CO Monsters
CO Monsters
CO Monsters
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.
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.
CULT FANATIC
MMP345
Medium Humanoid (Any Race), Any Non-Good Alignment
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)
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:
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
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)
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
Speed 30 ft.
Skills Perception +3
Innate Spellcasting.
The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following
spells, requiring no material components:
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.
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.
Armor Class 11
Hit Points 45
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
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.
This individual is seeking to raise a dark entity, and will use any arcane means at their disposal in
order to make its
Hit Points 40
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14
12
16
12
10
(-1)
(+2)
(+1)
(+3)
(+1)
(+0)
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
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.
Speed 30 ft.
STR
DEX CON
INT
WIS
CHA
12
11
16
16
14
(-1)
(+1)
(+0)
(+3)
(+3)
(+2)
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
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft.. one target. Hit: (1d4 + 2) piercing damage.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
17
20
16
12
13
(+3)
(+5)
(+3)
(+1)
(+1)
Damage Resistance Cold, Fire, Lightning; Bludgeoning, Piercing and Slashing From Nonmagical
Attacks Damage Immunities Poison
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:
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
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
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.
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.
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
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
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
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.
ANCHORITE OF TALOS
DIPP51
Medium Humanoid (Half-Orc, Shapechanger), Neutral Evil
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:
ACTIONS
Clawed Gauntlet (Humanoid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
slashing damage.
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
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
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.
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.
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:
Magic Resistance. The Magnus has advantage on saving throws against spells and other
magical effects.
Siege Monster. Magnus’s weapons deal double damage to objects and structures.
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
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
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
Languages —
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.
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.
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.
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
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.
Family: Clockwork
Armor Class 11
Hit Points 22 (4d8 + 4)
Speed 25 ft.
14 12 13 8 (- 12 7 (-
STR DEX CON INT WIS CHA
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
14 8 (- 12 4 (- 10 4 (-
(+2) 1) (+1) 3) (+0) 3)
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
Speed 60 ft.
Languages understands one language known to its creator but can't speak
Magic Resistance.
The nimblewright has advantage on saving throws against spells and other magical
effects.
Magic Weapons.
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
8 (? 10 14 16 10 8 (-
1) (+0) (+2) (+3) (+0) 1)
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
Family: Clockwork
7 (– 12 10 9 (– 12 16
2) (+1) (+0) 1) (+1) (+3)
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
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.
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 Priest
Family: Clockwork
17 22 14 1 (– 22 1 (–
(+3) (+6) (+2) 5) (+6) 5)
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
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.
17 18 16 10 19 1 (-
(+3) (+4) (+3) (+0) (+4) 5)
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
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.
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
19 9 (- 15 12 16 10
(+4) 1) (+2) (+1) (+3) (+0)
SPECIAL TRAITS
Construct Nature. The gearforged templar doesn’t require air, food, drink, or sleep.
ACTIONS
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
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
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
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t adamantine
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
• 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.
18 18 18 14 14 12
(+4) (+4) (+4) (+2) (+2) (+1)
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
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
2 (- 14 14 1 (- 10 1 (-
4) (+2) (+2) 5) (+0) 5)
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 Guardian
Family: Clockwork
12 10 10 5 (- 12 3 (-
(+1) (+0) (+0) 3) (+1) 4)
SPECIAL TRAITS
ACTIONS
REACTIONS
18 8 (- 18 7 (- 10 3 (-
(+4) 1) (+4) 2) (+0) 4)
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
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
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
16 12 14 6 (– 13 10
(+3) (+1) (+2) 2) (+1) (+0)
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
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.
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 .
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
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)
ACTIONS
REACTIONS
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
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.
19 15 16 1 (- 10 6 (-
(+4) (+2) (+3) 5) (+0) 2)
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
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
13 19 16 3 (- 15 1 (-
(+1) (+4) (+3) 4) (+2) 5)
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
14 16 12 2 (- 11 4 (-
(+2) (+3) (+1) 4) (+0) 3)
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.
Runewrought Dragonfly
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
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
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.
28 7 (- 22 1 (- 8 (- 4 (-
(+9) 2) (+6) 5) 1) 3)
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
14 12 17 3 (- 10 7 (-
(+2) (+1) (+3) 4) (+0) 2)
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.
Armor Class 13
Speed 30 ft.
Skills Stealth +7
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.
Clockwork, Springsnake
Family: Clockwork
15 15 13 5 (- 12 5 (-
(+2) (+2) (+1) 3) (+1) 3)
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
10 18 14 5 (– 10 10
(+0) (+4) (+2) 3) (+0) (+0)
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
18 16 15 7 (- 10 6 (-
(+4) (+3) (+2) 2) (+0) 2)
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
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
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
7 (- 18 14 3 (- 13 1 (-
2) (+4) (+2) 4) (+1) 5)
Special Traits
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.
Clockwork Owl
Family: Clockwork
3 (- 13 10 4 (- 12 8 (-
4) (+1) (+0) 3) (+1) 1)
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.
4 (- 19 12 9 (- 14 7 (-
3) (+4) (+1) 1) (+2) 2)
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
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
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
• 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
15 13 13 1 (- 14 4 (-
(+2) (+1) (+1) 5) (+2) 3)
SPECIAL TRAITS
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
13 15 11 1 (- 14 3 (-
(+1) (+2) (+0) 5) (+2) 4)
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
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
15 10 13 2 (- 10 13
(+2) (+0) (+1) 4) (+0) (+1)
SPECIAL TRAITS
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.
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
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
18 10 16 1 (– 11 1 (–
STR DEX CON INT WIS CHA
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
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.
Speed 30 ft.
STR DEX CON INT WIS CHA
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks that aren't adamantine
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
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
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
Languages Modron
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
Speed 30ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
Languages Modron
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
Speed 30ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
9 (- 1)
WIS
10 (+0)
Languages Modron
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
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
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
Speed 40ft.
STR
15 (+2)
DEX
14 (+2)
Skills Perception +4
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
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
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
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +6
Condition
Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
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.
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
that aren't adamantine or silvered
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.
Actions
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
5 (- 1 (- 3 (- 1 (- 1 (- 1 (-
STR DEX CON INT WIS CHA
3) 5) 4) 5) 5) 5)
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
18 10 16 1 (– 11 1 (–
(+4) (+0) (+3) 5) (+0) 5)
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
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
24 9 (- 20 7 (- 10 10
(+7) 1) (+5) 2) (+0) (+0)
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.
Construct Nature. A clockwork archon doesn’t require air, food, drink, or sleep.
Clockwork Angel
Family: Clockwork
24 26 22 1 (– 11 1 (–
(+7) (+8) (+6) 5) (+0) 5)
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
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
Speed 60 ft.
STR DEX CON INT WIS CHA
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
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
Speed 30 ft.
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
that aren't adamantine
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.
Actions
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.
ACTIONS
Multiattack. The warbot makes two slam attacks.
Speed 30 ft.
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
Armor Class 14
Hit Points 161 (19d8 + 76)
Speed 30 ft.
15 18 18 21 16 5 (-
(+2) (+4) (+4) (+5) (+3) 3)
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
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
Speed 40 ft.
STR DEX CON INT WIS CHA
Skills Arcana +5, History +5, Nature +5, Perception +2, Religion +5
Languages all
Magic Resistance.
The archivist has advantage on saving throws against spells and other magical
effects.
Actions
Multiattack.
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:
Runestone Golem
Family: Golems
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
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
20 11 17 14 13 14
(+5) (+0) (+3) (+2) (+1) (+2)
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
15 14 10 14 16 12
(+2) (+2) (+0) (+2) (+3) (+1)
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
Languages Draconic
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
21 11 19 9 (- 15 5 (-
STR DEX CON INT WIS CHA
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.
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.
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.
22 22 22 23 15 19
(+6) (+6) (+6) (+6) (+2) (+4)
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.
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.
• 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.
Speed 50 ft.
30 16 24 13 10 10
(+10) (+3) (+7) (+1) (+0) (+0)
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t adamantine
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.
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.
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.
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
26 20 20 1 (– 11 1 (–
(+8) (+5) (+5) 5) (+0) 5)
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
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:
Speed:
30ft.
Str
20
Dex
12
Con
18
Wis
11
Int
Cha
Damage Resistances:
Damage Immunities:
poison, psychic
Condition Immunities:
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
Tentacle Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
damage
24 14 24 4 (- 12 4 (-
(+7) (+2) (+7) 3) (+1) 3)
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