunned.
ACTIONS
Multiattack. The android may make three ranged attacks or two melee attacks.
Spiked Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 4 (1d4 + 2) piercing
damage.
+1 Hell Pistol. Ranged Weapon Attack: +7 to hit, range 60/120 ft.; one target. Hit: 6 (1d6 + 3) fire
damage.
Spellcasting. The android is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15,
+6 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon (a spiked gauntlet)
3rd level (2 slots): dispel magic, spirit guardians
BONUS ACTIONS
The Machine God’s Eminence (Natural 15+). As a bonus action, on a natural to-hit roll of 15+ with its
spiked gauntlet, the android can cause its attack to magically deal an extra 10 (3d6) lightning damage to a
target. This benefit lasts until the end of the turn. On a natural 19 increase the damage by 1d6 and on a 20
increase the damage by 2d6.
Nano Advantage (1/day). The android may gain +1d6 on one d20 roll. The android may wait to see the
result of the roll before deciding to use this ability or not.
REACTIONS
Berserk Flailing. When the android becomes bloodied, it immediately uses Spiked Gauntlet against each enemy
within reach.
Automatic Acolyte

Medium construct, neutral

Armor Class 16 (natural armor)


Hit Points 105 (14d8 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA

17 18 16 10 19 1 (-
(+3) (+4) (+3) (+0) (+4) 5)

Skills Arcana +6, Religion +6


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t
adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

 Constructed Nature. The acolyte doesn’t require air, food, drink, or sleep.
 Magical Assistance. The acolyte is designed to assist with magical research,
including the activation of magical items. The acolyte can attune to up to three magic
items. For attunement purposes, the acolyte is considered a cleric and a wizard.
 Spell Storing. A spellcaster can cause a willing acolyte to store up to two spells of
3rd level or lower. To store a spell, the spellcaster casts the spell on the acolyte,
expending any required material components. When cast in this way, the spell has no
effect. The acolyte can cast a stored spell, using the caster’s spell save DC and
without requiring material components. The acolyte chooses any parameters required
of the spell, such as targets. Once the acolyte casts a spell, it is expended, and the
acolyte can store a new spell.

ACTIONS

 Multiattack. The acolyte makes two slam attacks.


 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4)
bludgeoning damage.
 Divinity Beam (Recharge 5-6). The acolyte connects its arms at the wrist and emits a
wave of radiant or necrotic energy (depending on the deity it serves). The acolyte
creates its choice of a 15-foot cone or a 5-foot-wide, 30-foot-long line of energy. Each
creature in that area must make a DC 14 Dexterity saving throw, taking 31 (7d8)
damage on a failed save, or half as much damage on a successful one.

REACTIONS

 Project and Serve. If a willing spellcaster within 100 feet casts a spell that requires
concentration, the acolyte concentrates on the spell on the spellcaster’s behalf.
Glowing runes manifest across the acolyte’s body. The acolyte can maintain
concentration on the spell until its concentration is broken, the spell ends, or the
acolyte chooses to end its concentration.

These constructed companions are designed to play an active role in magical research and
experimentation. Around the lab, an automatic acolyte is a priceless assistant capable of
casting nearly any basic spell from a magic item such as a scroll or wand. Though it cannot
cast spells by itself, an automatic acolyte can be a veteran evoker, an expert diviner, a
powerful enchanter, or any other type of master spellcaster-its limitations are dictated only by
its load-out of magical apparatuses.

Constructed companions are masters of conversation, organization, and entertainment, and


they are often regarded as some of the most intellectual voices in the room. It is all the more
impressive, then, to remember that these constructs were not created with the mind nor the
soul of a sentient creature. Rather, their faculties are entirely the result of intricate
programming and advanced algorithms instilled in them by their creators. Considering all
this, one must ask: Does an automatic acolyte and its mechanical kin have a mind? If so, is it
a living being? If not, then how does one explain its humanoid-like behavior? Consensus on
these befuddling questions has eluded scholars, arcanists, and theologians for years.

If a mechanical maître d’s purpose is to provide entertainment and day-to-day assistance, then
a bespoke bodyguard’s purpose is to provide muscle and storage.
Gearforged Templar

Medium construct, lawful neutral

Armor Class 18 (natural armor)


Hit Points 71 (11d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA

19 9 (- 15 12 16 10
(+4) 1) (+2) (+1) (+3) (+0)

Saving Throws Dex +2, Con +5


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3

SPECIAL TRAITS

 Construct Nature. The gearforged templar doesn’t require air, food, drink, or sleep.

ACTIONS

 Multiattack. The gearforged templar makes four Greatsword or Javelin attacks. If


two Greatsword attacks hit one creature, the target must succeed on a DC
15 Strength saving throw or be pushed up to 10 feet away from the templar. The
templar can choose not to push a creature.
 Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
 Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage.
 Whirlwind (Recharge 5–6). The gearforged templar whirls its greatsword in a great
arc. Each creature within 10 feet of the gearforged must make a DC
15 Dexterity saving throw, taking 27 (5d10) slashing damage on a failed save, or half
as much damage on a successful one.

REACTIONS
 Defensive Zone. When a creature enters the gearforged templar’s reach, the templar
makes one Greatsword attack against the creature.
 Parry. The gearforged templar adds 3 to its AC against one melee attack that would
hit it. To do so, the templar must be able to see the attacker and must be wielding a
melee weapon.

ABOUT

The bronze and mithral figure advances with heavy movements. Its eye lenses glare a golden
hue, and gears click when it swings its greatsword.

Mechanical Champion. An intricate construction of bronze, steel, copper, and mithral, the
gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates
the heavy body of gears and springs.

Gearforged are relatively rare, and the templar is a paragon among them.

Tireless Defender. The gearforged templar is relentless in pursuit of its duty. More so than
other gearforged, the templar becomes fixed on its charge to the exclusion of distractions and
even magical coercion. Gearforged templars serve as commanders of military or guard units,
bodyguards for important individuals, or personal champions for nobility.

Robot, Surgeon
Small construct (robot), unaligned

Armor Class 13 (light skymetal body)


Hit Points 40 (11d6)
Speed 30 ft.

STR DEX CON INT WIS CHA

19 12 10 10 10 8 (-
(+4) (+1) (+0) (+0) (+0) 2)

Skills Medicine +4
Damage Vulnerabilities lightning
Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons that
aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)

SPECIAL TRAITS
 Injection. As part of the medical drone’s claw attack, it may inject a liquid into the
target. The injection can be of any magical or pharmaceutical liquid, however, by
default, it injects an anesthetic into the target. On a failed DC 13 Constitution saving
throw the target gains the poisoned condition for 1 hour. A surgeon robot also can
store up to 4 potions and can use an action to administer a potion to an adjacent
creature.
 Innate Spellcasting. The robot surgeon’s innate spellcasting ability
is Intelligence (spell save DC 12). It can innately cast the following spells, requiring
no material components:
o At will: detect poison and disease
o 3/day: cure wounds
o 1/day: lesser restoration, protection from poison
 Technomagical. A robot surgeon’s innate spellcasting is technological rather than
magical in nature.
ACTIONS

 Multiattack. The medical drone makes two claw attacks.


 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.; one target. Hit: 8 (1d8+4) piercing
damage plus injection.
ABOUT

These hovering robots were designed to perform incredibly complicated surgeries with flawless
results. Possessing a data bank filled with advanced surgical techniques, these robots produce nearly
supernatural effects, and the recovery time from their procedures is often nothing short of miraculous.
Surgeon robots have been created to service the needs of a variety of species and most are able to
adapt their treatments and technology to patients of all kinds. Some surgeon robots, however, may be
especially adapted to the needs of one particular type of creature and their treatments may be less
effective when applied to other creatures. Generally speaking, however, their databanks can be
assumed to include detailed information on the physiology of most known species, including non-
humanoids. Some surgeon robots are built to resemble humanoid races, while others are more like
skeletal insects and others are purely mechanical and functional in appearance. Generally speaking,
they range from 4 to 7 feet in height and typically weigh 400 to 600 pounds and can contort their
forms and extend armatures and limbs to accommodate various positions needed to most effectively
perform surgical procedures on their patients. Surgeon robots may stand, squat, or hover as needed in
order to obtain the best angle to perform its procedures and to reach patients in distress.

Mechanoid Emulator
Medium construct (titanspawn), neutral evil

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 17 (+3) 16 (+3) 11 (+0) 12 (+1)

Armor Class 15 (natural armor)

Hit Points 82 (11d8 + 33)


Speed 30 ft.

Skills Deception +7, Insight +3, Perception +3

Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t adamantine

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Titan Speech, plus any three other tongues

Challenge 5 (1,800 XP)

Special Traits

• Emulation. A mechanoid emulator can assume the form and identity of any Small or Medium
humanoid or beast. It does this by flaying the hide and soft tissue off a freshly killed creature of the
correct type and then donning the flesh, in a process requiring 1 hour, reorienting its metallic frame to
become the endoskeleton. At the end of the hour, the mechanoid emulator looks exactly like the
creature whose skin it now wears. Its statistics, other than its size, are the same in each form. While
the emulator wears a creature’s skin, it has advantage on Charisma (Deception) checks to maintain its
guise. The stolen skin is also sustained by the magic that animates the mechanoid emulator itself, and
thus it benefits from the emulator’s Regeneration while it is worn, keeping the skin fresh and intact
indefinitely. However, if the emulator is reduced to half its maximum hit points or fewer while
emulating a living creature, the fleshy disguise is destroyed and falls away, revealing the emulator’s
true form.

• Immutable Form. The mechanoid emulator is immune to any spell or effect that would alter
its form.

• Regeneration. The mechanoid emulator regains 5 hit points at the start of its turn. If the
emulator takes acid or fire damage, this trait doesn’t function at the start of the emulator’s next turn.
The emulator is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

• Tool Mastery. The mechanoid emulator is proficient with all types of armor, shields, simple
and martial weapons, and with all artisan’s tools, musical instruments, and vehicles.

Actions

• Multiattack. The mechanoid emulator makes three melee attacks.

• Claw (Construct Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage.

• Slam (Construct Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage.

• Spike (Construct Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
• Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.

• Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.

Tactics

A mechanoid emulator is straightforward in combat, using the best weapon available to it at the time.
Emulators are intelligent, though, and if they feel they are outmatched or in danger of being revealed
or defeated, they are more than willing to withdraw or retreat so that they can continue their
malevolent plots, perhaps elsewhere.

Clockwork Watchman - Medium


AC14 Speed 30Ft HP 10d8 + 10
STR 14 (+2) DEX 12 (+1) CON 12 (+1) INT 5 (-3) WIS 10 (0) CHA 1 (-5)
Damage Immunities poison, psychic darkvision 60 ft., passive Perception 14
Condition Immunities charmed, exhaustion, frightened, paralyzed, Saving Throws Con +3
petrified, poisoned Athletics +4, Perception +4
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Net Cannon. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target
is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot trailing cable
anchored within the watchman’s chest. A creature can free itself (or another creature) from the net by using its
action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The
watchman can fire up to four nets before it must be reloaded
Anacite Laborer - Medium
AC17 Speed 40Ft HP 16d10 + 64
STR 18 (+4) DEX 8 (-1) CON 18 (+4) INT 7 (-2) WIS 10 (0) CHA 3 (-4)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical darkvision 60 ft.,
attacks passive Perception 10
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Electrical Weakness. The anacite has disadvantage on saving throws against lightning damage. If it rolls a natural
1 on the save it is stunned until the end of its next turn.
ACTIONS
Multiattack. The anacite laborer makes three attacks.
Plasma Cutter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8)
lightning damage.
Electrical Burst (Recharge 6). The anacite laborer discharges electricity in a 15-foot cone. Each creature in that
area must make a DC 10 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as
much damage on a successful one.
Clockwork, Drillmaster - Medium
AC17 Speed 30 ft., burrow 60 ft HP 8d8
STR 10 (0) DEX 16 (+3) CON 11 (0) INT 3 (-4) WIS 14 (+2) CHA 1 (-5)
Damage Immunities poison Perception +4, Stealth +5
Condition Immunities charmed, exhaustion, frightened, paralyzed, darkvision 60 ft.,
petrified, poisoned passive Perception 14
Clockwork Engine. When the construct dies, it inflicts 10 (3d6) slashing damage in a 5 ft. radius. Creatures in the
radius can make a DC 13 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
Earth Armor. The clockwork doesn’t provoke opportunity attacks when it burrows.
Hose. The drillmaster can use its action to extend a hose up to 60 feet, and it adheres to anything that touches it. A
creature adhered to the hose is grappled by the drillmaster (escape DC 13), and ability checks made to escape this
grapple have disadvantage. The hose can be attacked (AC 15; 5 hit points; immunity to poison and psychic
damage). Destroying the hose causes no damage to the drillmaster, which can extrude a replacement hose on its
next turn.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
Siege Monster. The drillmaster deals double damage to objects and structures.
Tunneler. The drillmaster can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 5-
foot-high tunnel in its wake.
ACTIONS
Multiattack. The drillmaster makes two attacks with its drill
Drill. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6 + 3) piercing damage. The drillmaster
also drills through nonmagical objects. If the object isn’t being worn or carried, the attack destroys a 1-foot cube of
it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to
avoid the effect. If the object drilled is either armor or a shield being worn or carried, its takes a permanent and
cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is
destroyed.
Inflate. One creature grappled by the drillmaster’s hose must make a DC 13 Constitution saving throw or it begins
to inflate like a balloon for 1 minute. It increases by one size, loses all forms of movement, has disadvantage
on Dexterity-based checks, and gains vulnerability to piercing damage. On each of the creature’s turns it floats
upwards at a speed of 20 feet (but no further than 60 feet as it is connected by the drillmaster’s hose). If some solid
object (such as a ceiling) is encountered, it remains there, oscillating slightly, for the duration. The target can move
only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows
it to move as if it were climbing. At the end of each of its turns, the target can make another Constitution saving
throw. On a success, the effect ends on the target. The effect also ends if the target suffers piercing damage, causing
the target to fall back down. Constructs and elementals are immune to this effect.
Overinflate. Melee Weapon Attack: +5 to hit, reach 60 ft., one incapacitated creature grappled by the drillmaster’s
hose. Hit: The target takes 55 (10d10) bludgeoning damage. If this damage reduces the target to 0 hit points, the
drillmaster kills the target by inflating it so much it explodes. Constructs and elementals are immune to this effect.
Clockwork, Hammerfist - Hugh
AC18 Speed 30Ft HP 8d12 + 8
STR 19 (+4) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 10 (0) CHA 3 (-4)
Damage Immunities poison Perception +3
Condition Immunities exhaustion, paralyzed, petrified, poisoned blindsight 10 ft., passive Perception 13
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Constrict. Melee Weapon Attack: +7 to hit, reach 35 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and
the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the hammerfist can’t
constrict another target.
Fling. One Large or smaller object held or creature grappled by the hammerfist is thrown up to 60 feet in a random
direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage
for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC
18 Dexterity saving throw or take the same damage and be knocked prone.
Punch. Melee Weapon Attack: +7 to hit, reach 35 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
target must make a DC 15 Strength saving throw or be pushed 15 feet and knocked prone.
Clockwork, Axeamaton - Large
AC15 Speed 40Ft HP 9d10 + 27
STR 18 (+4) DEX 11 (0) CON 15 (+2) INT 6 (-2) WIS 16 (+3) CHA 9 (-1)
Damage Immunities poison darkvision 60 ft.,
Condition Immunities charmed, exhaustion, frightened, paralyzed, passive Perception 10
petrified, poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Siege Monster. The axeamaton deals double damage to objects and structures.
ACTIONS
Halberd. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) slashing damage
Clockwork Excavator - Hugh
AC16 Speed 20 ft., burrow 10 ft. HP 11d12+44
STR 26 (+8) DEX 9 (-1) CON 18 (+4) INT 1 (-5) WIS 12 (+1) CHA 1 (-5)
Damage Resistances acid, fire; bludgeoning, piercing, and slashing from darkvision 60 ft.,
nonmagical attacks passive Perception 11
Damage Immunities poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Multiattack. The clockwork excavator makes one drill and two slam attacks.
Drill. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (1d10 + 8) piercing damage. Additionally, a
creature damaged by this attack is automatically grappled by the clockwork excavator (escape DC 16).
A grappled creature automatically takes damage from the drill attack at the start of each of the clockwork
excavator’s turn. As long as a creature is grappled in this way, the clockwork excavator cannot use its
drill attack to attack.
Slam. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (2d10 + 8) bludgeoning damage.
Explosive Charge (3/day). A clockwork excavator creates an alchemical explosive that it launches to a space
within 45 feet. Any creatures within a 10-foot radius of the explosive must succeed a DC 16 Dexterity saving throw
or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage.
AC17 Speed 10 ft., fly 40 ft. (hover) HP 17d10 + 34)
STR 19 (+4) DEX 18 (+4) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 13 (+1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Saving Throws Dex +8, Wis +7
attacks Skills Arcana +7, Perception +7
Damage Immunities force, poison, psychic Senses truesight 60 ft.,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, passive Perception 17
paralyzed, petrified, poisoned
Eldritch Overload. When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled,
and it gains an additional action each turn. The action must be to Dash, Disengage, Hide, or Use an Object or to
make one Grabbing Claws or Excavation Beam.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The scavenger makes three Grabbing Claw or Excavation Beam attacks.
Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which
can grapple only one target.
Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) fire damage.
Spellcasting. The arcane scavenger casts one of the following spells, requiring no material components and
using Intelligence as the spellcasting ability (spell save DC 15):
 At will: detect magic, locate object
 3/day each: counterspell, dispel magic
Bonus Action
Arcane Barrage. The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The
target begins to glow with arcane energy, and at the end of the target’s next turn, it must make a DC
19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a
successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the
arcane leviathan.
Arcane Scavenger Attack. This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6)
fire damage.
Magic Resistance. The arcane scavenger has advantage on saving throws against spells and other magical effects.
Ruinous Detonation. When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make
a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away
from the scavenger, and is knocked prone. On a success, a creature takes half the damage and isn’t flung or
knocked prone.
AC16 Speed 30 ft., burrow 30 ft. HP 11d10 + 22
STR 22 (+6) DEX 13 (+1) CON 15 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities fire, poison Senses blindsight 60 ft. (blind
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned beyond this radius), passive
Perception 10
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to
half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter
tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage. If the target is a
Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and
knocked prone.
Arcane Scavenger - Large
AC17 Speed 10 ft., fly 40 ft. (hover) HP 17d10 + 34)
STR 19 (+4) DEX 18 (+4) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 13 (+1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Saving Throws Dex +8, Wis +7
attacks Skills Arcana +7, Perception +7
Damage Immunities force, poison, psychic Senses truesight 60 ft.,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, passive Perception 17
paralyzed, petrified, poisoned
Eldritch Overload. When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled,
and it gains an additional action each turn. The action must be to Dash, Disengage, Hide, or Use an Object or to
make one Grabbing Claws or Excavation Beam.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The scavenger makes three Grabbing Claw or Excavation Beam attacks.
Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which
can grapple only one target.
Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) fire damage.
Spellcasting. The arcane scavenger casts one of the following spells, requiring no material components and
using Intelligence as the spellcasting ability (spell save DC 15):
 At will: detect magic, locate object
 3/day each: counterspell, dispel magic
Bonus Action
Arcane Barrage. The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The
target begins to glow with arcane energy, and at the end of the target’s next turn, it must make a DC
19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a
successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the
arcane leviathan.
Arcane Scavenger Attack. This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6)
fire damage.
Magic Resistance. The arcane scavenger has advantage on saving throws against spells and other magical effects.
Ruinous Detonation. When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make
a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away
from the scavenger, and is knocked prone. On a success, a creature takes half the damage and isn’t flung or
knocked prone.
Ruin Grinder - Large
AC16 Speed 30 ft., burrow 30 ft. HP 11d10 + 22
STR 22 (+6) DEX 13 (+1) CON 15 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities fire, poison Senses blindsight 60 ft. (blind
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned beyond this radius), passive
Perception 10
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to
half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter
tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage. If the target is a
Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and
knocked prone.
Clockwork, Knight (Lord)
Family: Clockwork

Medium construct (iron, clockwork), lawful evil

Armor Class 23 (natural armor)


Hit Points (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA

18 18 18 14 14 12
(+4) (+4) (+4) (+2) (+2) (+1)

Skills Animal Handling +5, Athletics +7, Perception +5, Survival +5


Damage Immunities necrotic, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Proficiency Bonus +3
Challenge 7 (2,900 XP)

SPECIAL TRAITS

 Clockobo Egg. The clockwork knight wears spurs that are part of clockwork tack,
which allow it to summon its clockobo companion.
 Clockwork Engine. When the construct dies, it inflicts 10 (3d6) slashing damage in a
5 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork
Engine Malfunction table.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
ACTIONS

 Multiattack. The knight makes three shortsword attacks.


 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.
 Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4)
piercing damage.
 Call to Attack. Up to three allies within 120 feet of this clockwork lord that can hear
it can each use their reaction to make one weapon attack.
ABOUT

This mechanical humanoid wields a lance in one hand and wears a shield in the other.

Clockwork knights are relentless constructs that often are paired with clockobos. They are chiefly
known for their ability to become more powerful over time, collapsing into small insulated eggs
(formed from their shields) when destroyed, only to reemerge more powerful than before.

The most basic model of clockwork knight, these bounders make a beeline straight for opponents and
show little strategy in their tactics.

More advanced clockwork knights are capable of teamwork and tactics. They work together to
overcome enemies and use height to their advantage.

Clockwork lords act as commanders and leaders of the other knights, capable of acting independently
while guiding their minions in coordinated attacks in more powerful foes.

Clockwork Spy

Family: Clockwork

Tiny construct, unaligned

Armor Class 13 (natural armor)


Hit Points 14 (4d4 + 4)
Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA

2 (- 14 14 1 (- 10 1 (-
4) (+2) (+2) 5) (+0) 5)

Saving Throws Dex +4


Skills Perception +2, Stealth +5
Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft.; passive Perception 12
Languages understand the language of its creator, but can’t speak
Challenge 1/8 (25 XP)

SPECIAL TRAITS
 Constructed Nature. The clockwork spy doesn’t require air, food, drink, or sleep.
 Record Audio. As a bonus action, the clockwork spy can record nearby sounds,
archiving all sounds within 20 feet of it onto a small gemstone worth 50 gp embedded
in its body. The clockwork spy can record up to 1 hour of sound per memory gem,
and it can hold up to 4 gems. It can also start or stop playback of recorded sounds as a
bonus action. The memory gems can be removed with a successful DC
20 Dexterity check with thieves’ or tinkerer’s tools. Failure doesn’t damage the
gemstone, but it does erase all recorded audio stored on that gem. The spy needs
specific instructions on when to start and stop recording. It can differentiate between
creature types, but not individuals. Self Destruct. Unless commanded not to by its
creator or a designated creature, when the clockwork spy is reduced to 0 hit points it
shrieks and thrashes about. The next round on its initiative it explodes, destroying any
loaded memory crystals and dealing 1d6 (3) fire damage to every creature within 5
feet. A successful DC 12 Dexterity save halves the damage. Before it explodes, a
successful DC 15 Dexterity check with thieves’ tools halts the self destruct process.
 Winding. A clockwork spy must be wound with a unique key to remain active. It
must be wound once every 24 hours. A creature can use an action to wind a
clockwork spy, restoring to it 1 hour of operating time. In the absence of the correct
key, a DC 20 Dexterity check with thieves’ tools or tinkerer’s tools can successfully
wind (or unwind, if the creature is incapacitated) the clockwork spy.

ACTIONS

 Slam. Melee Weapon Attack: +4 to hit, reach 0 ft., 1 target. Hit: 1 bludgeoning
damage.

ABOUT

These spindly and discreet mechanical arachnids are ideal for surveillance and
reconnaissance missions and can be vital tools in political intrigues or illicit consortium
tactics. Their retractable, insectile wings make the swift creatures even craftier foes than most
would anticipate. As they are less combat-oriented than many other clockworks, if a
clockwork spy is caught in the act of recording its target, escape is usually the most practical
course of action for it. Clockwork spies are about 2 feet wide from leg to leg and weigh less
than 40 pounds.

Assassin Drone. While most clockwork spies are programmed for simple reconnaissance,
some are weaponized with built-in armaments to deliver poisons or other lethal payloads to
their targets.

Clockwork. As a constructed being, a clockwork spy doesn’t eat, breathe, drink, or sleep. If
it is not wound regularly, it becomes inert until it is wound again.

Clockwork, Knight - Medium


AC18 Speed 30Ft HP 15d8 + 26)
STR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 11 (0) WIS 10 (0) CHA 8 (-1)
Damage Immunities poison, necrotic Senses darkvision 60 ft., passive
Condition Immunities exhaustion, paralyzed, petrified, poisoned Perception 12
Skills Animal
Handling +2, Perception +2
Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
Egg Rejuvenation. When the knight’s body is destroyed, its corpse retracts into a Small egg. The egg has an AC of
15, is immune to bludgeoning damage, and 8 hit points. Eggs bounce up to 15 feet high in a random direction if the
knight dies while on a flying mount (bouncing twice more, at 10 feet and then 5 feet). Destroying the egg stops the
rejuvenation process. After 1 round the egg unfolds into a stronger body. A clockwork bounder transforms into a
clockwork huntsman.
Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
ACTIONS
Multiattack. The knight makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Clockwork Huntsman - Medium
AC14 Speed 40Ft HP 12d8 + 20)
STR 17 (+3) DEX 14 (+2) CON 12 (+1) INT 4 (-3) WIS 10 (0) CHA 1 (-5)
Damage Immunities poison, psychic Senses darkvision 60 ft., passive
Condition Immunities charmed, exhaustion, frightened, paralyzed, Perception 14
petrified, poisoned Saving Throws Str +5, Dex +4
Skills Perception +4, Survival +4
Immutable Form. The clockwork huntsman is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork huntsman has advantage on saving throws against spells and other magical
effects.
Explosive Core. The mechanism that powers the huntsman explodes when the construct is destroyed, projecting
superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half
damage with a successful DC 13 Dexterity saving throw.
ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Net Cannon. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target
is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot trailing cable
anchored within the huntsman’s chest. A creature can free itself (or another creature) from the net by using its
action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can
fire up to four nets before it must be reloaded.
Clockwork Tactician - Medium
AC16 Speed 30Ft HP 20d8 + 60)
STR 20 (+5) DEX 14 (+2) CON 17 (+3) INT 20 (+5) WIS 15 (+2) CHA 11 (0)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Senses darkvision 120 ft., passive
attacks Perception 16
Damage Immunities poison, psychic Perception +6
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned, unconscious
Construct Nature. The clockwork tactician doesn’t require air, food, drink, or sleep.
Immutable Form. The clockwork tactician is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork tactician has advantage on saving throws against spells and other magical effect.
Pack Tactics. This clockwork tactician has advantage on attack rolls against a creature if at least one of this
tactician’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack. The clockwork tactician makes four Multiweapon attacks.
Multiweapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 5) bludgeoning, piercing, or
slashing damage. The clockwork tactician chooses the damage type when it attacks.
BONUS ACTIONS
Battlefield Commands. The clockwork tactician issues commands to up to three friendly creatures it can see
within 60 feet of it. Each target has advantage on its next ability check or attack roll, provided it can hear and
understand the tactician.
Press the Attack. If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit
with its multi-weapon, it can make one additional Multiweapon attack.
REACTIONS
Quick Study. When a creature hits the clockwork tactician with an attack, the tactician makes a DC
13 Intelligence check. On a success, it chooses one of the following benefits:
 The tactician has advantage on melee attack rolls against the attacker.
 The attacker has disadvantage on attack rolls against the tactician.
 The tactician has resistance to the type of damage from the attack that hit it. The tactician can have
more than one benefit active at a time. The benefits end when the tactician attacks a different
creature or uses Quick Study on a different creature.

Clockwork Guardian

Family: Clockwork

Medium construct, unaligned

Armor Class 15 (natural armor)


Hit Points 31 (7d8)
Speed 30 ft.

STR DEX CON INT WIS CHA

12 10 10 5 (- 12 3 (-
(+1) (+0) (+0) 3) (+1) 4)

Skills Athletics +3, Perception +3


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands one language (usually Common) but cannot speak
Challenge 1 (200 XP)

SPECIAL TRAITS

 False Appearance. While worn, the clockwork guardian remains motionless. It is


indistinguishable from a suit of half plate and can take no actions. It takes the
clockwork guardian an action to disengage from its wearer or to reform into a suit of
half plate that can be worn.
 Immutable Form. The clockwork guardian is immune to any spell or effect that
would alter its form.
 Magic Resistance. The clockwork guardian has advantage on saving throws against
spells and other magical effects. It does not impart this ability to its wearer.

ACTIONS

 Multiattack. The clockwork guardian makes two slam attacks.


 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1)
bludgeoning damage.

REACTIONS

 Parry. The clockwork guardian adds 4 to the AC of an adjacent creature against


one melee attack that would hit it. To do so, the clockwork guardian must be able to
see the attacker.
Shield Guardian
Large construct, unaligned

Armor Class 17 (natural armor)


Hit Points 142 (15d10 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA

18 8 (- 18 7 (- 10 3 (-
(+4) 1) (+4) 2) (+0) 4)

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10


Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Languages understands commands given in any language but can’t speak
Challenge 7 (2,900 XP)
Special Traits

 Bound: The shield guardian is magically bound to an amulet. As long as the guardian
and its amulet are on the same plane of existence, the amulet’s wearer can
telepathically call the guardian to travel to it, and the guardian knows the distance and
direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of
any damage the wearer takes (rounded up) is transferred to the guardian.
 Regeneration: The shield guardian regains 10 hit points at the start of its turn if it has
at least 1 hit point.
 Spell Storing: A spellcaster who wears the shield guardian’s amulet can cause the
guardian to store one spell of 4th level or lower. To do so, the wearer must cast the
spell on the guardian. The spell has no effect but is stored within the guardian. When
commanded to do so by the wearer or when a situation arises that was predefined by
the spellcaster, the guardian casts the stored spell with any parameters set by the
original caster, requiring no components. When the spell is cast or a new spell is
stored, any previously stored spell is lost.
Actions

 Multiattack: The guardian makes two fist attacks.


 Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.

REACTIONS

 Shield. When a creature makes an attack against the wearer of the guardian’s amulet
while the guardian is within 5 feet of the wearer, the guardian grants a +2 bonus to the
wearer’s AC and reduces the damage by 4.
 Withstand. When the guardian is dealt damage by a source it can see, the guardian
reduces the damage dealt to itself by 4.
Clockwork Myrmidon

Family: Clockwork

Large construct, unaligned

Armor Class 16 (natural armor)


Hit Points 153 (18d10+54)
Speed 30 ft.

STR DEX CON INT WIS CHA

20 14 16 10 10 1 (-
(+5) (+2) (+3) (0) (+0) 5)
Saving Throws Str +11, Dex +5
Skills Athletics +8, Perception +6
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands Common
Challenge 6 (2,300 XP)

Special Traits

 Immutable Form. The clockwork myrmidon is immune to any spell or effect that
would alter its form.
 Magic Resistance. The clockwork myrmidon has advantage on saving throws against
spells and other magical effects.

Actions

 Multiattack. The clockwork myrmidon makes two attacks: two pick attacks or two
slam attacks, or one of each.
 Heavy Pick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 +
5) piercing damage.
 Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5)
bludgeoning damage.
 Alchemical Flame Jet (Recharge 5-6). The clockwork myrmidon can spew a jet of
alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the
jet takes 26 (4d12) fire damage, or half damage with a successful DC
15 Dexterity saving throw. The clockwork myrmidon can use this attack four times
before its internal reservoir is emptied.
 Grease Spray (Recharge 5-6). As a bonus action, the clockwork myrmidon’s chest
can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot
square area and turning it into difficult terrain. Each creature standing in the affected
area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that
enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving
throw or fall prone. The clockwork myrmidon can use this attack four times before its
internal reservoir is emptied.
 Alchemical Fireball. The clockwork myrmidon’s alchemical flame reservoir
explodes when the construct is destroyed, spraying nearby creatures with burning
fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half
damage with a successful DC 15 Dexterity saving throw. This explosion doesn’t
occur if the clockwork myrmidon has already fired its alchemical flame jet four times.

About

This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl
issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression.
A clockwork myrmidon always moves with moves with a powerful, determined grace
unusual in most clockwork creations.

Elite Machines. Clockwork myrmidons are heavily armored at their joints and at most vital
parts. They are much too valuable to undertake patrols or menial labor, and they are
unleashed only for dangerous situations that clockwork watchmen cannot handle.

Single Targets. A clockwork myrmidon defends itself but does not initiate combat unless so
directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and
single-minded, and it attacks one particular target until that foe surrenders, escapes, or is
defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is
closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down.

Alchemical Tricks. A clockwork myrmidon is always outfitted with alchemical fire, acids,
grease, and other special devices. An alchemist is required to keep one running well.

Clockwork Pugilist

Family: Clockwork

Medium construct, unaligned

Armor Class 15 (natural armor)


Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA

16 12 14 6 (– 13 10
(+3) (+1) (+2) 2) (+1) (+0)

Saving Throws Str +5, Con +4


Skills Athletics +5, Perception +3, Performance +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

 Construct Nature. A clockwork pugilist doesn’t require air, food, drink, or sleep.
 Immutable Form. The clockwork pugilist is immune to any spell or effect that would
alter its form.
 Magic Resistance. The clockwork pugilist has advantage on saving throws against
spells or other magical effects.

ABOUT

Clockwork pugilists are bodyguards and prize fighters deployed by


some human and dwarf nobles. They are designed as a complete weapon system, capable of
fighting at full capacity with no external armament. Most clockwork pugilists are made of
decorated brass, precision gears, and tightly wound enchanted springs.

Icons of Style. Clockwork pugilists aren’t merely combat automatons but a chance for
creators to flaunt their wealth and taste. Elaborate filigree, decorated faceplates, and molded
eyepieces, hats, and faux fashion accessories are extremely common. Most are made to
emulate a rich socialite, though some social circles have more specialized aesthetic
expectations.

Military families sometimes style their pugilists after ancient knights, royalty might model
theirs on prominent historical figures, and wizards often design theirs after schoolmates they
particularly disliked.

Pit Fighters. Tournaments, legal or otherwise, for the rich and powerful to exhibit their
clockwork pugilists are common. At their most basic, these are glorified boxing rings. Each
participant pits their pugilist against the others, demonstrating the durability and skill of each
pugilist and artisan.

Clockwork Assassin - Medium


AC16 Speed 30 ft., climb 30 ft. HP 16d8 + 18
STR 14 (+2) DEX 17 (+3) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 7 (-2)
Saving Throws Dexterity +6, Constitution +4 Damage Immunities lightning, poison
Acrobatics +6, Stealth +9, Investigation +4, Perception Condition Immunities charmed, exhaustion, frightened,
+4, Survival +4 paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a
turn. Any hit the assassin scores against a surprised creature is a critical hit.
Explosive Core. When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel.
Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire
damage on a failed save, or half as much damage on a successful one.
Clockwork Immutable Form. The assassin is immune to any spell or effect, other than its disassembly trait, that
would alter its form.
Magic Resistance. The assassin has advantage on saving throws against spells and other magical effects.
Psychic Susceptibility. If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and
ability checks until the end of its next turn.
Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated
and the assassin doesn’t have disadvantage on the attack roll.
Standing Leap. The assassin’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a
running start.
ACTIONS
Multiattack. The clockwork assassin makes two rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target
must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.
Disassembly. The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move
through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again.
While disassembled into its snake form, the assassin can’t attack and attack rolls against it have advantage.
Clockwork Soldier - Medium
AC16 Speed 30Ft HP 6d8 + 18
STR 13 (+1) DEX 13 (+1) CON 16 (+3) INT 5 (-3) WIS 10 (0) CHA 1 (-5)
Damage Immunities poison, psychic darkvision 60 ft.,
Condition Immunities charmed, exhaustion, frightened, paralyzed, passive Perception 10
petrified, poisoned Athletics +5, Intimidation -3
Intimidating Legions. A single clockwork soldier’s rigid movements appear silly, but, when gathered in numbers,
they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a
bonus on that check equal to the number of other clockwork soldiers the target can see or hear.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Overdrive Flurry (Recharge 6). The soldier makes four halberd attacks. After taking this action, it is stunned until
the end of its next turn.
Mechanic Rogue[edit]
Medium construct, neutral

Armor Class 14 (natural armour)


Hit Points 22 (4d8 + 4)
Speed 35 ft.

STR DEX CON INT WIS CHA

8 (-1) 16 (+3) 12 (+1) 10 (0) 10 (0) 8 (-1)

Saving Throws Dex +5, Con +1


Skills Stealth +5
Damage Immunities poison, psychic
Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned,blinded, deafene
d
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 1 (200 XP)

Cunning Action. You can take a bonus action on each of your turns in combat. This action
can be used only to take the Dash, Disengage, or Hide action.

Sneak Attack. Mechanical Rogues when created have the ability to attack subtly and exploit
an enemy's distraction. Once per turn, the construct can deal an extra 2d6 damage to a
creature it hits with an attack if it has advantage on the attack roll. If an ally is already close
to the enemy, he can take this action, gaining advantage.

ACTIONS

Multiattack. During his turn, the Mechanical Rogue can make two slashing attack rolls

Dagger Cut. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) cutting
damage.
Mechanic Hunter[edit]
Medium construct, neutral .

Armor Class 14 (natural armour)


Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA

8 (-1) 16 (+3) 12 (+1) 10 (0) 10 (0) 8 (-1)

Saving Throws Dex +5, Con +1


Skills Perception +5
Damage Immunities poison, psychic
Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned,blinded, deaf
ened
Senses darkvision 90 ft., passive Perception 14
Languages understands the languages of its creator but can't speak
Challenge 1 (200 XP)

Hunting Mark. The hunter focuses on his prey and as a bonus action he can spend 1
charge to mark his target with the "Hunters Mark" spell. The hunter has 3 charges per
long rest.

Sharp Shooter. As a bonus action, you give yourself advantage on your next attack roll
on the current turn. You can use this bonus action only if you haven't moved during this
turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

ACTIONS

Shot Ranged Weapon attack: +5 to hit, reach 60/120 ft., one target. Hit: 8 (1d8 + 3)
piercing damage.
Mechanic Fighter[edit]
Medium construct, neutral

Armor Class 17 (natural armour)


Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 6 (-2)

Saving Throws Str +5, Con +2


Skills Athletic +5
Damage Immunities poison, psychic
Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned,blinded, deafene
d
Senses blindsight 60 ft., passive Perception 12
Languages understands the languages of its creator but can't speak
Challenge 1 (200 XP)

Accurate Attack. Using the skill of an experienced fighter your blows become more accurate
than normal, during your turn you gain advantage on attack rolls made against enemies
within 5 feet of you.

Sturdy Blow. As a stalwart fighter you've learned to trade your precision for greater brute
strength, during your turn as a bonus action you can give up advantage on the attack roll to
gain the ability to roll 2 times the damage die inflicting greater wounds, the fighter can only
use this skill once per turn

ACTIONS
Multiattack. During his turn, the Mechanical Fighter can make two slashing attack rolls

Blade Cutting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
cutting damage.

Iron Punch. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) concussion
damage
Commander Warbot[edit]
Medium construct, unaligned Warbots are exactly what they
are named: bots made for war.
Commanders are the most
intelligent of creations in army
Armor Class 16 (natural armor) of Aeris Mekhaus. Cunning,
Hit Points 85 (10d8 + 40) swift and precise, these
Speed 30 ft., fly 30 ft. machines excel at leading
groups of simple warbots in
fight, and their link allows them
to share data with others,
STR DEX CON INT WIS CHA gaining even more superiority in
battle. That being said, they are
10 (+0) 12 (+1) 18 (+4) 20 (+5) 14 (+2) 1 (-5) still devoid of soul, so no
creativity can be expected from
them, and on great scale of war
their tactics are simply not
Saving Throws Dex +6, Int +10, Wis +7 enough, thus their link is
Damage Resistances lightning connected to Serl the
Damage Immunities poison, psychic Linkmaster, and through him to
Condition Mekhaus for control.
Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands Common and languages of its
creator but cannot speak
Challenge 13 (10,000 XP)

Mekhaus Loyalty. The warbot is immune to all effects that


assume control over others in any way.

Personal Shield. At the start of fight warbot gains


100 temporary hit points, without any of its damage
resistances and immunities.

Leading AI. The warbot is linked to all of his soldiers at the


same time, as well as with any other commanders assigned
to its operating group and Serl the Linkmaster. While alive,
all his soldiers can communicate what they see and think
despite physical obstacles between them and act as one in
battle. If commander is destroyed, another one connects to
unlinked warbots, leading them in place of the former one.
This ability has unlimited range, stopped only by crystal
spheres and being placed in another plane of existence.
Link to Serl is always up.

Eager to Die. Despite ability to lead warbots from safe


distance, their AI is programmed to personally participate
in any bigger battle or campaign. When commander dies,
all his gained knowledge and experience is sent up link,
sharing with all other commanders.

ACTIONS

Multiattack. The warbot makes two overload attacks, then


it uses its command ally.

Overload. Ranged Spell: Target makes DC


18 intelligence saving throw, taking 16 (2d10+5) psychic
damage and 11 (d12+5) lightning damage on failed save, or
half as much on a successful one.

REACTIONS

Command ally. Commander chooses any warbot under its


command and compells it to immediately take one action of
commander's choice.
Mechanical Artillerist

Large construct, unaligned

Armor Class 17 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA

19 18 18 3 (- 12 1 (-
(+4) (+4) (+4) 4) (+1) 5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t
adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

 Constructed Nature. The artillerist doesn’t require air, food, drink, or sleep.
 Final Detonation. When the artillerist is destroyed, its internal reservoir of black
powder explodes. Each creature within 30 feet of the artillerist must make a DC
14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as
much damage on a successful one.
 Sensitive Components. Extreme temperatures can interfere with the mechanical
artillerist’s engine. When the artillerist takes cold damage, it doesn’t make a recharge
roll on its next turn. If it takes fire damage, its next recharge roll is automatically
successful. Once it has taken either fire or cold damage, this trait is disabled until the
end of the artillerist’s next turn.

ACTIONS

 Multiattack. The artillerist makes two attacks.


 Piston. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4)
bludgeoning damage.
 Artillery Shell. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 17
(2d12 + 4) piercing damage.
 Barrage (Recharge 4-6). The artillerist makes up to three artillery shell attacks, each
against a different target.
Alternate Abilities

You can create variant mechanical artillerists by replacing its Barrage action with one of the
following alternate actions.

 Shell Cannon (Recharge 4-6). The artillerist fires a single large shell in a 120-foot-
long, 5-footwide line. Each creature in that area must make a DC 15 Dexterity saving
throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a
successful one.
 Shrapnel Burst (Recharge 4-6). The artillerist launches a spray of small projectiles
in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving
throw, taking 24 (7d6) slashing damage on a failed save, or half as much damage on a
successful one.
 Vent (Recharge 4-6). The artillerist vents a blast of pressurized heat from its internal
engine chambers. Each creature within 10 feet of the artillerist must make a DC
15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as
much damage on a successful one. The blast ignites flammable objects in the area that
aren’t being worn or carried.

ABOUT

In contrast to their uniform engines, artillerists’ exteriors can vary wildly. Many mechanical
artillerists resemble angular, metallic versions of animals such as crabs, bears, and sometimes
even humans. Some might bear a single stripe of shell-spewing cannons, while others release
gouts of fire from every side.

Although most commonly encountered in isolation, mechanical artillerists might


group together in small squads. In such cases, the constructs usually each bear a few
variations and are given specific combat roles, with one artillerist designated as the
group’s forward shield, one designated as the primary assault weapon, and one in the
rear, loaded with a variety of long-range missiles.

Clockwork Animals Encounters


Clockwork Spider Wasp - Large
AC15 30 ft., climb 30 ft., fly 60 ft. HP 5d10 + 10
STR 15 (+2) DEX 18 (+4) CON 15 (+2) INT 5 (-3) WIS 13 (+1) CHA 5 (-3)
Condition Immunities exhaustion, poisoned Senses blindsight 10
Damage Immunities poison, psychic ft., darkvision 60 ft.,
Stealth +6 passive Perception 11
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Flyby. The spider wasp doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Spider Climb. The spider wasp can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability check.
Web Walker. The spider wasp ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The spider wasp makes two melee attacks, then uses its Web if it can.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 10
(3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Clockwork Mammoth Jade Spider - Large
AC17 Speed 30Ft / Climb 30Ft HP 17d10 + 85
STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 11 (0) CHA 1 (-5)
Condition Immunities exhaustion, poisoned Senses truesight 120 ft., passive
Damage Immunities poison, psychic Perception 10
Immutable Form. The spider is immune to any spell or effect that would alter its form.
Magic Resistance. The spider has advantage on saving throws against spells and other magical effects.
Web Sense. While in contract with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The spider makes a web attack and two melee attacks (only 1 of which may be a bite).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8+4) piercing damage, and the
target must make a DC 14 Constitution saving throw, taking 14 (4d8) poison damage on a failed save, or
half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in
this way.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d8+4) slashing or bludgeoning
damage (spider's choice).
Web (Recharge 4-6). Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: The target is
restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the
webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to
fire damage; immunity to bludgeoning, poison, and psychic damage).
Clockwork, Megapede
Family: Clockwork

Gargantuan construct (bronze, clockwork), unaligned

Armor Class 17 (natural armor)


Hit Points 135 (10d20 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA

19 15 16 1 (- 10 6 (-
(+4) (+2) (+3) 5) (+0) 2)

Damage Vulnerabilities piercing


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 10
Languages –
Proficiency Bonus +4
Challenge 10 (5,900 XP)

SPECIAL TRAITS

 Clockwork Engine. When the construct dies, it inflicts 70 (20d6) slashing damage in
a 20 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for
half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork
Engine Malfunction table. Smaller variants inflict 35 (10d6) in a 15 ft. radius for
Huge, 20 (6d6) in a 10 ft. radius for Large, and 10 (3d6) in a 5 ft. radius for Medium
or smaller.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Overrun. The megapede moves up to 30 feet in a straight line and can move through
the space of any creature smaller than Large. The first time it enters a creature’s space
during this move, it makes a ram attack against that creature. If the attack hits, the
target must also succeed on a DC 16 Strength saving throw or be pushed ahead of the
megapede for the rest of this move. If a creature fails the save by 5 or more, it is also
knocked prone and takes 15 (2d10 + 4) bludgeoning damage, or 26 (4d10 + 4)
bludgeoning damage if it was already prone.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
 Siege Monster. The megapede deals double damage to objects and structures.
ACTIONS

 Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4)
bludgeoning damage.
 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4)
piercing damage
REACTIONS

 Split. When a megapede that is Large or larger is subjected to piercing damage, it


splits into two new megapedes if it has at least 10 hit points. Each new megapede
has hit points equal to half the original megapede’s, rounded down. New megapedes
are one size smaller than the original megapede. Each new megapede’s speed
increases by 10 feet and gains the Aggressive trait.
BONUS ACTIONS

 Aggressive (Smaller Megapedes Only). As a bonus action, the megapede can move
up to its speed toward a hostile creature it can see.
ABOUT

This enormous, chitinous construct trundles along on multitudinous legs that are actually wheels.

Megapedes are juggernauts of constructs, capable of overrunning virtually every defense. Their one
saving grace is that they can be split by firing at their joints with projectiles, which are made to
separate under duress. Each megapede segment has its own head, and is thus capable of acting on its
own.

Megapedes aren’t subtle. They charge forward relentlessly, destroying everything in their path and
only changing course when confronted by an obstacle.

Clockwork Mantis
Family: Clockwork

Large construct, unaligned


Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA

13 19 16 3 (- 15 1 (-
(+1) (+4) (+3) 4) (+2) 5)

Skills Perception +5, Stealth +7


Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 6 (2,300 XP)

Special Traits

 Hobbling Strike. When the clockwork mantis makes a successful opportunity attack,
the target’s speed is reduced to 0 until the start of its next turn.
 Immutable Form. The clockwork mantis is immune to any spell or effect that would
alter its form.
 Magic Resistance. The clockwork mantis has advantage on saving throws against
spells and other magical effects.
 Standing Leap. The clockwork mantis’s long jump is up to 20 feet and its high jump
is up to 10 feet, with or without a running start.
Actions

 Multiattack. The clockwork mantis makes two serrated blade attacks. If both attacks
hit the same target, the mantis can make a bite attack against another target within
range as a bonus action.
 Serrated Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) slashing damage.
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
piercing damage.
 Invisibility. The clockwork mantis turns invisible until it attacks or until its
concentration ends (as if concentrating on a spell). Any equipment the mantis wears
or carries is invisible with it.
About

This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal
flurry of serrated claws and bites.

These marvelous mechanical constructs were originally designed by the gnomish master engineer.
Dreading that they were too powerful to be released into the world and fall into the wrong hands, he
secreted them away. Whether they were released by a destruction-bent agent of chaos, or they
somehow effected their own freedom, they are now a threat to any who cross their paths.
Uncontrollable and Invisible. In the past, the engineer was able to control his machines, which were
built to be invisible agents and protectors. But the creations outlived their creator. If the secret to
controlling the creatures exists anywhere, it is within the heavily secured vaults the engineer left
behind.

Wanted by Gnomes. The existence of these wandering clockwork monsters creates a bad reputation
for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these
clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts
or the possibility of tracking down the engineer’s vault.

Construct Nature. The clockwork mantis doesn’t require air, food, drink or sleep.

Clockwork, Cablespinner

Family: Clockwork

Large construct (iron, clockwork), unaligned

Armor Class 22 (natural armor)


Hit Points 52 (8d10 + 8)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

14 16 12 2 (- 11 4 (-
(+2) (+3) (+1) 4) (+0) 3)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages –
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

 Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a
10 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for
half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork
Engine Malfunction table.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Extraordinary Leap. The distance of the cablespinner’s long jumps is tripled; every
foot of its walking speed that it spends on the jump allows it to move 3 feet.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
 Spider Climb. The cablespinner can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
ACTIONS

 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3)
piercing damage, and the target must make a DC 12 Constitution saving throw, taking
9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the target is stable
but poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way. Antifungal Spray (Recharge 5-6). The
cablespinner exhales antifungal foam in a 15-foot cone. Each creature in that area
must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a
failed save, or half as much damage on a successful one. Undead and constructs are
unaffected, and plants have disadvantage on the saving throw. A plant that fails its
save takes maximum damage.
 Net Cannon. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one target, size Large
or smaller. Hit: the target is restrained. A mechanism within the cablespinner’s chest
can fire a chain net with a 20-foot trailing cable anchored within the cablespinner
chest. A creature can free itself (or another creature) from the net by using its action
to make a successful DC 20 Strength check or by dealing 10 slashing damage to the
net. The cablespinner can fire up to four nets before it must be reloaded.
 Reel. The cablespinner pulls each creature each creature restrained by its net up to 20
feet straight toward it.

ABOUT

This large mechanical spider trails a cable made of chains from its abdomen.

Cablespinners are mindless automatons dedicated to capturing humanoids. Any living


moving creature is attacked. It jumps to close the distance, then fires its net cannon, and then
bites any creature captured in its net. It repeats this process until every visible prey stops
moving or it runs out of nets, whereupon it spends an action to reload.

Runewrought Dragonfly

Large construct, unaligned

Armor Class 15 (natural armor)


Hit Points 37 (5d10 + 10)
Speed 5 ft., fly 40 ft.

CH
STR DEX CON INT WIS
A

16 16 14 6 10 3
(+3) (+3) (+2) ( 2) (+0) ( 4)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

 Drone. While flying, the dragonfly emits a loud droning sound that can be heard out
to a range of 120 feet.
 Dangerous Reactions. When the dragonfly takes a reaction, each creature mounted
on it must succeed on a DC 10 Strength saving throw or fall off.
 Immutable Form. The dragonfly is immune to any spell or effect that would alter its
form.

ACTIONS

 Piercing Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 +
3) piercing damage.
 Wing Gust. Each creature in a 15-foot cone must succeed on a DC 13 Strength saving
throw or be knocked prone or pushed 10 feet back (dragonfly’s choice).

BONUS ACTIONS

 Hypnotizing Drone (1/Day). The dragonfly emits a deep, hypnotizing humming


sound with its wings. Each creature within 30 feet of the dragonfly that can hear it
must make a DC 13 Wisdom saving throw. On a failed save, the creature
becomes charmed until the end of the dragonfly’s next turn. While charmed, the
creature is incapacitated and has a speed of 0.
 Rune-Infused Wings. The dragonfly activates a series of runes engraved on it to
cause one of the following effects which lasts until the start of its next turn:
o The dragonfly creates a thin force barrier around it. The first time it or a
creature it is carrying takes damage, that damage is reduced by 7 (1d10 + 2).
o The dragonfly’s Piercing Leg deals an additional 4 (1d8) lightning damage on
a hit and the target can’t take reactions until the start of its next turn.

REACTIONS

 Diving Maneuver. The dragonfly imposes disadvantage on the attack roll of one
creature it can see that targets it or a creature mounted on it, or it grants itself and a
creature mounted on it advantage on a Dexterity saving throw. It then moves up to
half its flying speed.
 Uncanny Dodge. The dragonfly halves the damage it or a creature mounted on it
takes from an attack, provided it can see the attacker.

ABOUT

Built to resemble a dragonfly, this mechanical mount is a large Construct powered by


magical runes and capable of flying at full speed while carrying a single Medium or smaller
creature.

The runewrought dragonfly is encoded to follow a single creature and can understand up to
ten simple verbal commands which it follows to the best of its ability. A creature proficient in
tinker’s tools can spend 1 hour to change any of these command words. If it doesn’t receive
any commands, it takes the Disengage or Dodge action.

Clockwork Bore Worm


Family: Clockwork

Gargantuan construct, unaligned

Armor Class 18 (natural armor)


Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA

28 7 (- 22 1 (- 8 (- 4 (-
(+9) 2) (+6) 5) 1) 3)

Saving Throws Con +11, Wis +4


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages —
Challenge 15 (13,000 XP)
Proficiency Bonus +5

SPECIAL TRAITS

 Clockwork Creature. If the worm takes 60 damage or more on a single turn (or half
as much from a creature inside it), the worm’s mechanical body malfunctions. The
first time this happens, the worm’s sensors malfunction and it loses its blindsight. The
second time it happens, the worm’s speed is halved and it can no longer take the
Multiattack action.
 Regeneration. The worm regains 10 hit points at the start of each of its turns if it has
at least 1 hit point.
 Critical Malfunction. When the worm is reduced to 0 hit points, it explodes. Each
creature within 30 feet must make a DC 19 Dexterity saving throw, taking 28 (8d6)
bludgeoning damage and 28 (8d6) piercing damage on a failure, or half as much on a
success.
 Tunneler. The worm can burrow through solid rock at half its burrow speed and
leaves a 10-foot diameter tunnel in its wake.
ACTIONS

 Multiattack. The worm attacks with its Bite and Tail Stinger.
 Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9)
piercing damage. If the target is a Large or smaller creature, it must succeed on a DC
19 Dexterity saving throw or be swallowed by the worm. A swallowed creature
is blinded and restrained, it has total cover against attacks and other effects outside the
worm, and it takes 21 (6d6) bludgeoning damage at the start of each of the worm’s
turns. A swallowed creature can make a DC 15 Dexterity check as an action to try to
squeeze itself out through the gaps in the worm’s metallic armor. On a success, the
creature emerges from worm’s body to land prone in an unoccupied space within 5
feet of it.
 Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6
+ 9) piercing damage, and the target must make a DC 19 Constitution saving throw,
taking 42 (12d6) poison damage on a failed save, or half as much damage on a
successful one.
 Propulsion Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19
(3d6 + 9) bludgeoning damage, and the target must make a DC 22 Strength saving
throw if it is Large or smaller. On a failure, the target is hurled up to 60 feet
horizontally in a direction of the worm’s choice and lands prone, taking 1d6
bludgeoning damage for every 10 feet it was thrown.
Clockwork Leech
Family: Clockwork

Medium construct, neutral

Armor Class 13 (natural armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA

14 12 17 3 (- 10 7 (-
(+2) (+1) (+3) 4) (+0) 2)

Skills Perception +2, Stealth +3


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages –
Challenge 1 (200 XP)

Special Traits

 Anesthetizing Bite. When the clockwork leech successfully bites a creature, the
creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If
the leech remains attached to the target, the target can repeat this check at the start of
each of its turns.
 Immutable Form. The clockwork leech is immune to any spell or effect that would
alter its form.
 Magic Resistance. The clockwork leech has advantage on saving throws against
spells and other magical effects.
Actions

 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2)
piercing damage, and the clockwork leech attaches to the target. While attached, the
leech doesn’t attack. Instead, at the start of each of the clockwork leech’s turns, the
target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC
13 Constitution saving throw or be poisoned until the start of the leech’s next turn.
The clockwork leech can detach itself by spending 5 feet of its movement. It does so
after it drains 10 hp of blood from its target or the target dies. A creature, including
the target, can use its action to detach the leech by succeeding on a DC
10 Strength check.
 Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2)
bludgeoning damage.
About

From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a
clockwork device.

Blood stains its maw, which leaks a green fluid with a vaguely astringent odor.

Collectors of Blood. Hags and other magic practitioners who require blood for their rituals and
sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups
of living creatures. The leeches are designed to extract their fill and return to their controllers, who
access and drain their reservoirs.

Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver
it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose
(or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.

Waterproof Swimmer. A clockwork leech has layered copper plating that keeps water away from its
inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this
propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular
cleanings eventually turn green as the copper corrodes.
Unseen, Unheard, and Unfelt. The same plating that protects the clockwork leech’s inner
mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland
foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the
wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have
an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks
loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its
blood, it prefers to attack lone or sleeping targets.

Construct Nature. A clockwork leech doesn’t require air, food, drink, or sleep.

Clockwork Hound - Medium


AC12 Speed 50Ft HP 11d8 + 22)
STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities poison, psychic Senses darkvision 60 ft., passive
Condition Immunities charmed, exhaustion, frightened, paralyzed, Perception 14
petrified, poisoned Saving Throws Dex +4, Con +4
Skills Athletics +7, Perception +4
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Diligent Tracker. Clockwork hounds are designed to guard areas and track prey. They have advantage on
all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tripping Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and
the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Explosive Core. The mechanism that powers the hound explodes when the construct is destroyed. All creatures
within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving
throw.
AC16 Speed 20 ft., burrow 10 ft. HP 11d12+44
STR 26 (+8) DEX 9 (-1) CON 18 (+4) INT 1 (-5) WIS 12 (+1) CHA 1 (-5)
Damage Resistances acid, fire; bludgeoning, piercing, and slashing from darkvision 60 ft.,
nonmagical attacks passive Perception 11
Damage Immunities poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Multiattack. The clockwork excavator makes one drill and two slam attacks.
Drill. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (1d10 + 8) piercing damage. Additionally, a
creature damaged by this attack is automatically grappled by the clockwork excavator (escape DC 16).
A grappled creature automatically takes damage from the drill attack at the start of each of the clockwork
excavator’s turn. As long as a creature is grappled in this way, the clockwork excavator cannot use its
drill attack to attack.
Slam. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (2d10 + 8) bludgeoning damage.
Explosive Charge (3/day). A clockwork excavator creates an alchemical explosive that it launches to a space
within 45 feet. Any creatures within a 10-foot radius of the explosive must succeed a DC 16 Dexterity saving throw
or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage.
AC17 Speed 10 ft., fly 40 ft. (hover) HP 17d10 + 34)
STR 19 (+4) DEX 18 (+4) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 13 (+1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Saving Throws Dex +8, Wis +7
attacks Skills Arcana +7, Perception +7
Damage Immunities force, poison, psychic Senses truesight 60 ft.,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, passive Perception 17
paralyzed, petrified, poisoned
Eldritch Overload. When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled,
and it gains an additional action each turn. The action must be to Dash, Disengage, Hide, or Use an Object or to
make one Grabbing Claws or Excavation Beam.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The scavenger makes three Grabbing Claw or Excavation Beam attacks.
Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which
can grapple only one target.
Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) fire damage.
Spellcasting. The arcane scavenger casts one of the following spells, requiring no material components and
using Intelligence as the spellcasting ability (spell save DC 15):
 At will: detect magic, locate object
 3/day each: counterspell, dispel magic
Bonus Action
Arcane Barrage. The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The
target begins to glow with arcane energy, and at the end of the target’s next turn, it must make a DC
19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a
successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the
arcane leviathan.
Arcane Scavenger Attack. This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6)
fire damage.
Magic Resistance. The arcane scavenger has advantage on saving throws against spells and other magical effects.
Ruinous Detonation. When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make
a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away
from the scavenger, and is knocked prone. On a success, a creature takes half the damage and isn’t flung or
knocked prone.
AC16 Speed 30 ft., burrow 30 ft. HP 11d10 + 22
STR 22 (+6) DEX 13 (+1) CON 15 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities fire, poison Senses blindsight 60 ft. (blind
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned beyond this radius), passive
Perception 10
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to
half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter
tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage. If the target is a
Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and
knocked prone.
Clockwork Iron Cobra
Medium Construct, Unaligned

Armor Class 13

Hit Points 91 (14d8 + 28)

Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 1 (-5)

Skills Stealth +7

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands one language of its creator but can't speak

Challenge 4 (1,100 XP) Proficiency Bonus +2

Magic Resistance. The clockwork has advantage on saving throws against spells and other magical
effects.

Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect
(roll a d6):

1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a
random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving
beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no
creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.

3–4: Paralysis. The target is paralyzed until the end of its next turn.

5–6: Poison. The target takes 13 (3d8) poison damage.

Clockwork, Springsnake
Family: Clockwork

Medium construct (tin, clockwork), unaligned


Armor Class 17 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

15 15 13 5 (- 12 5 (-
(+2) (+2) (+1) 3) (+1) 3)

Skills Athletics +4, Perception +3, Stealth +4


Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

 Clockwork Engine. When the construct dies, it inflicts 10 (3d6) slashing damage in a
5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork
Engine Malfunction table.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Keen Smell. The springsnake has advantage on Wisdom (Perception) checks that rely
on smell.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
 Standing Leap. The springsnake’s long jump is up to 20 feet and its high jump is up
to 10 feet, with or without a running start.
ACTIONS

 Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2)
piercing damage and the target must make a DC 11 Constitution saving throw, taking
10 (3d6) poison damage on a failed saving throw, or half as much damage on a
successful one.
 Deadly Leap. If the springsnake jumps at least 15 feet as part of its movement, it can
then use this action to land in a space that contains one or more other creatures. Each
of those creatures must succeed on a DC 12 Strength or Dexterity saving throw
(target’s choice) or be knocked prone and take 9 (2d6 + 2) bludgeoning damage. On a
successful save, the creature takes only half the damage, isn’t knocked prone, and is
pushed 5 feet out of the springsnake’s space into an unoccupied space of the
creature’s choice. If no unoccupied space is within range, the creature instead
falls prone in the springsnake’s space.
Clockwork Armadillo
Family: Clockwork

Small construct, unaligned

Armor Class 14 (natural armor)


Hit Points 22 (4d6 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 18 14 5 (– 10 10
(+0) (+4) (+2) 3) (+0) (+0)

Saving Throws Dex +6


Skills Acrobatics +6, Perception +2, Stealth +6
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2

SPECIAL TRAITS

 Construct Nature. The armadillo doesn’t require air, food, drink, or sleep.
 Immutable Form. The armadillo is immune to any spell or effect that would alter its
form.
 Magic Resistance. The armadillo has advantage on saving throws against spells and
other magical effects.
 Overclocked. The armadillo has advantage on initiative rolls.
ACTIONS

 Scissor Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 +
4) slashing damage, and the target must succeed on a DC 11 Constitution saving
throw or drop whatever it is currently holding.
 Tuck In. The armadillo tucks its entire body into its shell, forming an armored ball.
While an armored ball, it moves by rolling, has resistance to bludgeoning, piercing,
and slashing damage, is immune to the prone condition, and it can’t make Scissor
Claws attacks. As part of this action, the armadillo can expand its shell outward to
contain one object of its size or smaller that isn’t being worn or carried and is within 5
feet of the armadillo. The armadillo can uncurl its body and release any contained
item as a bonus action.
ABOUT

This intricate construct is encased in brass plates and shaped like an armadillo. The clockwork
armadillo was first created as a practical joke between tinkerer mages. In seeking to disrupt the
success of a colleague, a particularly devious metallurgist crafted a creature from a geodesic sphere,
clad the creation in pliant and slippery armor, and sent it out to confiscate a rival’s project. After a
raucous chase through a packed crafting hall, word of the clever design swiftly spread. Since its
fateful inception, the clockwork armadillo has become a favorite of the wealthy, who often use the
critters as theft deterrents in their vaults and private estates.

Deviously Equipped. Clockwork armadillos designed for theft denial are outfitted with sharp claws,
which can snip through leather and cord with ease, and hyperkinetic fly gears, which magnify torsion
and allow for optimal reflexive output when evading hostile forces. While a clockwork armadillo is
certainly equipped to defend itself, its primary motive is to confiscate loose valuables, tuck them
inside its rolled-up body, and lure its opponents into pursuit to buy time for more capable authorities
to arrive.

Geared for Mischief. The original design called for an unruly animal spirit to be bound to the
clockwork armadillo, but as clockwork design has advanced, tinkerers have experimented with
binding minor demons, devils, and even fey. However, this often results in unpredictable behavior. In
a few notable cases, unfortunate owners were found bereft of valuables, keys, prized possessions, and
nearly always their tempers.

Clockwork Tiger
Family: Clockwork

Large construct, unaligned

Armor Class 16 (natural armor)


Hit Points 112 (15d10 + 30)
Speed 40 ft.

STR DEX CON INT WIS CHA

18 16 15 7 (- 10 6 (-
(+4) (+3) (+2) 2) (+0) 2)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak
Challenge 6 (2,300 XP)

Special Traits

 Immutable Form. The tiger is immune to any spell or effect that would alter its form.
 Magic Resistance. The tiger has advantage on saving throws against spells and other
magical effects.
 Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC
15 Strength saving throw or be knocked prone. If the target is prone, the tiger can
make one bite attack against it as a bonus action.
 Reactive Guardian. The clockwork tiger has two reactions that can be used only for
Deflecting Leap.
Actions

 Multiattack. The clockwork tiger makes one bite and two claw attacks.
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)
piercing damage.
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4)
piercing damage.
Reactions

 Deflecting Leap. When the clockwork tiger’s ward is the target of an attack the tiger
can see, the tiger can move up to 10 feet toward its ward without provoking
opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger
becomes the target of the attack instead.
About

The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures.
They are bronze and steel, with sharp metal teeth and razor claws.

Magical Origin. Clockwork tigers were invented as guardians in times now long forgotten. In spite of
their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new
masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to
speculate on the reason. Some suspect the instructions for creating them were finally found, while
others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.

Found in Pairs. Clockwork tigers are almost always found in pairs and almost always guarding a
spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat
threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of
thought, but they are less interested in communication and wholly devoted to protecting their wards.

Construct Nature. A clockwork tiger doesn’t require air, food, drink, or sleep.

Clockwork, Apeamaton

Family: Clockwork

Huge construct (steel, clockwork), neutral

Armor Class 21 (natural armor)


Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA

23 14 18 7 (- 12 7 (-
(+6) (+2) (+3) 2) (+1) 2)
Skills Athletics +10, Perception +5
Damage Immunities fire, poison
Condition Immunities petrified, poisoned
Senses darkvision 60 ft. passive Perception 15
Languages understands Common but can’t speak
Proficiency Bonus +4
Challenge 11 (7,200 XP)

SPECIAL TRAITS

 Brachiation. As part of a move or dash action, the apaematon can leap up to its
movement from one branch, vine, or similar hand-hold to another as long as both of
its feet are able to grab hold. Its movement is unaffected by squeezing while
brachiating in this fashion.
 Clockwork Engine. When the construct dies, it inflicts 21 (12d6) slashing damage in
a 15 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for
half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork
Engine Malfunction table.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.

ACTIONS

 Multiattack. The apeamaton makes two fist attacks.


 Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6)
bludgeoning damage.
 Powder Keg. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 25
(7d6) bludgeoning damage. Powder kegs explode upon impact, requiring a DC
14 Dexterity saving throw for half of 25 (7d6) fire damage within 10 feet of where the
keg lands.

ABOUT

This large metal ape lifts a powder keg over its head!

Apeamatons are deranged clockwork apes who are positioned atop towers, where they fight
ferociously to defend their spot against all intruders. They have a supply of explosive barrels
they use to throw at distant opponents, but they are amply suited for melee combat too.

Apeamatons throw barrels at a distance but resort to their fists to creatures who get close
enough to challenge them directly.
Clockwork Sprite

Tiny construct, unaligned

Armor Class 15 (natural armor)


Hit Points 4 (1d4 + 2)
Speed 10 ft., fly 40 ft.

Str Dex Con Int Wis Cha

7 (- 18 14 3 (- 13 1 (-
2) (+4) (+2) 4) (+1) 5)

Skills Perception +3, Stealth +8


Senses Blindsight, 60 ft., passive Perception 13
Languages Common
Challenge 1/4 (50 XP)

Special Traits

 Antimagic Susceptibility. The clockwork sprite is incapacitated while in


an antimagic field. If targeted by dispel magic, the clockwork sprite must succeed on
a Constitution saving throw against the spell’s DC or fall unconscious for 1 minute.
 Lifelike. Viewed from a distance, a clockwork sprite appears like an ordinary sprite.
A creature within 30 feet of a clockwork can discern its true nature with a DC
15 Intelligence (Nature) check.
 Magic Resistance. The clockwork sprite has advantage on saving throws against
spells and other magical effects.

Actions

 Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing
damage.
 Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1
piercing damage, and the target must succeed on a DC 10 Constitution saving throw
or become poisoned for 1 minute. If its saving throw is 5 or lower, the poisoned target
falls unconscious for the same duration, or until it takes damage or another creature
takes an action to shake it awake.
 Invisibility. The clockwork sprite magically turns invisible until it attacks of casts a
spell, or until its concentration ends (as if concentrating on a spell). Any equipment
the clockwork sprite wears or carries turns invisible with it.

About
Adepts produced many wondrous works, including cunning clockworks designed to emulate
living creatures. Some occultists often used cruel and unethical methods of ensuring their
creations were as “lifelike” as possible. The secrets of these creations were lost but some of
the actual works remain.

A clockwork creature is a construct built in the likeness of a living creature, animated by an


arcane arrangement of gears and springs but capable of surprisingly lifelike movement and
behavior. Remaining clockworks largely do whatever they were built to do, entirely unaware
that the world that created them is long since gone.

Clockwork Owl
Family: Clockwork

Tiny construct, unaligned

Armor Class 13 (natural armor)


Hit Points 5 (2d4)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA

3 (- 13 10 4 (- 12 8 (-
4) (+1) (+0) 3) (+1) 1)

Skills Perception +3, Stealth +3


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands one language (usually Common) but cannot speak
Challenge 1/8 (25 XP)

SPECIAL TRAITS

 Flyby. The watch owl doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
 Immutable Form. The watch owl is immune to any spell or effect that would alter its
form.
 Innate Spellcasting (1/day). The watch owl can innately cast alarm, requiring no
material components. Its innate spellcasting ability is Charisma.
 Keen Hearing and Sight. The watch owl has advantage on Wisdom (Perception)
checks that rely on hearing or sight.
 Magic Resistance. The watch owl has advantage on saving throws against spells and
other magical effects.
ACTIONS

 Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
slashing damage.
Clockwork Kestrel
Tiny construct, unaligned

Armor Class 14
Hit Points 28 (8d4 + 8)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

4 (- 19 12 9 (- 14 7 (-
3) (+4) (+1) 1) (+2) 2)

Skills Perception +6, Survival +4


Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages understands Common but can’t speak
Challenge 1 (200 XP)

SPECIAL TRAITS

 Aerial Reconnaissance. Designed as elite couriers, spies, and aerial observers, the
clockwork kestrel has advantage on Wisdom (Perception) checks that rely on sight or
hearing. While airborne, the kestrel has advantage on Wisdom (Survival) checks
made to track a creature.
 Flyby. The clockwork kestrel doesn’t provoke opportunity attacks when it flies out of
an enemy’s reach.
 Immutable Form. The clockwork kestrel is immune to any spell or effect that would
alter its form.
 Magic Resistance. The clockwork kestrel has advantage on saving throws against
spells and other magical effects
ACTIONS

 Multiattack. The clockwork kestrel makes two wing slash attacks.


 Wing Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
slashing damage.
 Precision Pinions (2/Day). Ranged Weapon Attack: +6 to hit, range 50 ft., one
target. Hit: 9 (2d4 + 4) piercing damage.
Robobeast, Robohawk
Family: Robobeast

Tiny construct (robobeast), unaligned


Armor Class 14 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA

11 16 14 9 (- 15 6 (-
(+0) (+3) (+2) 1) (+2) 2)

Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands one language of its creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

 Magic Resistance. The robohawk has advantage on saving throws against spells and
other magical effects.
 Flyby. The robohawk doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
 Superior Keen Sight. The robohawk has advantage on Wisdom (Perception) checks
that rely on sight. In conditions of clear visibility, the robohawk can make out details
of even extremely distant creatures and objects as small as 2 feet across.
ACTIONS

 Metal Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage. If the robohawk is flying and dived at least 30 feet straight
toward the target immediately before the hit, the target takes an extra 7 (2d6) slashing
damage.
 Deep Scan (3/day). The robohawk initiates a deep scan. For 1 minute, it can
see invisible creatures and objects as if they were visible while they are within 30 feet
of the robohawk and within its line of sight.
ABOUT

Robohawks are avian robobeasts with advanced scanning routines and powerful talons. Originally
created to serve as sentries at Sporkus’ secluded mansions, robohawks were supposed to warn the
demigod of invention in case his wife or family members approached. Yet the robohawks refused to
be treated like tools to enable Sporkus’ shenanigans and eventually just flew away.

Robohawks value independence and will typically refuse to serve a master who doesn’t treat them
with respect and dignity. However, they are loyal and remarkably protective towards those they
consider friends.
Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may
choose the form of a robohawk for their familiar.

Crafting Robohawks. At the gamemaster’s discretion, player characters who are proficient in
the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the robohawk schematic
can create a robohawk by spending time and materials comparable to creating an uncommon magic
item.

Robobeast, Roboturtle
Family: Robobeast

Tiny construct (robobeast), unaligned

Armor Class 15 (natural armor)


Hit Points 34 (4d4 + 24)
Speed 20 ft., swim 20 ft.

Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands one language of its creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

• Exceptional Carrying Capacity.The roboturtle can carry up to 500 pounds on its


back without being encumbered. If more weight is placed on its back, the roboturtle
falls prone and its speed drops to 0.
• Magic Resistance. The roboturtle has advantage on saving throws against spells and
other magical effects.
ACTIONS

• Metal Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2)
piercing damage.
BONUS ACTIONS

• Defensive Transformation. The roboturtle can use a bonus action to retreat into its
shell, gaining resistance to all damage and three-quarters cover while its speed drops
to 0. It can use another bonus action to come out of its shell.
ABOUT

Originally conceived as obedient amphibious haulers, roboturtles have strong armor, an outstanding
carrying capacity, and a powerful bite. Most roborturtles love carrying heavy loads around, but they
will only do so if they feel like it, as they don’t take well to commands from people they don’t trust.
Rarely, a roboturtle will appreciate being carried by a friend to briefly recalibrate its systems and feel
loved.
Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may
choose the form of a roboturtle for their familiar.

Crafting Roboturtles. At the gamemaster’s discretion, player characters who are proficient in
the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the roboturtle schematic
can create a roboturtle by spending time and materials comparable to creating an uncommon magic
item.

Sunwork, Clocktopus

Medium construct (bronze, sunwork), unaligned

Armor Class 16 (natural armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

15 13 13 1 (- 14 4 (-
(+2) (+1) (+1) 5) (+2) 3)

Damage Immunities poison, psychic


Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages –
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS

 Antimagic Susceptibility. The clockwork is incapacitated while in the area of


an antimagic field. If targeted by dispel magic, the clockwork must succeed on
a Constitution saving throw against the caster’s spell save DC or fall unconscious for
1 minute.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Pack Tactics. The clocktopus has advantage on an attack roll against a creature if at
least one of the clocktopus’s allies is within 5 ft. of the creature and the ally
isn’t incapacitated.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
 Sun Engine. When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft.
radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine
Malfunction table.
ACTIONS

 Multiattack. The clocktopus uses Radiant Ray twice.


 Radiant Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (3d6)
radiant damage.
 Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the clocktopus can’t use its tentacles on
another target.

ABOUT

This hovering bronze monster has a diving helmet for a body and eight coiling tentacles. Its
eyes glow with a yellow light and a fan embedded in its body keeps it aloft.

Like crabworks, clocktopuses are mechanical threats used to invade en masse against
fortifications. Unlike crabworkers, clocktopuses are more dexterous and capable of crawling
through tighter quarters.

In addition to their grasping tentacles, clocktopuses can shoot beams out of their eyes, which
makes them particularly troublesome in large groups.

Sunwork, Crabwork

Medium construct (bronze, sunwork), unaligned

Armor Class 17 (natural armor)


Hit Points 13 (3d8)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

13 15 11 1 (- 14 3 (-
(+1) (+2) (+0) 5) (+2) 4)

Damage Immunities poison, psychic


Condition
Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages –
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS
 Antimagic Susceptibility. The clockwork is incapacitated while in the area of
an antimagic field. If targeted by dispel magic, the clockwork must succeed on
a Constitution saving throw against the caster’s spell save DC or fall unconscious for
1 minute.
 Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
 Dive Attack. If the crabwork is flying and dives at least 30 feet straight toward a
target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
 Pack Tactics. The crabwork has advantage on an attack roll against a creature if at
least one of the crabwork’s allies is within 5 ft. of the creature and the ally
isn’t incapacitated.
 Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled
over the DC.
 Sun Engine. When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft.
radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine
Malfunction table.

ACTIONS

 Multiattack. The crabwork uses Radiant Ray twice.


 Radiant Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (3d6)
radiant damage.
 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage, and the target is grappled (escape DC 11). The crab has two
claws, each of which can grapple only one target.

ABOUT

A terrifying shadow looms over you as you spot the source of the buzzing sound above, a
giant mechanical crab!

Crabworks combine the deadliness of crabs with the dexterity of a hummingbird. They have
wind turbines embedded in their shells that enables them to fly with surprising dexterity,
dodging left and right and hovering over their opponents. This ability, when coupled with the
blast of energy from their eyes, makes them capable of taking down most fortifications.
Worse, they come in great numbers, along with clocktopuses.

Sunwork, Crocodile

Large construct (stone, sunwork), unaligned

Armor Class 17 (natural armor)


Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA

15 10 13 2 (- 10 13
(+2) (+0) (+1) 4) (+0) (+1)

Skills Perception +2, Stealth +2


Damage Vulnerabilities bludgeoning
Damage Resistances cold, fire, lightning; piercing and slashing from nonmagical attacks
Damage Immunities acid, poison, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages –
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

 Antimagic Susceptibility. The gemstone is incapacitated while in the area of


an antimagic field. If targeted by dispel magic, the gem-stone must succeed on
a Constitution saving throw against the caster’s spell save DC or fall unconscious for
1 minute.
 Constructed Nature. A gemstone creature doesn’t require air, food, drink, or sleep.
 Gemstone Demise. If the gemstone creature dies, its body is intact but becomes inert.
If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a
successful DC 10 jeweler’s tools check. For each point rolled over the DC, the PC
retrieves 1d10 gp of valuable gemstones.
 Repairable. A DC 12 mason’s tools check restores one hit point for each point rolled
over the DC.
 Sun Engine. When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 ft.
radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine
Malfunction table.

ACTIONS

 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2)
piercing damage. The target is grappled (escape DC 12) Until this grapple ends, the
target is restrained, and the crocodile can’t bite another target.
 Scintillating Hide (Recharge after a Short or Long Rest). The gemstone creature’s
hide emits dazzling, colored light until the end of the creature’s next turn. During this
time, its hide sheds bright light in a 30-foot radius and dim light for an additional 30
feet, and creatures that can see the gemstone creature have disadvantage on attack
rolls against it. In addition, any creature within the bright light and able to see the
gemstone creature when this power is activated must succeed on a DC
11 Dexterity saving throw or be blinded until the light ends.

ABOUT

What you took to be a floating jewel is in fact a crocodile covered in encrusting gemstones.

Crafted to survive in the fearsome muck of acidic swamps, these clockworks have a near
impenetrable hide made of what appears to be gemstones. In reality, it’s a thick quartz-like
material that has more value for its hardness than its appearance, but that hasn’t stopped
treasure hunters from attacking them.

In their swamps, gemstone crocodiles circle endlessly on patrol unless they detect something
Small or larger in the water, whereupon they immediately dart toward it. They use their
Scintillating Hide ability and then attack.

Sunwork, Golden Toad

Large construct (gold, sunwork), unaligned

Armor Class 16 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA

18 13 19 2 (- 16 10
(+4) (+1) (+4) 4) (+3) (+0)

Skills Perception +6
Damage Immunities acid, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages –
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

 Antimagic Susceptibility. The gemstone is incapacitated while in the area of


an antimagic field. If targeted by dispel magic, the gem-stone must succeed on
a Constitution saving throw against the caster’s spell save DC or fall unconscious for
1 minute.
 Constructed Nature. A gemstone creature doesn’t require air, food, drink, or sleep.
 Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10
feet, with or without a running start.
 Repairable. A DC 12 smith’s tools check restores one hit point for each point rolled
over the DC.
 Sun Engine. When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 ft.
radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half
damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine
Malfunction table.

ACTIONS

 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 4)
piercing damage and the target is grappled (escape DC 15). Until this grapple ends,
the target is restrained, and the toad can’t bite another target.
 Swallow. The toad makes one bite attack against a Medium or smaller target it is
grappling. If the attack hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total cover against attacks and other
effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the
toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a
swallowed creature is no longer restrained by it and can escape from the corpse using
5 feet of movement, exiting prone.

ABOUT

This sparkling toad looks like a statue made of gold … until one of its eyes blinks at
you. Golden toads are gemstone constructs made of one precious mineral: gold. Or rather,
gold plated. Golden toads are actually made of sturdier materials, which becomes evident as
soon as they are attacked with a weapon. Their gold coating will scrape off, revealing the dull
metal beneath.

While they may lack the luster of other gemstone creatures, golden toads are very effective at
retrieval, scooping up opponents in their mouths and then hopping off with them. They are
often used as guardians of temples, where they blend in with other toad-like statues of
forgotten gods.

Clockwork Wyrmling
Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 14 (natural armor)


Hit Points 45 (7d8+21)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

18 10 16 1 (– 11 1 (–
STR DEX CON INT WIS CHA

(+4) (+0) (+3) 5) (+0) 5)

Damage Immunities poison, psychic


Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 3 (700 XP)

SPECIAL TRAITS

 Winding. A clockwork wyrmling can function for one day every time it is wound. A
creature can use an action to wind the clockwork wyrmling, restoring it to one day of
operating time.
ACTIONS

 Multiattack. The clockwork wyrmling makes two claw attacks.


 Claw. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 8 (1d8 + 4)
slashing damage.
 Poison Breath (Recharge 5-6). The clockwork wyrmling exhales fire in a 30-foot
cone. Each creature in that area must make a DC 12 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or half as much damage on a successful
save. A creature that fails the saving throw is poisoned for 1 minute. If the saving
throw fails by 5 or more, the target falls unconscious for the same duration, or until it
takes damage or another creature uses an action to shake it awake.
ABOUT

Though some scholars may argue about who exactly created the first steam-powered clockwork, the
secret of their manufacture is now out. Savvy engineers have started to create faster and more
powerful clockwork contraptions in the form of marvels blending arcane heat sources with large
boilers to create pressured steam that powers the complex constructs.

Clockwork Wyrmling. Draconic forms are popular among clockwork artificers, but not all are
created as technological titans. For some purposes, a smaller dragon is a popular model, allowing their
creators to practice their arts without such a massive resource investment.

Clockwork Alt-Enemy Encounters


Cadaver Collector
Large Construct, Typically Lawful Evil

Armor Class 17 (natural armor)

Hit Points 189 (18d10 + 90)

Speed 30 ft.
STR DEX CON INT WIS CHA

21 (+5) 14 (+2) 20 (+5) 5 (-3) 11 (+0) 8 (-1)

Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands all languages but can't speak

Challenge 14 (11,500 XP) Proficiency Bonus +5

Magic Resistance. The collector has advantage on saving throws against spells and other magical
effects.

Unusual Nature. The collector doesn't require air, food, drink, or sleep.

Actions

Multiattack. The collector makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage
plus 16 (3d10) necrotic damage.

Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each
creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1
minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect
on itself with a success.

Bonus Actions

Summon Specters (Recharges after a Short or Long Rest). The collector calls up the enslaved spirits
of those it has slain; 1d4 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15
feet of it. The specters act right after the collector on the same initiative count and fight until they're
destroyed. They disappear when the collector is destroyed.

MONODRONE
Medium construct, lawful neutral

Armor Class 15 (natural armor)

Hit Points 5 (1d8 + 1)

Speed 30ft., fly 30ft.

STR

10 (+0)

DEX

13 (+1)
CON

12 (+1)

INT

4 (-3)

WIS

10 (+0)

Senses truesight 120ft., passive Perception 10

Languages Modron

Challenge 1/8 (25 XP)

CHA

5 (-3)

Axiomatic Mind. The monodrone can't be compelled to act in a manner contrary to its nature or its
instructions.

Disintegration. If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and
anything else it was carrying.

ACTIONS

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4
(1d6 + 1) piercing damage.

DUODRONE
Medium construct, lawful neutral

Armor Class 15 (natural armor)

Hit Points 11 (2d8 + 2)

Speed 30ft.

STR

11 (+0)

DEX

13 (+1)

CON

12 (+1)

INT
6 (-2)

WIS

10 (+0)

Senses truesight 120ft., passive Perception 10

Languages Modron

Challenge 1/4 (50 XP)

CHA

7 (-2)

Axiomatic Mind. The duodrone can't be compelled to act in a manner contrary to its nature or its
instructions.

Disintegration. If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and
anything else it was carrying.

ACTIONS

Multiattack. The duodrone makes two fist attacks or two javelin attacks.

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 2 (1d4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4
(1d6 + 1) piercing damage.

TRIDRONE
Medium construct, lawful neutral

Armor Class 15 (natural armor)

Hit Points 16 (3d8 + 3)

Speed 30ft.

STR

12 (+1)

DEX

13 (+1)

CON

12 (+1)

INT

9 (- 1)

WIS
10 (+0)

Senses truesight 120ft., passive Perception 10

Languages Modron

Challenge 1/2 (100 XP)

CHA

9 (- 1)

Axiomatic Mind. The tridrone can't be compelled to act in a manner contrary to its nature or its
instructions.

Disintegration. If the tridrone dies , its body disintegrates into dust, leaving behind its weapons and
anything else it was carrying.

ACTIONS

Multiattack. The tridrone makes three fist attacks or three javelin attacks.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4
(ld6 + 1) piercing damage.

QUADRONE
Meaium construct, lawful neutral

Armor Class 16 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 30ft., fly 30ft.

STR

12 (+1)

DEX

14 (+2)

Skills Perception +2

CON

12 (+1)

INT

10 (+0)

WIS

10 (+0)
Senses truesight 120ft., passive Perception 12

Languages Madron

Challenge 1 (200 XP)

CHA

11 (+0)

Axiomatic Mind. The quadrone can't be compelled to act in a manner contrary to its nature or its in s
tructions .

Disintegration. If the quad rone dies, its body di sintegrates into dust, leaving behind its weapons and
anything e lse it was carrying.

ACTIONS

Multiattack. The quad rone makes two fist attacks or four shortbow attacks.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80(320 ft ., Hit: 5 (1d6 + 2) piercing damage.

PENTADRONE
Large construct, lawful neutral

Armor Class 16 (natural armor)

Hit Points 32 (5d10 + 5)

Speed 40ft.

STR

15 (+2)

DEX

14 (+2)

Skills Perception +4

CON

12 (+1)

INT

10 (+0)

WIS

10 (+0)

Senses truesight 120ft., passive Perception 14


Languages Madron

Challenge 2 (450 XP)

CHA

l3 (+1)

Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its
instructions.

Disintegration. lfthe pentadrone dies, its body disintegrates into dust, leaving behind its weapons and
anything e lse it was carrying.

ACTIONS

Multiattack. The pe ntadrone makes five arm attacks.

Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (ld6 + 2) bludgeoning damage.

Paralysis Gas (Recharge .5- 6). The pent adrone ex hales a 30·foot cone of gas. Each creature in that
area must succeed on a DC ll Constitution saving throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Clockwork Horror
Small Construct, Typically Lawful Evil

Armor Class 18 (natural armor)

Hit Points 60 (8d6 + 32)

Speed 30 ft., climb 30 ft.

STR

14 (+2)

DEX

14 (+2)

CON

18 (+4)

INT

13 (+1)

WIS

14 (+2)
CHA

10 (+0)

Saving Throws STR +4, WIS +4

Skills Perception +6

Damage Immunities Lightning, Poison

Condition
Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 16

Languages Thri-kreen, Ziklight

Challenge 2 (450 XP)

Proficiency Bonus +2

Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving
throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any
damage.

Unusual Nature. The horror doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The horror makes one Bite attack and two Rotating Saw attacks, or it makes two
Lightning Jolt attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Rotating Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) slashing damage.

Lightning Jolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 +
2) lightning damage.

Fiendish Flesh Golem


Large Construct, Unaligned

Armor Class 12 (natural armor)


Hit Points 210 (20d10 + 100)

Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

20 (+5) 9 (-1) 20 (+5) 7 (-2) 10 (+0) 5 (-3)

Damage Resistances cold, fire

Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
that aren't adamantine or silvered

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 8 (3,900 XP) Proficiency Bonus +3

Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem
goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the golem attacks an object, with preference for an
object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or
regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can
try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who
must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem
ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go
berserk again.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Clockwork Fiend[edit]
Large construct (devil), lawful evil The
clockwork
fiend's
origins date
Armor Class 17 (natural armour) to the late
Hit Points 250 (20d10 + 140) yuan-ti
Speed 40 ft. empires.
Continually
frustrated
STR DEX CON INT WIS CHA with the
apparent
26 (+8) 13 (+1) 24 (+7) 14 (+2) 14 (+2) 14 (+2) weaknesses
of
their clockwo
rk golems,
Saving Throws Str +14, Con +13, Cha +8 yuan-ti
Skills Arcana +8, Athletics +14, Intimidation +8 spellcasters
Proficiency Bonus +6 improved the
Damage Resistances acid, cold, fire method of
Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and creation for
slashing from nonmagical attacks that aren't adamantine the
Condition clockwork
Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, pet golem. The
rified, poisoned material
Senses truesight 60 ft., passive Perception 12 component
Languages understands the languages of its creator, Infernal and Modron but for the magic
can't speak, telepathy 120 ft. was a slain
Challenge 17 (18,000 XP) greater devil,
which the
clockwork
golem slays
Immutable Form. The clockwork fiend is immune to any spell or effect that after
would alter its form. animation.
The result is
Lightning Absorption. Whenever the clockwork fiend is subjected to lightning the
damage, it takes no damage and instead regains a number of hit points equal to horrifying
the lightning damage taken. It also gains an extra 10 feet of speed until the end clockwork
of its next turn and its frenzy recharges if the damage exceeds 60 damage. fiend.

Magic Resistance. The clockwork fiend has advantage on saving Four Armed
throws against spells and other magical effects. Brute. The
clockwork
Magic Weapons. The clockwork fiend's weapon attacks are magical. fiend is much
larger than
Over-energise. Whenever the clockwork fiend is subjected to over 60 lightning the golem
damage, it must make a DC 15 Constitution saving throw or explode. If the and has four
damage exceeds 90, the DC increases to 25. If the clockwork fiend explodes, it arms with
is destroyed and each creature within 30 feet of it must make a DC spinning
20 Dexterity saving throw. On a failed save, a creature takes 52 (15d6) fire blades at the
damage and is knocked prone. On a successful save, a creature takes half as end instead
much damage and isn't knocked prone. The explosion ignites flammable of two.
objects in that area that aren't being worn or carried. However, it
is no longer
Siege Monster. The clockwork fiend deals double damage to objects and hampered by
structures. doors as it
Whirring. While moving, the clockwork fiend can now
has disadvantage on Dexterity (Stealth) checks. open them
magically.
Innate Spellcasting. The clockwork fiend's spellcasting ability the carnage
is Charisma (spell save DC 16). The clockwork fiend can cast the following that a
spells, requiring no material components: clockwork
fiend
At will: feather fall, mage hand unleashes in
3/day: shield a slick frenzy
1/day each: acid arrow, cloud of daggers is now much
more
ACTIONS explosive
than that of
Multiattack. The golem makes four melee attacks. the golem.

Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d10 Stalwart
+ 8) slashing damage. Guardian. T
he clockwork
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d10 + fiend creates
8) bludgeoning damage. its minions as
support and
Frenzy (1/Day). The clockwork fiend makes six blade attacks and two slam its guards. It
attacks against the same target and can take the Dash action as a bonus action. uses the
clock
Create Construct (1/Day). The clockwork fiend magically summons three fob- sentinels to
watch flyers, three clock sentinels or a clockwork golem, appearing within 5 warn it of
feet of the clockwork fiend. If the clockwork golem is chosen, the clockwork intruders
fiend loses half of its hit points (round up). This creation lasts until destroyed whilst using
and obeys every command given to it by the clockwork fiend. the fob-
watch flyers
Ultimate Sacrifice. The clockwork fiend makes four attacks with its blades and as the first
one slam attack. It then explodes as described above. However, the clockwork line of
fiend survives in the form of a cog (use the fob-watch flyer statistics) which defence. The
will form into a clockwork fiend after 6 months. clockwork
fiend protect
it and kill its
enemies. It is
LEGENDARY ACTIONS reserved in
its attack,
The clockwork fiend can take 3 legendary actions, choosing from the options until it looks
below. Only one legendary action option can be used at a time and only at the like its
end of another creature's turn. The clockwork fiend regains spent legendary minions
actions at the start of its turn. cannot deal
with the
Slam. The clockwork fiend makes one slam attack. threat,
Cast a Spell (Costs 2 Actions). The clockwork fiend casts a spell. whereupon it
Sacrifice (Costs 3 Actions). The clockwork fiend uses its ultimate sacrifice goes into a
frenzy and
fights
relentlessly
itself. It
cannot be
ordered to
keep
intruders
alive

Preference
for Evil
Masters. Thi
s clockwork
fiend is
bound to its
master until
death and
upon this
event it
passes its
control to an
appointed
action. successor or
(if the master
has not
appointed
one) the next
humanoid it
comes
across.
However, if
the
clockwork
fiend has
been charged
with
guarding a
location, its
ownership
will not
move open
its master's
death and
will instead
continue to
guard this
location for
as long as it
survives. It
cannot be
owned by
chaotic evil
creatures and
will attack
them on
sight. If its
master tries
to pass
ownership to
a chaotic evil
creature, it
will kill the
master and
look for a
master it
considers
suitable
(typically a
strong lawful
evil creature
of a strong
construct).

Ultimate
Sacrifice If a
battle goes
against the
clockwork
fiend, it will
attack with
powerful
strength and
explode.
However,
what is left is
a cog that
flies to a
hiding place
where it
regains its
strength after
six months.
Its masters
will typically
locate it and
give it
protection as
it regains its
former
power, due to
the rarity and
extreme
power of
clockwork
fiends.

Survival
After
Death. When
the
clockwork
fiend is
finally
defeated, it
forms in the
Nine Hells. It
then obeys
the Archduke
of Nessus.
Asmodeus
has a like for
these fiends
as they have
no ambition
and so uses
them as a
police force
for keeping
devils in
check. The
only
difference
between the
clockwork
fiend in the
Nine Hells
and its
former self is
that it now
has a type of
fiend and
has truesight
to a distance
of 120 feet. It
can only be
truly killed in
the Nine
Hells when it
has a type of
fiend.

Constructed
Nature. A
clockwork
fiend doesn't
require air,
food, drink,
or sleep.
Copperkill Slime - Hugh
AC10 Speed 20 ft., climb 20 ft. HP 15d12 + 45
STR 18 (+4) DEX 10 (0) CON 17 (+3) INT 4 (-3) WIS 8 (-1) CHA 2 (-4)
Damage Resistances piercing, slashing blindsight 60 ft. (blind beyond this
Damage Immunities acid, poison radius), passive Perception 9
Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
prone
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make
an ability check.
ACTIONS
Multiattack. The copperkill slime makes three Pseudopod attacks. If the slime hits one creature with two Pseudopod
attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 9 (2d8)
poison damage at the start of each of its turns. The copperkill slime can have only one target grappled in this way at
a time.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 9
(2d8) poison damage.
Poisonous Snap (Stretched Body Only, Recharge 5–6). While the copperkill slime is covering an object or structure,
it can rapidly collapse back to its normal form, ending the stretch and spraying all nearby creatures with poisonous
slime. Each creature within 10 feet of any space the stretched slime occupied before collapsing must make a DC 15
Dexterity saving throw. On a failure, a creature takes 27 (6d8) poison damage and is coated in poisonous slime. On
a success, a creature takes half the damage and isn’t coated in slime. A creature coated in poisonous slime takes 9
(2d8) poison damage at the start of each of its turns. A creature, including the slime-coated creature, can take an
action to clean off the slime.
BONUS ACTIONS
Stretch Body. The copperkill slime stretches its body across the surface of a Gargantuan or smaller object or across
the surface of a wall, pillar, or similar structure no larger than a 20-foot square within 5 feet of it, sharing the space
of the object or structure. The slime can end the stretch as a bonus action, occupying the nearest unoccupied space
to the object or structure.
AC12 Speed 50Ft HP 11d8 + 22)
STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities poison, psychic Senses darkvision 60 ft., passive
Condition Immunities charmed, exhaustion, frightened, paralyzed, Perception 14
petrified, poisoned Saving Throws Dex +4, Con +4
Skills Athletics +7, Perception +4
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Diligent Tracker. Clockwork hounds are designed to guard areas and track prey. They have advantage on
all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tripping Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and
the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Explosive Core. The mechanism that powers the hound explodes when the construct is destroyed. All creatures
within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving
throw.
AC16 Speed 20 ft., burrow 10 ft. HP 11d12+44
STR 26 (+8) DEX 9 (-1) CON 18 (+4) INT 1 (-5) WIS 12 (+1) CHA 1 (-5)
Damage Resistances acid, fire; bludgeoning, piercing, and slashing from darkvision 60 ft.,
nonmagical attacks passive Perception 11
Damage Immunities poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
ACTIONS
Multiattack. The clockwork excavator makes one drill and two slam attacks.
Drill. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (1d10 + 8) piercing damage. Additionally, a
creature damaged by this attack is automatically grappled by the clockwork excavator (escape DC 16).
A grappled creature automatically takes damage from the drill attack at the start of each of the clockwork
excavator’s turn. As long as a creature is grappled in this way, the clockwork excavator cannot use its
drill attack to attack.
Slam. Melee Weapon Attack: +12 to hit, 15 ft. reach, one target. Hit: 13 (2d10 + 8) bludgeoning damage.
Explosive Charge (3/day). A clockwork excavator creates an alchemical explosive that it launches to a space
within 45 feet. Any creatures within a 10-foot radius of the explosive must succeed a DC 16 Dexterity saving throw
or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage.
AC17 Speed 10 ft., fly 40 ft. (hover) HP 17d10 + 34)
STR 19 (+4) DEX 18 (+4) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 13 (+1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical Saving Throws Dex +8, Wis +7
attacks Skills Arcana +7, Perception +7
Damage Immunities force, poison, psychic Senses truesight 60 ft.,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, passive Perception 17
paralyzed, petrified, poisoned
Eldritch Overload. When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled,
and it gains an additional action each turn. The action must be to Dash, Disengage, Hide, or Use an Object or to
make one Grabbing Claws or Excavation Beam.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The scavenger makes three Grabbing Claw or Excavation Beam attacks.
Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which
can grapple only one target.
Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) fire damage.
Spellcasting. The arcane scavenger casts one of the following spells, requiring no material components and
using Intelligence as the spellcasting ability (spell save DC 15):
 At will: detect magic, locate object
 3/day each: counterspell, dispel magic
Bonus Action
Arcane Barrage. The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The
target begins to glow with arcane energy, and at the end of the target’s next turn, it must make a DC
19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a
successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the
arcane leviathan.
Arcane Scavenger Attack. This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6)
fire damage.
Magic Resistance. The arcane scavenger has advantage on saving throws against spells and other magical effects.
Ruinous Detonation. When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make
a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away
from the scavenger, and is knocked prone. On a success, a creature takes half the damage and isn’t flung or
knocked prone.
AC16 Speed 30 ft., burrow 30 ft. HP 11d10 + 22
STR 22 (+6) DEX 13 (+1) CON 15 (+2) INT 3 (-4) WIS 10 (0) CHA 1 (-5)
Damage Immunities fire, poison Senses blindsight 60 ft. (blind
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned beyond this radius), passive
Perception 10
Clockwork Engine. When the construct dies, it inflicts 20 (2d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.
Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical
effects.
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to
half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter
tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage. If the target is a
Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and
knocked prone.
Blastwork, Mine
Medium construct (tin, blastwork), unaligned

Armor Class 15 (natural armor)


Hit Points 1 (1d8 – 5)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill), burrow 30 ft.

STR DEX CON INT WIS CHA

5 (- 1 (- 3 (- 1 (- 1 (- 1 (-
STR DEX CON INT WIS CHA

3) 5) 4) 5) 5) 5)

Damage Immunities fire, poison


Condition Immunities deafened, frightened, paralyzed, poisoned, prone
Senses tremorsense 60 ft., passive Perception 5
Languages —
Proficiency Bonus +2
Challenge 1/2 (100 XP)

SPECIAL TRAITS

 Constructed Nature. The construct doesn’t require air, food, drink, or sleep.
 Earth Armor. The clockwork doesn’t provoke opportunity attacks when it burrows.
 Earth Glide. The blastwork mine can burrow through nonmagical, unworked earth
and stone. While doing so, the blastwork mine doesn’t disturb the material it moves
through.
 Fuse. The blastwork mine has a fuse that can be lit if it takes any fire damage.
Lighting the fuse causes it to countdown by 1d6 rounds. After the set number of
rounds goes by, the mine explodes on its turn as per its Combustion Engine.
 Mine. When the construct dies, it inflicts 10 (3d6) fire damage in a 20 ft. radius.
Creatures in the radius can make a DC 14 Dexterity saving throw for half damage.
 Repairable. A DC 10 alchemist’s tools check restores one hit point for each point
rolled over the DC.
ACTIONS

 Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning
damage.
BONUS ACTIONS

 Aggressive. As a bonus action, the blastwork mine can move up to its speed toward
an enemy of its choice that it can see or hear.
ABOUT

This rolling bomb has two eyes and a fuse! Blastwork mines are sent to deal with a variety of threats
that are considered too dangerous to face directly. Blastwork mines move in a straight line towards
any target they can sense, exploding on contact.

Despite their explosive nature, blastwork mines are surprisingly difficult to explode from a difference.
Sometimes the mines’ fuses are intentionally lit, at other times they are sent after burrowdrakes, who
end up accidentally exploding the mine with their breath weapon.

Unexploded blastwork mines are a dangerous threat; it’s left to drillmasters to remove them from
tunnels.
Clockwork Wyrmling
Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 14 (natural armor)


Hit Points 45 (7d8+21)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

18 10 16 1 (– 11 1 (–
(+4) (+0) (+3) 5) (+0) 5)

Damage Immunities poison, psychic


Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 3 (700 XP)

SPECIAL TRAITS

 Winding. A clockwork wyrmling can function for one day every time it is wound. A
creature can use an action to wind the clockwork wyrmling, restoring it to one day of
operating time.
ACTIONS

 Multiattack. The clockwork wyrmling makes two claw attacks.


 Claw. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 8 (1d8 + 4)
slashing damage.
 Poison Breath (Recharge 5-6). The clockwork wyrmling exhales fire in a 30-foot
cone. Each creature in that area must make a DC 12 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or half as much damage on a successful
save. A creature that fails the saving throw is poisoned for 1 minute. If the saving
throw fails by 5 or more, the target falls unconscious for the same duration, or until it
takes damage or another creature uses an action to shake it awake.
ABOUT

Though some scholars may argue about who exactly created the first steam-powered clockwork, the
secret of their manufacture is now out. Savvy engineers have started to create faster and more
powerful clockwork contraptions in the form of marvels blending arcane heat sources with large
boilers to create pressured steam that powers the complex constructs.

Clockwork Wyrmling. Draconic forms are popular among clockwork artificers, but not all are
created as technological titans. For some purposes, a smaller dragon is a popular model, allowing their
creators to practice their arts without such a massive resource investment.
Clockwork Archon

Family: Clockwork

Gargantuan construct, unaligned

Armor Class 18 (natural armor)


Hit Points 201 (13d20 + 65)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA

24 9 (- 20 7 (- 10 10
(+7) 1) (+5) 2) (+0) (+0)

Saving Throws Con +9


Damage Immunities poison, psychic
Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 13 (10,000 XP)

Special Traits

 Armored Transport. The clockwork archon can carry up to six Medium or eight
Small creatures inside its torso. Creatures inside the archon have total cover against
attacks and other effects outside the archon. The two escape hatches sit in the torso
and can each be opened as a bonus action, allowing creatures in or out of the archon.
 Immutable Form. The clockwork archon is immune to any spell or effect that would
alter its form.
 Magic Resistance. The clockwork archon has advantage on saving throws against
spells and other magical effects.
 Siege Monster. The clockwork archon deals double damage to objects and structures.

Actions

 Multiattack. The clockwork archon makes two attacks with its transforming weapon.
 Transforming Weapon. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the
archon can change its weapon from a sword to a hammer or vice versa, allowing it to
change its damage between bludgeoning and slashing.
 Fire from Heaven (Recharge 5-6). The clockwork archon unleashes a brilliant beam
in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC
17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half
as much damage on a successful one.

About

The air around this massive construct is filled with the sound of spinning gears and
mechanisms. It spreads its metal wings and takes to the air in a roar of wind.

Servants of the Righteous. Clockwork archons are built to fight in the names of deities
devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy,
offering a rallying point for paladins and crusaders. Churches that have the ability to
manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of
the unworthy.

Engines of War. Clockwork archons are deployed as support vehicles and weapons. A single
archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can
swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal
sometimes use them to move sensitive material and personnel into position.

Corruptible Constructs. On occasion, a clockwork archon is captured by the enemy. The


followers of some evil gods, archdevils, and demon lords have determined methods of
overwriting the construct’s animating magic, turning the creature to their fell purposes. More
than one community has had its cheer turn to dismay as the clockwork archon they freely
allowed inside the walls disgorged enemy agents while attacking the structures and residents.
More insidious cults use their clockwork archons to mask their true natures. They allow the
common folk to believe they represent good faiths while they rot the community’s moral
fabric from the inside.

Construct Nature. A clockwork archon doesn’t require air, food, drink, or sleep.

Clockwork Angel

Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 18 (natural armor)


Hit Points 168 (16d8+96)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

24 26 22 1 (– 11 1 (–
(+7) (+8) (+6) 5) (+0) 5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks


Damage Immunities poison, psychic, radiant
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 15 (13,000 XP)

SPECIAL TRAITS

 Improved Critical. The clockwork angel scores a critical hit with its radiant sword
on an attack roll of 19 or 20.
 Infused Heart. The clockwork angel has a heart infused with the power of the
Positive Energy Plane imbued within it, allowing it to be healed by spells such as cure
wounds as if it were a living creature.
 Integrated Sword. The clockwork angel has an integrated radiant sword welded into
its arm, making it impossible to disarm or destroy.
 Legendary Resistance (3/day). If the clockwork angel fails a saving throw, it can
choose to succeed instead.
 Winding. A clockwork angel can function for one week every time it is wound. A
creature of at least Small size can use an action to wind the clockwork angel, restoring
it to one week of operating time; a creature of Tiny size can wind it at half this speed.

ACTIONS

 Multiattack. The clockwork angel makes 3 radiant sword attacks.


 Radiant Sword. Melee Weapon Attack: +13 to hit, 5 ft. reach, one target. Hit: 12 (1d8
+ 8) slashing damage and 13 (3d8) radiant damage.

ABOUT

Clockwork angels are usually built in accord with divine agencies to serve as defenders of
holy sites but are themselves not intrinsically agents of goodness. Indeed, certain evil sects
enjoy the irony of constructing beatific “faux angels” to guard their profane temples. In such
cases, a clockwork angel’s appearance is often augmented with grisly additions meant to
blaspheme against enemy faiths, yet such changes are largely cosmetic and have no effect on
the creature’s statistics.

Clockwork angels are constructed around a spark of life harnessed from the Positive Energy
Plane, which imbues them with a sort of artificial life and further bolsters their potency. A
clockwork angel stands 7 feet tall and weighs 450 pounds.

Warforged Colossus
Gargantuan Construct, Unaligned

Armor Class 23 (natural armor)

Hit Points 410 (20d20 + 200)

Speed 60 ft.
STR DEX CON INT WIS CHA

30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 8 (-1)

Saving Throws Int +4, Wis +8, Cha +7

Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned,


stunned

Senses truesight 150 ft., passive Perception 10

Languages understands Common but can't speak

Challenge 25 (75,000 XP) Proficiency Bonus +8

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The colossus has advantage on saving throws against spells and other magical
effects.

Siege Monster. The colossus deals double damage to objects and structures.

Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed
on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the
enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24
hours.

Actions

Multiattack. The colossus makes three attacks—one with its slam and two with its eldritch turrets—
and then uses Stomp.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning
damage, and the colossus can push the target up to 20 feet away from it.

Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage,
and if the target is a creature, it is knocked prone.

Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature
in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity
saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp
again or moves, the creature is restrained. While restrained in this way, the creature (or another
creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the
creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer
restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same
amount of damage if they are in the cylinder (no save).

Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet
wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant
damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit
points by this beam is disintegrated, leaving behind anything it was wearing or carrying.

Four-Armed Statue
Large Construct, Unaligned

Armor Class 17 (natural armor)

Hit Points 178 (17d10 + 85)

Speed 30 ft.

STR DEX CON INT WIS CHA

22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 10 (5,900 XP) Proficiency Bonus +4

Immutable Form. The statue is immune to any spell or effect that would alter its form.

Magic Resistance. The statue has advantage on saving throws against spells and other magical effects.

Magic Weapons. The statue's weapon attacks are magical.

Actions

Multiattack. The statue makes four sword attacks.

Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Slow (Recharge 5–6). The statue targets one or more creatures it can see within 10 feet of it. Each
target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't
use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the
target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute.
A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.

Adamantine Shelled Warbot[edit]


Medium construct, unaligned Adamantine Shelled Warbots are
special toys of god Aeris Mekhaus,
send where battle data is needed, and
no expenses are acceptable. Not very
Armor Class 30 (Hermetically sealed adamantite) mobile or strong, but almost
Hit Points 85 (10d8 + 40) impossible to destroy, warbots excel
Speed 30 ft. in battles for attrition with abundance
of weak enemies, walking away
usually unscathed. However, their
STR DEX CON INT WIS CHA adamantine armor, being a magical
metal, interferes with their central
18 (+4) 10 (+0) 18 (+4) 4 (-3) 10 (+0) 1 (-5) processing system, leading to
malfunctions or even going rogue. If
such one escapes and gets to prime
material plane, destruction caused by
Damage Resistances Lightning it can be tragical before being put
Damage Immunities Acid, Poison, Psychic, Fire, down.
Piercing, Slashing
Condition Immunities Poisoned, Exhausted,
Charmed, Frightened
Senses darkvision 60 ft., passive Perception 10
Languages Understands Common and languages of
his creator, but cannot speak
Challenge 9 (5,000 XP)

Immutable Form. The warbot is immune to any spell


or effect that would alter its form.

Magic Resistance. The warbot has advantage on


saving throws against spells and other magical
effects.

Heavy Beyond Reason. The warbot counts as Huge


for determining its carrying capacity and the weight it
can push, drag, or lift, as well as its own weight.

Mekhaus Loyalty. Warbot is immune to all effects


that assume control over others in any way.

Adamantine Armor. Any critical hit against warbot


becomes a normal hit.

"Piece of Adamantine Crud". At he start of each


turn, roll a d20. On 1 warbot does not take any actions
or reactions for the rest of turn, buzzling loudly. Roll
another d20. On 1 warbot is broken and will not move
unless repaired. Roll another d20. On 1 warbot goes
rogue(if not already rogue), reactivates and attacks
everything in sight.

ACTIONS
Multiattack. The warbot makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 8 (1d4 + 4) bludgeoning damage.
Clockwork Oaken Bolter
Medium Construct, Unaligned

Armor Class 16 (natural armor)

Hit Points 117 (18d8 + 36)

Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 18 (+4) 15 (+2) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands one language of its creator but can't speak

Challenge 5 (1,800 XP) Proficiency Bonus +3

Magic Resistance. The clockwork has advantage on saving throws against spells and other magical
effects.

Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.

Actions

Multiattack. The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one
Harpoon attack.

Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.

Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing
damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't
reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5
(1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can
grapple only one creature at a time with its harpoon.

Explosive Bolt (Recharge 5–6). The clockwork launches an explosive charge at a point within 120
feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity
saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful
one.

Bonus Actions
Reel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.

Living Library

Medium construct, neutral

Armor Class 14
Hit Points 161 (19d8 + 76)
Speed 30 ft.

STR DEX CON INT WIS CHA

15 18 18 21 16 5 (-
(+2) (+4) (+4) (+5) (+3) 3)

Saving Throws Con +8, Wis +7, Cha +1


Skills Arcana +9, Nature +9, Perception +7, Religion +9
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Blindsight 60 ft., passive Perception 17
Languages any 6 languages, telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4

SPECIAL TRAITS

 Blend In. The living library can use a bonus action to assume the form of a piece of
Medium academic furniture, such as a desk covered in scrolls or a bookshelf full of
tomes, or returns to its true form. While in furniture form, it is indistinguishable from
normal furniture and it can’t move or act except to take its true form.
 Constructed Nature. The library doesn’t require air, food, drink, or sleep.
 Fire Damage. If the library takes at least 15 fire damage from a single spell or effect,
one of its spellbooks or scrolls is damaged. It permanently loses one prepared spell of
its choice.
 Spellcasting. The library is a 9th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the
following wizard spells prepared, which it can cast without material components:
o Cantrips (at will): detect magic, light, message
o 1st level (4 slots): color spray, expeditious retreat, shield
o 2nd level (3 slots): mirror image, ray of enfeeblement
o 3rd level (3 slots): counterspell, dispel magic, lightning bolt, tongues
o 4th level (3 slots): conjure minor elementals, stoneskin
o 5th level (1 slots): cloudkill
 Versatile Counterspell. When the library successfully casts counterspell on a spell
that appears on the wizard spell list, the library can immediately replace one of the
spells it has prepared for this new spell.

ACTIONS

 Multiattack. The library makes three book attacks.


 Book.Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage.
 Scroll Vortex (Recharges after a Short or Long Rest). The library creates a vortex
of swirling parchment in a 10-footradius sphere centered on a point it can see within
60 feet of it. The vortex persists for 1 minute or until the library dismisses it, and the
library must concentrate on it as if it were a spell. A creature that starts its turn in the
area or enters the area for the first time on a turn must make a DC 17 Dexterity saving
throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a
successful one.

ABOUT

When a powerful wizard loses or abandons their spellbook, the book can retain a portion of
their owner’s magical energy, gaining sentience in the process. Alone, these sentient books
pose little danger, but large numbers of such lost books can find one another and magically
bond into a walking repository of arcane knowledge with a mind of its own-a creature called
a living library.

Living libraries tend to wander the world, searching for lost knowledge and rare books to add
to their collection and increase the repertoire of spells at their disposal. Though they typically
read by subsuming scrolls, tomes, and tablets into their form, living libraries can also learn
new types of magic just by watching spellcasters. Suffused as they are with such massive
stores of arcane power, it’s no surprise that living libraries can cause spells to fizzle or falter
before they ever reach their target.

Most living libraries tend to assume a humanoid figure that resembles the size and shape of
their original owners, but no two libraries are the same, and some might just as well walk
about in the form of a four-legged mammal or six-legged insect. The most ancient living
libraries are massive and alien looking, shuffling across the cosmos as serpentine or globular
assemblages that defy mortal description.

Cogwork Archvist

Large Construct, typically Lawful Neutral

Armor Class 17 (natural armor)

Hit Points 90 (12d10 + 24)

Speed 40 ft.
STR DEX CON INT WIS CHA

18 (+4) 10 (+0) 15 (+2) 17 (+3) 11 (+0) 6 (-2)

Skills Arcana +5, History +5, Nature +5, Perception +2, Religion +5

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, petrified, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages all

Challenge 4 (1,100 XP) Proficiency Bonus +2

Magic Resistance.

The archivist has advantage on saving throws against spells and other magical
effects.
Actions

Multiattack.

The archivist makes two Grasping Limb attacks.

Grasping Limb.

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage, and the target is grappled (escape DC 14). The archivist can
have no more than two targets grappled at a time.

Spellcasting.

The archivist casts one of the following spells, requiring no material components
and using Intelligence as the spellcasting ability:

 At will: dancing lights, prestidigitation


 2/day: silence

Runestone Golem
Family: Golems

Large construct, neutral

Armor Class 17 (natural armor)


Hit Points 147 (14d10+70)
Speed 20 ft.
STR DEX CON INT WIS CHA

20 9 (– 20 3 (– 11 1 (–
(+5) 1) (+5) 4) (+0) 5)

Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons
that aren’t adamantine
Condition Immunities petrified, charmed, exhausted, frightened, paralyzed, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Understands Dwarven, but can not speak
Challenge 10 (5,900 XP)

SPECIAL TRAITS

 Unchangeable Form. The Runestone golem is immune to any spell or effect that
would change its form.
 Magic Resistance. The Runestone golem has advantage on saving throws against
spells and magical effects.
 Magical Attacks. The Runestone golem’s attacks are considered magical for
determining what it can damage.
 Runestones. When this golem is struck opponents must make a DC
13 Wisdom Saving Throw or randomly activate a runestone (roll 1d6) with the
following spell effects cast at 7th level (if applicable):
o 1. Thunderwave
o 2. Darkness
o 3. Fear
o 4. Glyph of warding*
o 5. Flesh to stone
o 6. Weakness**

*Glyph of fire (1-3) or electricity (4-6): 14 points of blast damage. Save for half.

**As per Runestone of Weakness. The effect lasts for 1d4 turns.

ACTIONS

 Multiattack. The rune golem makes two Golem Fist attacks.


 Golem Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 +5)
bludgeoning damage.
BONUS ACTIONS

 Blinding Beam. One creature within 60 feet of the golem that can see it must succeed
on a DC 15 Constitution saving throw or be blinded until the end of the golem’s next
turn.
 Runic Magic. The golem activates the runes engraved on it to gain one of the
following benefits until it uses this action again:
o The golem gains resistance to one type of damage.
o The golem gains a +1 bonus to AC and Dexterity saving throws.
o The golem’s attacks deal an additional 3 (1d6) force damage on a hit. A
creature carrying the golem’s runestone also gains this benefit while it is
within 30 feet of the golem.
REACTIONS

 Parrying Grasp. When a creature hits the golem or another creature within 5 feet of
the golem with a melee weapon attack, the golem can reduce the damage by 1d10 + 4.
If the golem reduces the damage to 0, it also grasps the weapon. If the weapon’s
wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon
is grasped. While grasped, the weapon can’t be used. A creature can pull the weapon
free by taking an action to make a DC 14 Strength check and succeeding. A runeward
golem can have only one corresponding warden runestone, and if that runestone is
destroyed, the golem is incapacitated until a replacement runestone is created.

ABOUT

A runestone golem is stout, roughly humanoid golem comprised of dwarven runestones. These golems
are used to guard tombs and crypts of import. When a runestone golem is first activated – normally by
an intrusion into the crypt it guards – its magical energy flickers on and off momentarily as if
powering up after a long period of dormancy.

When a runestone golem is destroyed, it falls into a heap of broken stones including 1d4 magical and
1d4 mundane runestones. At least one of the mundane runestones will bear an inscription with the
name of the priest who constructed the golem. These runestones are considered rare and valued at 500
gp.

Possessed Armor

Medium construct, chaotic evil

Armor Class 19 (natural armor)


Hit Points 172 (23d8 + 69)
Speed 35 ft.

STR DEX CON INT WIS CHA

20 11 17 14 13 14
(+5) (+0) (+3) (+2) (+1) (+2)

Saving Throws Cha +6


Damage Vulnerabilities radiant
Damage Resistances acid, fire, necrotic
Damage Immunities cold, lightning, poison
Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Abyssal, but can’t speak
Challenge 10 (5,900 XP)

Special Traits

 Possession. The possessed armor can be donned like an ordinary suit of armor,
functioning as a suit of +1 plate armor. While worn by a creature, the armor can’t
take actions and perceives through the senses of its wearer, in addition to its
own blindsight. Resistances and immunities only apply to the armor itself, not the
wearer. If a creature dons or partially dons the armor, the creature must make a DC
19 Charisma saving throw. The creature is unaware that it is resisting possession. On
a failed saving throw, the creature is possessed by the armor until targeted by a dispel
evil and good spell, or similar magic. If the creature succeeds on the saving throw, it
must make another saving throw each hour until it doffs the armor. While possessed,
the creature is completely under the armor‘s control.
 Aura of Evil Arcane. The armor, and any creature wearing it, can be detected by
a detect evil and good spell, or similar magic, as though it were a fiend. It can also be
detected by a detect magic spell, seeming to be a suit of +1 plate armor.
 False Appearance. While the armor remains motionless, it is indistinguishable from
a normal suit of armor.
 Fiendish Dismissal. If the armor is targeted by a dispel evil and good spell, or similar
effect, it must save as though it were a demon. If it fails its saving throw against the
dismissal effect, the possessing demon is sent to its home plane for 1 hour, and the
armor becomes a mundane suit of plate armor for that duration. If the armor is
destroyed while the demon is banished, the demon is permanently banished.
 Shadow Strikes. Melee weapon attacks made by the armor, or a creature wearing it,
deal an extra 7 (2d6) psychic damage (already included in the armor’s attacks).

Actions

 Multiattack. The armor makes three attacks, two with its halberd and one with its
slam.
 Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5)
bludgeoning damage, plus 7 (2d6) psychic damage.
 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5)
bludgeoning damage, plus 7 (2d6) psychic damage.
Auto Butler

Medium construct, unaligned


Armor Class 16 (natural armor)
Hit Points 45 (10d8)
Speed 30 ft.

STR DEX CON INT WIS CHA

15 14 10 14 16 12
(+2) (+2) (+0) (+2) (+3) (+1)

Saving Throws Dex+4, Int+4


Skills Acrobatics +4, Performance +5
Condition Immunities poisoned, stunned, unconscious
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Senses darkvision 60 ft.

Languages Understands all language but can’t speak


Challenge 4 (1,100 XP)

SPECIAL TRAITS

 Dedicated Servant. As long as the butler and the creature that holds its key are on the
same plane, the butler can always sense the creature’s mood and nutritional desires.
Additionally, the butler is aware of any diseases the creature is afflicted by and
become immediately aware if the creature becomes poisoned.
 Talented. The butler is proficient in all Artisan’s Tools and doubles its proficiency
bonus for ability checks made using Artisan’s Tools.

ACTIONS

 Multiattack. The butler makes two Slam attacks.


 Detect Poison. The butler chooses a food or drink it can see within 5 feet and detects
any poison present within the target.
 Heal. The butler touches a flesh-and-blood creature within 5 feet of it. The target
regains 11 (2d10) hit points.
 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. One target. Hit: 5 (1d6 + 2)
bludgeoning damage.
Clockwork Behir
Huge Construct, Neutral Evil

Armor Class 17 (natural armor)

Hit Points 168 (16d12 + 64)


Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA

23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)

Skills Perception +6, Stealth +7

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 90 ft., passive Perception 16

Languages Draconic

Challenge 11 (7,200 XP) Proficiency Bonus +4

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 +
6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if
the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 20 feet long and 5 feet
wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the
attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded
and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21
(6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature
swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must
succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which
falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Chronomatic Enhancer

Large construct, unaligned

Armor Class 16 (natural armor)


Hit Points 152 (16d10 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA

21 11 19 9 (- 15 5 (-
STR DEX CON INT WIS CHA

(+5) (+0) (+4) 1) (+2) 3)

Saving Throws Dex +4


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made
with adamantine weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 16
Languages understands the languages of its creator but can’t speak
Challenge 12 (8,400 XP)

SPECIAL TRAITS

 Delay. When damage is dealt to the chronomatic enhancer, the enhancer doesn’t take
the damage until its next turn. The enhancer must still make the appropriate saving
throws, and it immediately suffers any extra effects of the damage, such as the speed?
reducing effect of the ray of frost spell. Only the damage is delayed.
 Immutable Form. The chronomatic enhancer is immune to any spell or effect that
would alter its form.

ACTIONS

 Multiattack. The chronomatic enhancer can use its Time-Infused Gears. It then
makes three slam attacks.
 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage.
 Time-Infused Gears. The chronomatic enhancer spins its time-infused gears, altering
time near it. It can’t affect itself with its gears. When activating its time-infused gears,
it uses one of the following:
o Energizing Electricity. The chronomatic enhancer releases mild electricity
into up to three creatures the enhancer can see within 30 feet of it. Each target
has its speed doubled, it gains a +2 bonus to its AC, it has advantage
on Dexterity saving throws, and it gains an additional bonus action
or reaction (target’s choice) until the end of its next turn.
o Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up
to three creatures it can see within 20 feet of it. Each target must make a DC
16 Constitution saving throw. On a failed save, the creature can’t
use reactions, its speed is halved, and it can’t make more than one attack on its
turn. In addition, the target can use either an action or a bonus action on its
turn, but not both. These effects last until the end of the target’s next turn.
o Stasis (Recharge 6). The chronomatic enhancer stops time for up to three
creatures it can see within 30 feet of it. Each target must succeed on a DC
16 Constitution saving throw or be frozen in time until the end of its next turn.
A creature frozen in time is treated as if it is petrified, except it isn’t
transformed into an inanimate substance and its weight doesn’t increase.

REACTIONS

 Alter Timeline. When a friendly creature within 15 feet of the chronomatic enhancer
takes damage, the enhancer can modify time to protect the creature, changing all
damage dice rolled to 1s.

ABOUT

A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the
clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak.

Chronomatic enhancers are constructs made by powerful spellcasters specializing in time-


altering magic. Enhancers are protective guardians of their masters and powerful tools the
spellcasters can utilize.

Time Construct. A chronomatic enhancer resembles a large clock with its inner workings
clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and
glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the
chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.

Construct Nature. The chronomatic enhancer doesn’t require air, food, drink, or sleep.

Clockwork Legendary Encounters


Ura 5 the Mage Enhanced- Medium
AC16 Speed 20Ft HP 40
STR 13 (+1) DEX 6 (-2) CON 14 (+2) INT 18(+4) WIS 10 (0) CHA 10 (0)
Damage Vulnerabilities lightning Senses darkvision 60 ft.,
Damage Immunities poison, psychic passive Perception 10
Condition Immunities charmed, exhaustion, frightened, poisoned,
stunned, unconscious
Clockwork Engine. When the construct dies, it inflicts 20 (4d6) slashing damage in a 10 ft. radius. Creatures in the
radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies,
roll on the Clockwork Engine Malfunction table.

Wand-Handed Magic. Each clockwork mage may cast spells powered by wands stored in internal compartments.
These spells are cast with DC 16 and +8 to hit.
Wand of Lightning Bolts (LH): Wand of Fireballs (RH):
3/day: shocking grasp, thunderwave 3/day: burning hands, color spray
2/day: blindness/deafness, lightning bolt, shatter 2/day: fireball, flaming sphere, scorching ray
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 2d6 + 1 bludgeoning damage.

Runewrought Robodragon
Huge construct, chaotic neutral
Armor Class 20 (natural armor)
Hit Points 337 (27d12+162)
Speed 80 ft., fly 200 ft.

STR DEX CON INT WIS CHA

22 22 22 23 15 19
(+6) (+6) (+6) (+6) (+2) (+4)

Saving Throws Wis +9


Skills Deception +11, Intimidation +11, Investigation +13, Perception +16, Stealth +13, Survival +9
Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, slashing
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Senses blindsight 200 ft., darkvision 400 ft., truesight 30 ft., passive Perception 26
Languages all (translator)
Challenge 23 (50,000 XP)

SPECIAL TRAITS

 Explosive Demise. When the robodragon is reduced to 0 hit points, 1d4 rounds later it
explodes in a ball of plasma that engulfs everything in a 100-foot-radius. Each
creature in the area makes a DC 21 Dexterity saving throw, taking 52 (15d6)
electricity and 52 (15d6) fire damage on a failed save, or half as much on a successful
one.
 Innate Spellcasting. The robodragon’s innate spellcasting ability is Intelligence (spell
save DC 21). It can innately cast the following spells, requiring no material
components:
o 6/day each: detect magic, haste, locate creature, locate object, major
image, mirror image
 Flyby. The robodragon doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
 Legendary Resistance (3/Day). If the robodragon fails a saving throw, it can choose
to succeed instead.
 Magic Weapons. The robodragon’s weapon attacks are magical.
 Machine Savant. The robodragon has advantage on checks made relating to
technology.
 Pain Threshold. Any weapon attacks or spells that deal 6 points of damage or less
does not deal any damage to the robodragon.
 Stealth Scales. The robodragon can become invisible by spending an action.
This invisibility lasts until the robodragon makes an attack or 20 minutes have passed.
By spending a bonus action after dealing damage, the robodragon can reactivate
its Stealth Scales.
ACTIONS
 Multiattack. The robodragon uses its Frightful Presence and makes 9 attacks: once
with its bite, twice with its claws, twice with its energy wings, once with its tail, and
three times with its laser beams. When it uses its plasma breath weapon, the
robodragon can attack once with its laser beams.
 Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 18 (2d10+7)
piercing damage.
 Claws. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 14 (2d6+7)
slashing damage.
 Energy Wings. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 16
(2d8+7) lightning damage.
 Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 16 (2d8+7)
bludgeoning damage.
 Laser Beams. Ranged Weapon Attack: +13 to hit, range 200/1,000 ft., one target. Hit:
17 (5d6) fire damage.
 Emit Plasma (5-6). The robodragon unleashes gouts of plasma in either a 50-foot
cone or a 90-foot line that is 10 feet wide. Each creature in the area makes a DC
21 Dexterity saving throw or takes, taking 36 (8d8) fire and 36 (8d8) lightning
damage on a failed save, or half as much on a successful one.
 Shock Breath (Recharge 3-4). The dragon exhales a wave of crackling lightning in a
15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw.
On a failed save, a creature takes 27 (6d8) lightning damage and is staggered until the
end of the dragon’s next turn. While staggered, the creature can’t take reactions, and it
must choose whether it gets an action, a bonus action, or a move on its turn; it gets
only one of the three. On a successful save, the creature takes half as much damage
with no additional effects.
 Frightful Presence. Any creatures the robodragon chooses within 120 feet that are
aware of it make a DC 21 Wisdom saving throw or are frightened for 1 minute. At the
end of its turn, a frightened creature may attempt the saving throw again to end the
effect. After successfully resisting the robodragon’s Frightful Presence, a creature is
immune to its effects for 24 hours.
BONUS ACTIONS

 Runic Magic. The dragon activates the runes engraved on it to gain one of the
following benefits that lasts until it uses this action again:
o The dragon gains resistance to two types of damage.
o The dragon gains a +2 bonus to AC and Dexterity saving throws.
o The dragon’s attacks deal an additional 4 (1d8) force damage on a hit.
o The dragon has advantage on saving throws against spells and other magical
effects.
o Any creature that targets the dragon with an attack or a harmful spell must first
make a DC 15 Wisdom saving throw. On a failed save, the creature must
choose a new target or lose the attack or spell.
 Wing Spur. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 +
7) piercing damage. If the target is a prone creature, it is grappled (escape DC 17)
and restrained until the grapple ends. The grapple ends if the dragon moves or attacks
another creature with its Wing Spur.
LEGENDARY ACTIONS

The dragon 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 dragon regains spent
legendary actions at the start of its turn.

 Claw.The dragon makes one Claw attack.


 Runic Magic.The dragon uses Runic Magic.
 Radiant Step (Costs 2 Actions). The dragon magically teleports to an unoccupied
space it can see within 60 feet of it. Each creature within 10 feet of the dragon when it
appears must succeed on a DC 19 Constitution saving throw or take 18 (4d8) radiant
damage and be blinded until the end of the dragon’s next turn.
LAIR

Like dragons of flesh and blood, a runewrought dragon often inhabits a lair a particular place it has
been ordered to protect. As if imbued with a living dragon’s instincts, a runewrought dragons that
finds itself without a master often seeks out a lair to inhabit, and tends to be attracted to locations
where magic is prevalent. A runewrought dragon encountered in its lair may have access to powerful
lair actions.

Lair Actions. On initiative count 20 (losing initiative ties), the dragon can take one of the following
lair actions; the dragon can’t take the same lair action two rounds in a row:

 Energy Surge. A crackling beam of energy flickers across the dragon’s form, causing
the magical runes etched into its body to flare with blinding light. The dragon gains
30 temporary hit points and each creature within 10 feet of the dragon that can see it
must succeed on a DC 15 Constitution saving throw or be blinded until initiative 20
on the next round.
 Arc Lightning. Bolts of lightning spring toward up to three creatures the dragon can
see within 30 feet of it. Each target must succeed on a DC 15 Dexterity saving throw
or take 14 (4d6) lightning damage and it can’t take reactions until initiative 20 on the
next round.
 Cold Feet. Ice forms in a 30-foot radius of a point the dragon can see in its lair and
envelops the feet of any creature (other than the dragon) standing on the floor. Each
creature other than the dragon must succeed on a DC 15 Strength saving throw or take
11 (2d10) cold damage and be grappled (escape DC 15) until initiative 20 on the next
round.

ABOUT

Even in the place and time that this artificial creature hails from its origins are a mystery. Some
believe that the robodragon came from a realm of only lightning and thought, a place contained
between worlds and only perceptible from mortal realms, though there is no agreement on how it
could make such a transition. If it ever had one its creator was certainly slain-and many contend it’s
possible the first robodragon constructed itself. While at a glance this might seem like a wild claim,
given its penchant for crafting devices it is a more sensible conclusion than it might initially seem.

A robodragon is in a state of constant evolution, learning and adapting with every instant that passes.

Most of its time is spent seeking out and acquiring resources for the machines it wishes to build,
always searching for magic items with the intention of unlocking new sources of energy that can be
exploited in ways no mortal mind would think to channel them (at the GM’s discretion, a robodragon
may swap out one or more damage types when using its Emit Plasma attack.) Nothing can stop a
robodragon from reaching what it desires once it has decided that it wants something-it can and will
scour whole worlds in methodical searches that make eluding it practically impossible.

Robodragons positively hate constructs they have not made themselves and utterly annihilate golems
whenever they find one. The constructs also take umbrage against other great artifices like tall towers,
buildings with impressive architecture, or enormous works of art. Rather than attack these creations
obviously, a robodragon instead destroys the foundations beneath making it seem as though it was
folly to build at all.

Roboturtle leviathan
At the gamemaster’s discretion, a version of the roboturtle so large it can carry other creatures inside
its shell may be found.

The roboturtle leviathan uses the roboturtle stat block but is a gargantuan construct with 231 (14d20 +
84) hit points, 20 AC, and a challenge rating of 10 (5,900 XP); has a Strength score of 30 and a
proficiency bonus of +4; has +5 Perception and 15 passive Perception; and it can carry up to 100,000
pounds with its exceptional carrying capacity trait.

The roboturtle leviathan gains the following additional trait:

• Life Support Compartment. The roboturtle leviathan has an airtight and watertight
compartment in its shell that can fit ten Large or smaller creatures. The compartment
provides creatures inside it with unlimited breathing air unless the roboturtle leviathan
is incapacitated. A creature can use its action to enter or exit the compartment as long
as the robortutle leviathan allows it.
The roboturtle’s metal snap attack is replaced by the following action:

• Leviathan Snap. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 36
(4d12 + 10) piercing damage. If the target is a Large or smaller creature and the
roboturtle leviathan wishes to swallow it, it must succeed on a DC
20 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature
appears prone in the leviathan’s life support compartment. The roboturtle leviathan
can swallow willing creatures without dealing damage to them.
Crafting a roboturtle leviathan is a task comparable to creating a legendary magic item.

Adam the Defender

Gargantuan construct, lawful good


Armor Class 24 (natural armor)

Hit Points 500 (40d10 + 280)

Speed 50 ft.

STR DEX CON INT WIS CHA

30 16 24 13 10 10
(+10) (+3) (+7) (+1) (+0) (+0)

Saving Throws Dex +11, Cha +8

Skills Athletics +18, Insight +8, Intimidation +8, Perception +8

Damage Vulnerabilities lightning

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 600 ft., passive Perception 18

Languages Celestial, Common (can’t speak)

Challenge 25 (75,000 XP)

Special Traits

 Colossal Creatures. Kaiju are creatures far larger than the scale of others.
Conventional weapons, even highly-enchanted ones, lack the mass to deal serious
wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of
Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell
of 8th level or lower, it deals half damage, which can be reduced further
by resistance or saving throws. Siege weapons and creatures with the Siege Monster
trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells
(including lower-level spells cast with 9th-level slots) deal normal damage, which can
be reduced further by resistance or saving throws. Kaiju deal double damage to
objects and structures.
 Immutable Form. Adam, the Defender is immune to any spell or effect that would
alter its form.
 Legendary Resistance (3/Day). If Adam, the Defender fails a saving throw, it can
choose to succeed instead.
 Magic Resistance. Adam, the Defender has advantage on saving throws against
spells and other magical effects.
 Magic Weapons. Adam, the Defender’s weapon attacks are magical.

Actions

 Multiattack. Adam, the Defender makes three attacks, in any combination of slams
and cannon shots.
 Slam. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 31 (6d6 + 10)
bludgeoning damage, and the target must succeed on a DC 20 Constitution saving
throw or be stunned until the end of its next turn.
 Cannon. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 38
(10d6 + 3) bludgeoning damage. Adam, the Defender can hold up to 50 cannonballs,
and can replenish its reserve of cannonballs from common raw materials.

Legendary Actions

Adam, the Defender can take 3 legendary actions, choosing from the options below. Only
one legendary action can be used at a time and only at the end of another creature’s turn.
Adam, the Defender regains spent legendary actions at the start of its turn.

 Slam. Adam, the Defender makes a slam attack.


 Cannon. Adam, the Defender makes a cannon attack.
 Recover. Adam, the Defender regains 75 hit points. Once it uses this ability, it can’t
do so again until the end of its next turn.

About

Adam, the Defender, is surely one of the greatest achievements of mortal hands, an advanced
clockwork warrior powerful enough to go toe-to-toe with the unstoppable power of the kaiju.
Copper, steel, and ingenuity stand fast against the worst terrors that the world can produce,
guided by the benign intellect of a human warrior who was slain in battle.

Powered by Clockwork. Adam, the Defender is powered by the wind-up mechanisms of


clockwork. When wound, it can operate at full capacity for 100 days. The intelligence that
powers Adam, the Defender pays attention to its remaining power and other logistical
requirements, though conflicts serious enough to merit its involvement sometimes give it no
choice but to run itself out of power.

Border Guardian. Adam, the Defender was built to defend a human settlement on elven
lands, but it has since rejected that mission. It now works as a solitary peacekeeper in that
contested valley, defending both sides from aggressors. It could be persuaded to abandon this
task in favor of greater conflicts, if doing so would not obviously harm the elves or the
humans, or encourage them to go back to war with one another.

Arcane Leviathan
Gargantuan construct, unaligned
Armor Class 20 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA

26 15 21 5 (– 17 8 (–
(+8) (+3) (+5) 3) (+3) 1)

Saving Throws Str +13, Con +10, Int +2, Wis +8, Cha +4
Damage Resistances acid, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, fire, poison, psychic
Condition
Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 13

Special Traits

Winding. A clockwork leviathan can function for two weeks every time it is wound. A creature of at
least Medium size can use an action to wind the clockwork soldier, restoring to it 1 hour of operating
time; a creature of Small size can wind it at half this speed, and Tiny or smaller creatures are generally
unable to wind the leviathan.

Impregnable. If the arcane leviathan is subjected to an effect that allows it to make a saving throw to
take only half damage, the leviathan instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails.

Siege Monster. The arcane leviathan deals double damage to objects and structures.

Actions

Multiattack. The clockwork leviathan makes two attacks: one with its bite and one constrict, makes
one Slam attack and two Claw attacks, or it makes four Lightning Bolt attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage and 22 (4d10) slashing damage, and the target is grappled (escape DC 20). Until this grapple
ends, the creature is restrained, and the clockwork leviathan can’t constrict another target.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage. If
the target is Huge or smaller, it is grappled (escape DC 19). The leviathan has two claws, each of
which can grapple only one target.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage,
and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Lightning Bolt. Ranged Spell Attack: +8 to hit, range 150/600 ft., one target. Hit: 17 (4d6 + 3)
lightning damage.

Steam Breath (Recharge 5-6). The clockwork leviathan exhales scorching steam in a 60-foot line that
is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 54 (12d8)
fire damage on a failed save, or half as much damage on a successful one. A clockwork leviathan’s
breath weapon functions equally well above and underwater.

Pylon Discharge (Recharge 5–6). The leviathan discharges a surge of energy at a point the leviathan
can see within 200 feet of it. Each creature within 30 feet of that point must make a DC
19 Dexterity saving throw. On a failure, a creature takes 45 (10d8) lightning damage and
is blinded until the end of its next turn. On a success, a creature takes half the damage and
isn’t blinded.

About

Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are
haunted by the memories of these treacherous machines need not exaggerate their yarns, for the
reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of
seafarers.

A clockwork leviathan’s numerous metal plates and links are made of such resilient material that they
never rust, even after long exposure to the briny sea waters that leviathans often patrol like massive,
eel-like dragon has two webbed talons. Its tail ends in large and powerful-looking flukes.

As a constructed being, a clockwork leviathan doesn’t eat, breathe, drink, or sleep. If it is not wound,
it eventually becomes inert until it is wound again.

Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are
haunted by the memories of these treacherous machines need not exaggerate their yarns, for the
reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of
seafarers.

A clockwork leviathan’s numerous metal plates and links are made of such resilient material that they
never rust, even after long exposure to the briny sea waters that leviathans often patrol. Clockwork
leviathans are 25 feet long and weigh just over 3 tons.

Clockwork Nautiloid

Family: Clockwork

Huge construct (clockwork), unaligned

Armor Class 17 (natural armor)


Hit Points 161 (14d12+70)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA

26 20 20 1 (– 11 1 (–
(+8) (+5) (+5) 5) (+0) 5)

Damage Immunities cold, poison, psychic


Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsense 60 ft., darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 14 (11,500 XP)

SPECIAL TRAITS

 Deep Delver. The clockwork nautiloid is immune to the effects of water pressure.
 Reflective Shell. The curved shell of a clockwork nautiloid resists certain magical
effects. Spells which require an attack roll and line spells targeting a clockwork
nautiloid are harmlessly deflected and have no effect.
 Winding. A clockwork nautiloid can function for one month every time it is wound.
A creature of at least Large size can use an action to wind the clockwork nautiloid,
restoring it to one month of operating time; a creature of Medium size can wind it at
half this speed, and Small or smaller creatures are generally unable to wind it.

ACTIONS

 Multiattack. The clockwork nautiloid makes one bite attack and four tentacle attacks.
 Bite. Melee Weapon Attack: +11 to hit, 5 ft. reach, one target. Hit: 19 (2d10 + 8)
piercing damage.
 Tentacle. Melee Weapon Attack: +11 to hit, 15 ft. reach, one target. Hit: 12 (1d8 + 8)
bludgeoning damage. Instead of dealing damage, the clockwork nautiloid can grapple
the target (escape DC 18). A creature grappled by the clockwork nautiloid
automatically takes damage from the tentacle attack at the beginning of each of the
clockwork nautiloid’s turns. When the clockwork nautiloid has a creature grappled in
this way, it has one less tentacle attack for its Multiattack for each creature it
has grappled, up to a maximum of four creatures grappled.

ABOUT

Clockwork nautiloids are specialized, watertight clockwork creations designed to withstand


the darkest, coldest ocean depths. A clockwork nautiloid resembles an oversized nautilus with
a curved and magically strengthened shell. A clockwork nautiloid is 30 feet long and weighs
4 tons.

Its sharp, octopus-like beak is surrounded by dozens of tentacles that appear organic but
contain rotors and pistons allowing for a strong, prehensile grip. Most of its tentacles end in a
subtly serrated gripping pad, but two of them end in specialized sensory equipment shielded
with durable crystal. These clusters provide the clockwork nautiloid with superior senses,
allowing it to see even in the oppressive blackness of the deep ocean.

Single-Minded. Clockwork nautiloids pursue the directives of their creators with single-
minded purpose, attacking any creature that interferes with their orders.
Although a clockwork nautiloid has many gripping tentacles, it can usually bring only four of
these tentacles to bear in combat along with its snapping bite. Clockwork nautiloids are
relentless combatants that pursue their opponents to any depth and even onto land, propelling
themselves with their powerful tentacles.

Clockwork Kraken
Large construct

Unaligned

Armor Class:

17 (natural armor)

hit Points:

142 (15d10 + 60)

Speed:

30ft.

Str

20

Dex

12

Con

18

Wis

11

Int

Cha

Damage Resistances:

fire; and bludgeoning, piercing and slashing from nonmagical attacks

Damage Immunities:

poison, psychic

Condition Immunities:

charmed, exhaustion, frightened, paralyzed, petrified, poisoned


Senses:

darkvision 120 ft., passive perception 10

Traits

Magic Resistance. The clockwork kraken has advantage on saving throws against spells and other
magical effects.

Independent Tentacles. The clockwork kraken has eight tentacles, each of which is treated as a
Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The
clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be
attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point
total. A tentacle is destroyed if it takes more than 20 damage.

Actions

Multiattack. The clockwork kraken makes four tentacle slam attacks.

Tentacle Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
damage

Clockwork Dragon, Legendary

Huge construct (dragon), unaligned

Armor Class 20 (natural armor)


Hit Points 337 (25d12 + 175)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA

24 14 24 4 (- 12 4 (-
(+7) (+2) (+7) 3) (+1) 3)

Saving Throws Dex +8, Con +13, Wis +7


Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages understands the languages of its creator but can’t speak
Challenge 18 (20,000 XP)

SPECIAL TRAITS

 Legendary Resistance (3/Day). If the Clockwork Dragon fails a saving throw, it can
choose to succeed instead.
 Bound. The dragon is magically bound to three circlets. As long as the dragon is
within 1 mile of a circlet wearer on the same plane of existence, the wearer can
communicate telepathically with the dragon. While the dragon is active, the wearers
see through its eyes and hear what it hears. During this time, the wearers are deaf and
blind with regard to their own senses. If only two circlet wearers are within 1 mile of
the active dragon each hour spent wearing the circlets imposes one level
of exhaustion on those wearers. If only a single wearer is within 1 mile of the active
dragon, each minute spent wearing the circlet gives that wearer one level
of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all
creatures it can see as enemies and tries to destroy them until a circlet wearer
communicates with the dragon or the dragon is destroyed. A circlet wearer can use its
action to put the dragon in an inactive state where it becomes incapacitated until a
wearer uses an action to switch the dragon to active. Each circlet is a magic item that
must be attuned.
 Immutable Form. The dragon is immune to any spell or effect that would alter its
form.
 Magic Resistance. The dragon has advantage on saving throws against spells and
other magical effects.
 Siege Monster. The dragon deals double damage to objects and structures.

ACTIONS

 Multiattack. The dragon can use its Oil Spray. It then makes five attacks: one with its
bite, then two with its fists and two tail sweeps.
 Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7)
piercing damage.
 Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 39 (5d12 + 7)
slashing damage.
 Fire Breath (Recharge 5-6). The clockwork dragon exhales fire in a 60-foot cone.
Each creature in that area must make a DC 19 Dexterity saving throw, taking 45
(13d6) fire damage on a failed save, or half as much damage on a successful one.
 Oil Spray. The dragon sprays oil in a 30-foot-cone. Each creature in the area must
succeed on a DC 19 Dexterity saving throw or become vulnerable to fire damage until
the end of the dragon’s next turn.
 Tail Sweep. The dragon swings its bladed tail. Each creature within 15 feet of the
dragon must make a DC 19 Dexterity saving throw. On a failure, a creature takes 16
(2d8 + 7) slashing damage and is knocked prone. On a success, a creature takes half
the damage but isn’t knocked prone.

LEGENDARY ACTIONS

The Clockwork Dragon 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 Clockwork Dragon regains spent legendary actions at the start of its turn.
 Claw Attack. The Clockwork Dragon makes one claw attack.
 Fire Breath (Costs 2 Actions). The Clockwork Dragon uses its Fire Breath.
 Wing Attack (Costs 2 Actions). The Clockwork Dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw
or take 33 (4d12 + 7) bludgeoning damage and be knocked prone. The Clockwork
Dragon can then fly up to half its flying speed.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the Clockwork Dragon takes a lair action to
cause one of the following effects; the Clockwork Dragon can’t use the same effect two
rounds in a row:

 Construct Surge. The Clockwork Dragon activates additional mechanisms within its
lair. It summons 1d4 clockwork minions to defend the area. These minions can be any
construct of up to Challenge 6.
 Cogwheel Burst. The Clockwork Dragon’s lair releases a burst of magical energy.
Each creature within 30 feet of the Clockwork Dragon must make a DC
19 Constitution saving throw, taking 27 (6d8) force damage on a failed save, or half
as much damage on a successful one.
 Gears of War. The Clockwork Dragon manipulates the terrain within its lair. Choose
a point on the ground that the Clockwork Dragon can see within 60 feet of it. A 20-
foot radius centered on that point becomes difficult terrain until initiative count 20 on
the next round.

ABOUT

The clockwork dragon, a magical-mechanical marvel, is a construct composed of metal and


gears. Its wings are spread wide, its tail is coiled except when in flight, its body is adorned
with intricate patterns etched into the surface, and its eyes glow with a soft, otherworldly
light. As the dragon moves, the mechanical hum of its inner workings creates an ethereal
melody that fills the air, adding an enchanting quality to its presence.

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