LFG Construct Book

by Mapleforged

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Book of Constructs for Low Fantasy Gaming

By Mapleforged

Adamantine Lion

No. Appearing:1
Armour Class: 21
Hit Dice: 15+6
Attacks: 2 x Claw 2d6+2 and Bite 1d10+2
Nat 19: special
Str:18 Dex:20 Con:22 Int:- Per:12 Wil:- Cha:-
Luck: 14
Move: 60 ft


The adamantine lion is a terrifying masterwork of artificing and magic, created to be a nigh impenetrable killing machine. It stands 15 feet tall at the shoulder and can move with incredible speed for its size. It may emit a sonic roar as per Thunderous Invocation. It is immune to non-magical weapons (except those of adamantine). It has 60% magic resistance except against Curse of Searing Steel which causes 7d8 damage (once only). Natural attack rolls of 19-20 knock targets prone and cause Injuries.


When Staggered it flies into a berserk state, attacking anything within sight. When reduced to zero hp, the adamantine lion implodes on itself, creating a shrieking blast of sound that deafens anyone within 100 ft for 1d3 days (Luck(Con) to resist).

Adhesive Shellbot

No. Appearing: 1d4
Armour Class: 14
Hit Dice: 2
Attacks: Acid Shot 1d6
Nat 19: sprays the target with adhesive goo, preventing them from moving for 1d3 rounds (Luck (Dex) to resist, Luck (Str) to break free).
Str:13 Dex:8 Con:15 Int:- Per:10 Wil:- Cha:-
Luck: 5
Move: 20 ft and may climb walls, ceilings etc


This snail-like construct has a metal shell housing adhesive goo that it secretes through tubes tied to the rollers it uses to move. It's head lacks the eyestalks that distinguish a living snail, instead sporting a single nozzle that can spray either acid or adhesive. It is used as an aid for construction purposes, but can occasionally be found in old mines, sewers, caverns, etc.


Any creature that steps in its trail of adhesive goo is pinned for 1d3 rounds, but can break free with a Luck (Str) check or by having someone pull them free. The shellbot's acid shot instantly dissolves its own adhesive, so it tends to avoid attacking targets already pinned by it.

Alchemist's Automaton

No. Appearing: 1
Armour Class: 13
Hit Dice: 3
Attacks: Slam 1d8
Nat 19: sprays corrosive liquid at the target, dealing 1d4 damage for 1d6 rounds (action to automatically clean it off)
Str:14 Dex:8 Con:14 Int:- Per:9 Wil:- Cha:-
Luck: 3
Move: 30 ft


A poor man's golem, this volatile construct is the result of a mad tinker's experiment to create an automated guardian powered by alchemy. Wooden fittings and gears on a metal frame house countless wires and hoses connected to various bottles and tubes, with liquid compounds serving as it's blood.


When an alchemist's automaton dies it has a 50% chance of exploding, spraying acid that deals 2d6 damage to any creature within 15 ft.

Animated Altar

No. Appearing: 1
Armour Class: 15
Hit Dice: 8
Attacks: 2 x Fists 2d6
Nat 19: slams its body down, crushing any target below it for 2d10 damage. Causes Injuries (Luck(Con) resists).
Str:16 Dex:8 Con:14 Int:- Per:10 Wil:- Cha:-
Luck: 5
Move: 30 ft


Standing 15 ft tall and anywhere from 5 to 10 ft in diameter, this massive stone altar bears two stone arms and carries itself on four grinding trunk-like legs. The altar may cast Fusing of Flesh at a range of 20 ft once per round. It often accompanies priests or cultists when their faith calls them to travel.

Animated Armory, Swarm

No. Appearing: 1
Armour Class: 16
Hit Dice: 4
Attacks: 4 x Slash 1d6
Nat 19: the target is overwhelmed (helpless for 1d3 rounds, Luck (Str or Dex) save resists). The armory deals 1d6 damage every turn until the target breaks free.
Str:14 Dex:14 Con:10 Int:- Per:10 Wil:- Cha:-
Luck: 5
Move: 30 ft flying


An animated armory is a coalescence of animated arms and armor, swirling in a vortex of metal. Swarm rules apply. Some magicians create decoy rooms in their abodes to place these armories, making any would be burglar think twice.. if they survive.

Animated Boulder

No. Appearing: 1 or 2
Armour Class: 13
Hit Dice: 5
Attacks: special
Nat 19: special
Str:12 Dex:9 Con:17 Int:- Per:10 Wil:- Cha:-
Luck: 7
Move: 50 ft


The animated boulder is a large enchanted sphere of stone, rolling over its victims to crush them to a pulp. It does not attack normally, instead using its movement to roll over targets in a straight line. Any creature in its movement path suffers 4d6 damage and is knocked prone (Luck (Dex) to resist). Crushed targets have a 30% chance of suffering an Injury.

Animated Rune

No. Appearing: 1d4
Armour Class: 13
Hit Dice: 2
Attacks: Arcane Blast 1d4 + special
Nat 19: the build up of volatile energy in the rune discharges, seeking 1d3 nearby targets. The targets take double damage and are knocked prone.
Str:6 Dex:16 Con:8 Int:10 Per:10 Wil:6 Cha:8
Luck: 6
Move: 40 ft flying


A small floating symbol 1 ft in diameter, the animated rune is a magical construct created by wizards to guard their domains. It has a basic level of intelligence and can understand the language of its creator but cannot communicate itself. The rune can disguise itself as a mundane symbol on a wall or similar surface, gaining advantage on stealth when doing so. It is charged with a single spell that it can cast once per day, choosing from the following list; Glimpse the True Gods, Insidious Slumber, Lash of Unerring Pain, None Shall Pass, Shennog's Blessing, Thunderous Invocation, Writhing Fog. Greater Runes may have more powerful spells at the DM's discretion.

Animated Scroll, Swarm

No. Appearing: 1
Armour Class: 12
Hit Dice: 5
Attacks: 3 x Paper Cut 1d4 + special
Nat 19: The scroll swarm overwhelms the target (helpless for 1d3 rounds, Luck (Str or Dex) save resists). The target rolls on the Dark & Dangerous Magic table as arcane energy wracks their body.
Str:6 Dex:18 Con:8 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 40 ft flying


A swirling collection of various scrolls, each storing a separate spell. Daring magicians may create a scroll swarm deliberately, but more often than not they are the result of an unfortunate library mishap. Swarm rules apply. The scroll swarm can cast any 1st or 2nd level spell. Each time it does so it takes 1d8 damage as one of its scrolls is consumed.

Animated Skin

No. Appearing: 1 or 2
Armour Class: 14
Hit Dice: 4
Attacks: 2 x Claw 1d6
Nat 19: special
Str:17 Dex:11 Con:14 Int:- Per:9 Wil:- Cha:-
Luck: 5
Move: 30 ft


The animated skin is a grotesque patchwork suit of skin and flesh with a hollow inside, its empty sockets filled with a sense of hateful hunger. On a natural 19 attack roll the skin unfurls and wraps itself around its target, fully engulfing them (a Luck (Str) save resists). Unless rescued, the engulfed target suffer 1d3 Con damage as the skin drains their life essence. The animated skin has 25% magic resistance.

Antimagic Warden

No. Appearing: 1
Armour Class: 17
Hit Dice: 6+3
Attacks: 2 x Weapon
Nat 19: Causes Injuries. The target's weapon or armor, if magic, is disenchanted and loses all magical properties (50% chance).
Str:14 Dex:19 Con:15 Int:- Per:12 Wil:- Cha:-
Luck: 9
Move: 60 ft


The antimagic warden looks very similar to a knight in full plate but in reality it is a hollow magical construct. It moves much faster than its appearance would suggest and wields two blades with deadly efficiency. An invisible aura of antimagic energy emanates from its core, making it an invaluable tool for mage hunting. It has 80% magic resistance and any spell cast within 100 ft of it instantly fails.

Automarachnid, Infiltrator

No. Appearing: 1d4
Armour Class: 10
Hit Dice: 1
Attacks: Dart 1d4 + Poison
Nat 19: shoots a dart at one target up to 60 ft that paralyzes them for 1 turn.
Str:7 Dex:18 Con:10 Int:- Per:13 Wil:- Cha:-
Luck: 6
Move: 40 ft and may climb walls, ceilings etc


This spider-like construct is much smaller than most of its automarachnid cousins, standing a mere 2 ft tall. Extremely agile and stealthy, it is often used as an assassin or for infiltration. It has advantage on Stealth checks. The infiltrator's dart can strike a target up to 60 ft and deals 1d6 poison damage (Luck(Con) to resist).

Automarachnid, Matriarch

No. Appearing: 1
Armour Class: 15
Hit Dice: 6
Attacks: Stomp 2d8
Nat 19: free attack + special
Str:15 Dex:16 Con:12 Int:- Per:10 Wil:- Cha:-
Luck: 7
Move: 40 ft and may climb walls, ceilings etc


The matriarch is the largest of the automarachnids, standing 8 ft tall on spindly mechanical legs that terminate in razor sharp points. A porcelain mask with gold filigree resides where a spider's head would sit, staring blankly ahead. 6 automarachnid swarms scuttle across its intricate frame, waiting for their matron to release them. On a natural 19-20 attack roll the matriarch can release a swarm, or consume a swarm to repair itself for 1d8 hit points.


When the Matriarch dies it releases any remaining automarachnid swarms. The Matriarch makes for a good Boss Monster.

Automarachnid, Swarm

No. Appearing: 1 or 2
Armour Class: 12
Hit Dice: 2
Attacks: Bite 1d6
Nat 19: the target is overwhelmed (helpless for 1d3 rounds, Luck (Str or Dex) save resists).
Str:6 Dex:14 Con:7 Int:- Per:10 Wil:- Cha:-
Luck: 4
Move: 50 ft and may climb walls, ceilings etc


Dozens of spider-like constructs no more than a few centimeters tall scuttle and writhe in a mass of metal and gears. Swarm rules apply.

Automarachnid, Warrior

No. Appearing: 2d4
Armour Class: 14
Hit Dice: 3
Attacks: 2 x Slash 1d6
Nat 19: The target is knocked prone and pinned by mechanical legs (Str contest to break free).
Str:14 Dex:12 Con:13 Int:- Per:10 Wil:- Cha:-
Luck: 4
Move: 30 ft and may climb walls, ceilings etc


The warrior variant of the automarachnid constructs stands 5 ft tall and is built for direct combat. It has spiked plating covering its 'carapace', and bladed fixtures on its mechanical appendages.

Beetle Bomb

No. Appearing: 2d6
Armour Class: 12
Hit Dice: 1
Attacks: Bite 1d6
Nat 19: special
Str:8 Dex:13 Con:10 Int:- Per:10 Wil:- Cha:-
Luck: 5
Move: 30 ft or 5 ft burrowing


The beetle bomb is a small 6 legged insectoid construct with a fragile bottle of volatile liquid (alchemy fire or acid) built into its body. It can burrow into sand/ dirt, etc and often lies in ambush, and will detonate if stepped on. When killed, it has a 50% chance to detonate, dealing 1d6 damage to every creature within 20 ft. This can cause a deadly chain reaction if facing multiple beetle bombs in close proximity.


On a natural 19 attack roll, the beetle bomb latches onto a limb and detonates. The target suffers an Arm/Hand or Foot/Leg Injury (per Injuries and Setbacks table) and takes 1d6 damage as alchemical acid or fire eats at their flesh.

Blessed Defender

No. Appearing: 1d4
Armour Class: 16
Hit Dice: 6+4
Attacks: 2 x Weapon or 2 x Fists 2d6
Str:16 Dex:8 Con:12 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 30 ft


The blessed defender is an ornate stone statue standing 6-10 feet tall that has been infused with divine energy, animating it into a durable guardian. The defender passively emits an aura of blessed radiance, granting allies within 30 ft a +2 bonus on attack rolls and advantage on morale checks during combat (this does not stack with multiple defenders). They have 30% Magic Resistance, except against Stone to Flesh, Melt Crag & Ridge, Bending the Stone, or Master of Earth & Stone which cause 6d8 damage (once only). It is often found guarding temples, crypts, and other holy sites.

Bottle Thopter

No. Appearing: 1d4
Armour Class: 10
Hit Dice: 1+2
Attacks: Claws 1d4 + special
Nat 19: special
Str:6 Dex:15 Con:8 Int:- Per:12 Wil:- Cha:-
Luck: 6
Move: 60 ft flying


The bottle thopter is a flimsy clockwork automaton with a spiral rotary blade on its peak allowing it to fly. Fixed to its underside is a belt containing 2d6+4 alchemy bombs. It may release a bomb as a fly-by attack, which explodes on impact dealing 1d6 damage to any creature in 15 ft. It must be reloaded manually when it runs out of bombs.


On a natural 19 attack roll the thopter drops a bomb precisely on a target's head, dealing 1d6 damage and causing an Injury. If the thopter is out of bombs it instead performs a swooping attack which deals double claw damage.

Bronze Steed

No. Appearing: 1
Armour Class: 17
Hit Dice: 9+4
Attacks: Hoof 2d8
Nat 19: the target is trampled for double damage and is knocked prone. Causes Injuries.
Str:20 Dex:14 Con:17 Int:- Per:10 Wil:- Cha:-
Luck: 9
Move: 50 ft


The bronze steed is a magical construct modeled after what appears to be a reptilian warhorse. Though it is slightly unstable and slower than a normal horse, it makes up for it with durability, power, and lack of fear. It may breathe scalding steam from its mouth in a 30 ft cone, 10 ft wide at the base, causing 4d6 damage (Luck(Con) save for half). The Breath Weapon has a 30% chance of recharging at the start of the steed’s turn. They have 50% Magic Resistance, except against Curse of Searing Steel which causes 7d8 damage (once only).


When Staggered the steed flies into a frenzy (dismounting any rider), and spews steam every round dealing 2d6 damage in a 20 ft radius, but automatically loses 1d6 hit points each round until it dies.

Clockwork Chariot

No. Appearing: 1
Armour Class: 13
Hit Dice: 5
Attacks: special
Nat 19: the target must make a Luck(Dex) save or suffer an Injury. 30% chance to lose a limb instead.
Str:10 Dex:16 Con:10 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 50 ft


The clockwork chariot is an automaton vehicle that can seat two people but is also capable of self driving. It attacks with bladed wheels as part of its movement, making an attack against any creature that it passes for 1d6 damage.

Clockwork Demon

No. Appearing: 1
Armour Class: 17
Hit Dice: 12
Attacks: 4 x Claws 2d6
Nat 19: target flees in terror for 1d6 rounds, or until out of sight (Luck (Will) resists).
Str:19 Dex:12 Con:13 Int:14 Per:16 Wil:18 Cha:15
Luck: 11
Move: 60 ft and can fly


The clockwork demon is an automaton crafted through a dark ritual performed by artificers and cultists. It acts as a vessel for demonic entities, allowing them entry to the physical world without the need to manifest normally. Though less powerful than a fully manifested demon, the vessel is still a machine of dreadful power. Its hulking frame stands 15 ft tall and it has four arms as well as a set of mechanical wings. There is a 15% chance its attacks impart dark sorcery, making the target roll on the Dark & Dangerous Magic table.


The clockwork demon has all the usual features of a demon, except it is not immune to nonmagical weapons. It has 30% magic resistance.

Clockwork Dragon

No. Appearing: 1
Armour Class: 19
Hit Dice: 15
Attacks: 2 x Claws 2d6 and Bite 2d10
Nat 19: special
Str:20 Dex:14 Con:17 Int:- Per:16 Wil:- Cha:-
Luck: 13
Move: 60 ft or 120 ft when flying


Though it lacks the sentience, size, and raw power of a true dragon, the clockwork dragon is still a formidable construct. It is capable of breathing jets of alchemy fire or acid, has razor sharp metal claws, and its inner gears and machinery are protected by thousands of scale-like steel plates.


It breathes alchemist fire or acid in a cone up to 200 ft long and 40 ft wide at the base, causing 14d8 damage (Luck (Dex) save for half). The breath weapon has a 30% change to recharge at the start of the clockwork dragon's turn, up to a maximum of two uses per hour. Clockwork Dragons are often Boss Monsters. They may use their Claw or Bite as Off Turn Attacks. They cause Injuries and critical hits on natural 19 attack rolls. They have 15 ft reach. When reduced to zero hp the clockwork dragon explodes in a spectacular shower of shrapnel and alchemy fire or acid, causing 10d8 damage in a radius of 60 ft.

Clockwork Gesticulator

No. Appearing: 1
Armour Class: 12
Hit Dice: 9
Attacks: 6 x Slash 1d6
Nat 19: special
Str:16 Dex:20 Con:12 Int:- Per:10 Wil:- Cha:-
Luck: 10
Move: 30 ft


The clockwork gesticulator is a 6 ft tall bipedal automaton with ten spindly mechanical arms, six of which are fitted with deadly blades. Its torso is divided into several rotating segments that allow it to rapidly turn in any direction. They have 10 ft reach and can make Off Turn Attacks. On a natural 19 attack roll the target is grappled by two of the gesticulator's non-bladed arms (Luck (Str or Dex) to resist), suffering 1d6 damage every round, until dead or rescued, as they are repeatedly slashed. The gesticular can grapple a maximum of two targets at once.

Cold Iron Bear

No. Appearing: 1
Armour Class: 17
Hit Dice: 10+4
Attacks: 2 x Claws 2d8+2 + Bite 3d6
Nat 19: bear hug (see blow)
Str:20 Dex:10 Con:17 Int:- Per:10 Wil:- Cha:-
Luck: 9
Move: 40 ft


The cold iron bear is a magical construct made entirely of cold iron, slightly larger than a normal bear but twice as heavy. Made for hunting demons and undead, its attacks can hurt such creatures that are weak to cold iron. Intelligent Demons and Undead must make a Will check to attack it instead of another target, and fumble on a 1d20 roll of 1-3 when making melee attacks against it. They are immune to cold based damage and have 50% magic resistance, except against Curse of Searing Steel which causes 7d8 damage (once only).


Cold iron bears that hit with both claw attacks draw the victim into a crushing hug forcing the victim to roll on the Injuries & Setbacks table (a Luck (Con) save resists). When reduced to zero hp they explode into frozen shrapnel, causing 4d6 damage in a 20 ft radius (Luck (Dex) for half).

Ectoforged Semblance

No. Appearing: 1
Armour Class: 14
Hit Dice: 6
Attacks: Draining Touch 1d10
Nat 19: special
Str:13 Dex:18 Con:10 Int:13 Per:14 Wil:16 Cha:15
Luck: 8
Move: 40 ft


An ectoforged semblance is a sentient shapeshifting construct made of ectoplasm that in its normal state appears as a featureless spectral humanoid. It enters the physical world to feed on the souls of living beings, stealing their appearance. It is capable of mimicking voices and prefers to attack sleeping or isolated victims. It is immune to sleep and charm effects and has 25% magic resistance.


The semblance may shift between Incorporeal and physical form. On a natural 19-20 attack roll the target takes suffers 1d4 Will loss and must make a Luck(Will) save or have a sliver of their soul stolen. The semblance can assume the form of any creature it has killed or stolen a soul sliver from.

Foundry Gorger

No. Appearing: 1
Armour Class: 15
Hit Dice: 4+3
Attacks: Bite 2d6 + special
Nat 19: special
Str:17 Dex:7 Con:15 Int:- Per:10 Wil:- Cha:-
Luck: 9
Move: 30 ft


Foundry Gorgers are ungainly toad-like constructs that hop along on four mechanical legs. They can consume nearly anything, using the gaping mouth on their iron belly to bite victims or swallow them whole. Their bellies act like a furnace, melting down anything it swallows. They can spew fire in a 30 ft cone, 10 ft wide at the base, causing 4d6 damage (Luck (Dex) save for half). The Breath Weapon has a 30% chance of recharging at the start of the foundry gorger’s turn.


On a natural 19 attack roll the target is swallowed whole, becoming helpless. Swallowed victims begin to burn alive inside the belly, taking 1d6 damage per turn until they die or are rescued.

Golden Avenger

No. Appearing: 1
Armour Class: 16
Hit Dice: 11
Attacks: Sun Blade 2d12+2
Nat 19: special
Str:18 Dex:14 Con:19 Int:10 Per:10 Wil:16 Cha:8
Luck:
Move: 60 ft, 120 ft when flying


Golden Avengers are beautifully crafted constructs of gold plated metal, with angelic wings made of many folding sheets of steel. They are animated with divine magic, and some believe they act as vessels for divine beings. They wield a single shining golden sword. They are sentient constructs, capable of casting spells equal to 1d6+3 magic user levels. On a natural 19-20 attack roll their weapon strikes with a searing light, dealing double damage and blinding the victim for 1d6 turns (Luck (Dex) resists).


They may use their Sun Blade as an Off Turn Attack. They have 25% magic resistance. When reduced to zero hp they explode in a brilliant burst of light that blinds creatures in a 80 ft radius for 2d6 turns (Luck (Dex) resists).

Golem, Brimstone

No. Appearing: 1
Armour Class: 17
Hit Dice: 8
Attacks: 2 x Fists 2d6 + special
Nat 19: the target’s clothes catch fire, causing 1d6 damage each round until extinguished.
Str:18 Dex:10 Con:19 Int:- Per:10 Wil:- Cha:-
Luck: 10
Move: 30 ft


The brimstone golem is a flaming construct of volcanic rock, infused with magic and the essence of a fire elemental. They can breathe fire in a 30 ft cone, 10 ft wide at the base, causing 6d6 damage (Luck (Dex) save for half). The Breath Weapon has a 30% chance of recharging at the start of the golem’s turn .They have 60% Magic Resistance, except against Stone to Flesh, Melt Crag & Ridge, Bending the Stone, Blast of Frozen Ruin, or Master of Earth & Stone which cause 6d8 damage (once only).


When Staggered the fiery essence inside the golem becomes volatile, burning creatures within 5 ft of the golem for 1d6 damage every round until destroyed. When the brimstome golem is reduced to zero hp it explodes in a blaze of molten stone, causing causing 5d6 damage in a 20 ft radius (Luck (Dex) save for half).

Golem, Ectoplasmic

No. Appearing: 1
Armour Class: 14
Hit Dice: 10+4
Attacks: 2 x Fists 2d6 + special
Nat 19: the target’s weapon or armour (50%) dissolves into a pile of ectoplasm (Luck save resists).
Str:16 Dex:12 Con:20 Int:- Per:10 Wil:- Cha:-
Luck: 11
Move: 40 ft


The ectoplasmic golem is a shimmering opaque 8 ft construct formed out of grayish spectral matter. They are not undead but are affected by cold iron. They are partly incorporeal and any weapon that isn't cold iron has a 50% chance to simply pass through it. They have 40% magic resistance and their attacks cause the target to suffer 1d4 Will drain (Luck (Will) to resist). When reduced to zero hp they have a 50% chance to dissolve into two ectoplasmic oozes.

Golem, Parchment

No. Appearing: 1
Armour Class: 11
Hit Dice: 5
Attacks: 2 x Slash 2d6+2
Nat 19: special
Str:15 Dex:19 Con:9 Int:- Per:10 Wil:- Cha:-
Luck: 8
Move: 60 ft


A fragile but mobile construct, the parchment golem is a magical creature made from hundreds of animated sheets of parchment, fused together into a slender 10 ft tall humanoid form. Instead of hands it has blades of thick, sharpened paper. On a natural 19-20 attack roll the target is lacerated, suffering 1d8 bleeding damage every round until the wound is bandaged or healed (Luck (Con) resists). It has 70% magic resistance except against fire based effects which deal it double damage, possibly igniting it.

Golem, Rot

No. Appearing: 1
Armour Class: 14
Hit Dice: 8
Attacks: 2 x Fists 2d6 +special
Nat 19: special
Str:17 Dex:10 Con:19 Int:- Per:10 Wil:- Cha:-
Luck: 10
Move: 30 ft


The rot golem is a variation of the flesh golem, however the construct has been enchanted with powerful necrotic energy and the flesh has been left to fester and rot, creating a disease ridden horror. Rot golems have 50% Magic Resistance, except against lightning which energizes it, granting the benefits of Hunger For Blood, and cold damage which mimics Incantation of Exhaustion. They can breathe poisonous gas in a 30 ft cone, 10 ft wide at the base, causing 5d6 damage (Luck (Con) save for half). The Breath Weapon has a 30% chance of recharging at the start of the golem’s turn.


Their attacks have a 50% chance of inflicting a Disease and they cause Injuries on natural 19-20 attack rolls. A rot golem enters an uncontrolled rage when Staggered, gaining Off Turn Attacks, but automatically losing 1d6 hit points each round until its exertions tear itself apart.

Golem, Sand

No. Appearing: 1
Armour Class: 13
Hit Dice: 9+4
Attacks: 2 x Fists 2d6 + special
Nat 19: special
Str:19 Dex:8 Con:17 Int:- Per:10 Wil:- Cha:-
Luck: 10
Move: 40 ft, can burrow through sand, soft soil, etc.


The sand golem is a hulking mass of animated sand roughly in the shape of an 8 ft tall humanoid with a swirling vortex in place of legs. They may merge with sand, passing through it like water. It can breathe sand in a 30 ft cone, 10 ft wide at the base which blinds targets for 1d6 turns (Luck (Dex) to resist). On a natural 19-20 attack roll they pull the target into their body, suffocating them in sand (Luck (Dex or Str) to resist). A suffocating target takes 1d8 damage at the start of the golem's turn, until they die or are rescued. The sand golem has 50% magic resistance except against water and cold based effects which slow it (as Incantation of Exhaustion). Excessive amounts of water may cause it to dissolve completely.

Grove Centurion

No. Appearing: 1d4
Armour Class: 15
Hit Dice: 4
Attacks: Vine Whip 2d6
Nat 19: special
Str:16 Dex:10 Con:14 Int:- Per:12 Wil:- Cha:-
Luck: 8
Move: 30 ft


The grove centurion is a humanoid construct made of cogs, gears, living wood, and animated roots. It is the result of druidic rituals combined with the artificing craft, often built to defend sacred places of nature. A natural shield of hardened wood grows from one hand, and the other arm is a thorny vine whip, capable of hitting targets at a distance up to 30 ft. On a successful lash the victim is pulled beside the centurion, and is unable to move away without spending an action to make a Str or Dex check to escape. On a natural 19-20 attack roll the target is lacerated by sharp thorns, bleeding for 1d6 damage every round until the wound is bandaged or healed (Luck (Dex) resists).

Idol, Death

No. Appearing: 1
Armour Class: 18
Hit Dice: 20
Attacks: Draining Touch 3d10+4 + special
Nat 19: special
Str:20 Dex:10 Con:23 Int:14 Per:19 Wil:20 Cha:8
Luck: 16
Move: 40 ft


The death idol is a towering 60 ft construct of pure obsidian in the shape of a humanoid with a skeletal crow's head. Hundreds of bones can just barely be seen writhing under its 'skin'. It spreads a dense, creeping fog in a radius of 80 ft. Creatures in the fog are assaulted with the terrified whispers of a thousand souls and must make a Will check or flee in terror for 2d6 rounds, or until out of sight. The idol can sense living creatures at a distance up to 300 ft.


Their Draining Touch attack drains one level from the victim (a Luck (Will) save resists) until the end of the adventure. They may use their Draining Touch as an Off Turn Attack. On natural 19-20 attack rolls the target must make a Luck (Will) save or die. They have 15 ft reach. They are immune to nonmagical weapons. They have 50% magic resistance.


When reduced to zero hp the idol shatters as 12d6 skeletons burst from its corpse.

Idol, Life

No. Appearing: 1
Armour Class: 18
Hit Dice: 20
Attacks: Vine Whip 2d10+4 + special
Nat 19: special
Str:18 Dex:16 Con:24 Int:5 Per:18 Wil:19 Cha:14
Luck: 16
Move: 60 ft


The life idol is a towering 60 ft construct of pure amber in the shape of a humanoid with a goat's head. Its body is overgrown with roots and vines and its face is carved into a look of serenity. Thick grass and vines spread from its legs, covering the ground around it in a radius of 100 ft. Creatures moving through the growth feel invigorated, moving twice as fast. The idol can sense plants and creatures at a distance up to 200 ft.


The idol can summon creatures as per Call Forth Simulacra I, II, and III, except they are made of plant matter. It's ability to summon creatures has a 30% chance of recharging at the start of the idol’s turn, up to a maximum of three uses per hour. It may cast Fusing of Flesh at will.


In combat, the idol's vine whip reaches up to 80 ft. On a successful lash the victim is pulled beside the idol, and is unable to move away without spending an action to make a Str or Dex check to escape. It can use its Vine Whip as an Off Turn Attack. They cause Injuries on natural 19-20 attack rolls and they have 15 ft reach. They are immune to nonmagical weapons. They have 50% magic resistance except against fire based effects.


When reduced to zero hp the idol rapidly withers and crumbles into decay, spreading a rotting cloud in a 100 ft radius that carries various Diseases.

Idol, Moon

No. Appearing: 1
Armour Class: 18
Hit Dice: 20
Attacks: 2 x Fists 2d12+4 + special
Nat 19: special
Str:19 Dex:13 Con:22 Int:6 Per:21 Wil:20 Cha:10
Luck: 16
Move: 40 ft


The moon idol is a towering 60 ft construct of pure silver in the shape of a humanoid with an owl's head. Its face is carved to depict a calm, wisened visage with softly glowing eyes. It spreads dim moonlight in a radius of 100 ft. Creatures in the moonlight have their movement reduced by half. The idol can sense living creatures at a distance up to 150 ft.


It may fire a beam of chilling moonlight in a line 120 ft long and 15 ft wide, causing 10d8 damage and slowing victims, as per Incantation of Exhaustion (Luck (Dex) to resist slow and take half damage). The moon beam has a 30% chance of recharging at the start of the idol’s turn, up to a maximum of three uses per hour. They may use their Fists as Off Turn Attacks. They cause Injuries on natural 19-20 attack rolls and they have 15 ft reach. They are immune to cold based effects and nonmagical weapons. They have 50% magic resistance.


When reduced to zero hp the idol implodes, sending out a chilling blast in a 60 ft radius that causes 6d8 damage and knocks creatures prone (Luck (Dex or Con) halves damage).

Idol, Shadow

No. Appearing: 1
Armour Class: 16
Hit Dice: 20
Attacks: 2 x Fists 2d10+3 + special
Nat 19: special
Str:19 Dex:23 Con:20 Int:8 Per:19 Wil:18 Cha:9
Luck: 16
Move: 60 ft + special


The shadow idol is a towering 60 ft silhouette of solid shadow in the vague shape of a humanoid. It has no visible face, but two ink black horns protrude from where the eyes would be. It spreads magical darkness in a radius of 100ft that instantly extinguishes any light, even magical. Creatures are utterly blind in the darkness, and it can only be pierced by the spell Wodon's Eye.


The idol can shift between incorporeal and physical forms at will. While incorporeal it can teleport up to 40 ft (once per round). Their Fist attacks cause the target to suffer 1d6 Will loss (Luck (Will) resists). They cause Injuries on natural 19-20 attack rolls and they have 15 ft reach. They are immune to nonmagical weapons. They have 50% magic resistance.


When reduced to zero hp the idol explodes into a cloud of darkness, forcing every creature within 100 ft to roll on the Dark and Dangerous magic table.

Idol, Sun

No. Appearing: 1
Armour Class: 18
Hit Dice: 20
Attacks: 2 x Fists 2d12+4 + special
Nat 19: special
Str:22 Dex:12 Con:21 Int:6 Per:20 Wil:18 Cha:10
Luck: 16
Move: 40 ft


The Sun Idol is a towering 60 ft construct of pure gold in the shape of a humanoid with a lion's head. Its face is carved into a snarl and its burning eyes glow with a barely contained rage. It spreads bright illumination in a radius of 200 ft, which instantly dispels magical darkness. Creatures within the light have disadvantage on all sight based checks. The idol can sense living creatures at a distance up to 150 ft.


It may fire a ray of searing light in a line that is 140 ft long and 20 ft wide, causing 12d8 damage and blinding victims for 1d8 turns (Luck (Dex) to resist blind and take half damage). The ray of light has a 30% chance of recharging at the start of the idol’s turn, up to a maximum of three uses per hour. They may use their Fists as Off Turn Attacks. They cause Injuries on natural 19-20 attack rolls and they have 15 ft reach. They are immune to fire and nonmagical weapons. They have 50% magic resistance.


When reduced to zero hp the idol explodes in a burst of molten gold, causing 8d6 damage to creatures within 50 ft (Luck (Dex) for half damage).

Infernal Crucifier

No. Appearing: 1
Armour Class: 18
Hit Dice: 14
Attacks: 2 x Claw 2d8 + special
Nat 19: special
Str:20 Dex:13 Con:18 Int:15 Per:11 Wil:16 Cha:12
Luck: 13
Move: 40 ft, 80ft when flying


The infernal crucifier is a horrifying 15 ft tall living statue depicting a winged demon with outstretched arms, a sinister smile fixed upon its lips. It has iron spikes embedded in its stonework and blood weeps from the cracks. The crucifier hunts living creatures, impaling them on its body to drain their life force. The crucifier can sense any living creature within 200 ft. They can see perfectly in normal and magical darkness and have 50% magic resistance except against Stone to Flesh, Melt Crag & Ridge, Bending the Stone, or Master of Earth & Stone which cause 6d8 damage (once only).


They attack with barbed stone claws capable of paralyzing victims. On a hit the target must make a Luck (Con) save or be paralysed for 1d6 rounds. On a natural 19-20 attack roll the crucifier impales the target on its body (Str contest to resist), dealing 2d6 damage initially and 1d6 damage every round the target is impaled. An impaled victim also suffers 1d4 Con loss per turn until they die or are pulled free. Infernal crucifiers make for good Boss Monsters.

Ink Blob

No. Appearing: 2d4
Armour Class: 11
Hit Dice: 2
Attacks: Pseudopod 1d6
Nat 19: The blob squirts ink into the target's eyes, blinding them for 1d6 turns or until wiped clean (Luck (Dex) Resists).
Str:10 Dex:15 Con:6 Int:- Per:12 Wil:- Cha:-
Luck: 6
Move: 40 ft, can climb and swim


The ink blob is a small ooze-like pool of animated ink. They are quite messy constructs, leaving a trail of ink on any surface they touch. Any creature that attempts to walk across the ink trail must make a Luck (Dex) save or slip and fall prone.

Iron Carpet, Swarm

No. Appearing: 1
Armour Class: 14
Hit Dice: 3
Attacks: Spikes 2d4
Nat 19: target takes double damage and is knocked prone.
Str:5 Dex:18 Con:11 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 60 ft


The iron carpet is comprised of hundreds of tiny metal spheres, magically animated to move as a whole. They can extend little spikes from their bodies to attack victims. If a creature attempts to move within 5 ft of the iron carpet they are forced to make a Luck (Dex) save to avoid tripping and getting knocked prone. Swarm rules apply.

Iron Cherub

No. Appearing: 2d4
Armour Class: 13
Hit Dice: 2
Attacks: as Weapon, usually a bow
Nat 19: as Weapon
Str:5 Dex:15 Con:8 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 30 ft and flying


Iron cherubs are 2 ft tall automatons designed to look like angelic infants, with tiny but powerful metal wings allowing them to flit about. They can follow simple commands and are often used as servants at temples and workshops. They can magically mend other constructs once per day, similar to the spell Fusing of Flesh.

Masked Dancer

No. Appearing: 1
Armour Class: 14
Hit Dice: 7
Attacks: 4 x Fists 1d6+2 + special
Nat 19: special
Str:15 Dex:19 Con:9 Int:8 Per:10 Wil:19 Cha:12
Luck: 10
Move: 50 ft


The masked dancer is a 7 ft tall automaton with four arms and a rotating head that has 5 steel masks for faces. It is an intelligent construct powered by psionic energy, capable of dominating the minds of its victims. They can detach and throw one of their masks as an attack, which latches onto a victim's face (Luck (Dex) to resist). A mask can only be removed by killing the dancer. A creature with a mask stuck on their face suffers 1d4 Will loss per round. Victims reduced to zero Will fall into a trance like state, making them completely suggestible, even willing to put themselves in lethal peril. On a natural 19-20 attack roll the dancer strikes the target with a psychic gaze, causing them 1d6 Will loss (Luck (Will) to resist).

Mechanized Rat, Swarm

No. Appearing: 1
Armour Class: 15
Hit Dice: 3+2
Attacks: Bites 1d8+3
Nat 19: the target is overwhelmed (helpless for 1d3 rounds, Luck (Str or Dex) resists)
Str:6 Dex:17 Con:8 Int:2 Per:10 Wil:12 Cha:4
Luck: 7
Move: 60 ft


The mechanized rat is a mutagenically and mechanically enhanced rodent fitted with iron teeth and claws. Their weak minds are capable of following simple orders, though they often go rogue. Swarm rules apply. They are immune to poison. A mechanized rat swarm reduced to zero hp does not die; instead continuing to fight until crushed, dismembered, or burned.

Mechanized T-Rex

No. Appearing: 1
Armour Class: 18
Hit Dice:21
Attacks: 2 x Talons 2d8 and Bite 4d10+2
Nat 19: special
Str:24 Dex:16 Con:22 Int:2 Per:10 Wil:12 Cha:3
Luck:
Move: 80 ft


The t-rex is an already devestating beast of nature, but some truly insane artificers thought it would be a good idea to augment it into a biomechanical terror. Piston powered legs allow it greater mobility, metal plating has been fused to its hide, and a steel jaw allows it to shred nearly anything. It's tiny forearms have been replaced with long mechanical arms that have powerful ripping talons. Though created by a master, it is nearly impossible to control once the transformation is completed. Creatures of 5 HD or less must make a Will check or flee in terror for 2d6 rounds or until out of sight. It's attacks Cause Injuries and critically hits on 19-20 attack rolls. They have a 15 ft reach.
A mechanized t-rex reduced to zero hp does not die; instead continuing to fight until dismembered, decapitated, or set on fire. They are immune to poison and ranged weapons such as arrows, bolts and bullets.

Metallic Wurm

No. Appearing: 1
Armour Class: 20
Hit Dice: 16
Attacks: Bite 2d12+3 + special
Nat 19: special
Str:22 Dex:17 Con:21 Int:- Per:14 Wil:- Cha:-
Luck: 12
Move: 70 ft slithering or burrowing


The metallic wurm is a massive 40 ft long construct made of steel plating and churning gears. Its maw is filled with spinning tooth-like blades that eviscerate anything it consumes. It can detect living creatures through vibrations in the ground up to 150 ft away. Its plating is so thick that it is practically immune to nonmagical weaponry, save for certain siege weapons. It can breathe a wave of metallic shards in a cone up to 60 ft long and 20 ft wide at the base, causing 6d8 damage (Luck (Dex) save for half). The breath weapon has a 30% change to recharge at the start of the metallic wurm's turn, up to a maximum of two uses per hour. It can make Off Turn Attacks and has 10 ft reach. On a natural 19-20 attack roll the wurm swallows the target whole (Luck (Dex) to resist). A swallowed target suffers 2d10 damage every round until they die or are rescued.

Mindstone Hound

No. Appearing: 1 or 2
Armour Class: 16
Hit Dice: 3+2
Attacks: Bite 2d6
Str:14 Dex:16 Con:13 Int:5 Per:18 Wil:14 Cha:6
Luck: 9
Move: 50 ft


The mindstone hound is a canine construct implanted with a psychically infused brain that grants it limited intelligence. The mindstone hound has a psychic connection with its creator's mind, allowing the master to see and hear through the construct as well as telepathically issue commands. If either the hound or master moves further than 500 feet from the other, the bond ends abruptly until they are back in range. They can psychically sense any creature with a mind up to a distance of 100 ft. On a natural 19 attack roll the hound projects a shrieking wave of sonic energy into the targets mind, stunning them for 1d6 turns (Luck (Will) resists).

Molten Mass

No. Appearing: 1
Armour Class: 16
Hit Dice: 7
Attacks: Tendril 2d6 + burning
Nat 19: special
Str:13 Dex:9 Con:15 Int:- Per:10 Wil:- Cha:-
Luck: 8
Move: 30 ft and may climb walls, ceilings, etc


A molten mass is an ooze-like magic construct made of animated molten metal. They ignite or melt any appropriate objects and surfaces that they touch. Their attack has a 30% chance to ignite a target's clothing, dealing 1d4 damage every round until extinguished. They are immune to fire and have 25% magic resistance, except against Blast of Frozen Ruin which causes 5d8 damage (once only). On a natural 19 attack roll they engulf the target, rendering them helpless as they burn alive (Luck (Str) to resist). An engulfed target suffers tendril damage every round until dead or rescued.

Necrometal Husk

No. Appearing: 2d6
Armour Class: 12
Hit Dice: 3+3
Attacks: Claw 1d8 + Bite 1d10
Nat 19: causes Injuries
Str:15 Dex:5 Con:20 Int:- Per:12 Wil:- Cha:-
Luck: 6
Move: 30 ft (15 ft climbing walls, ceilings, etc)


The necrometal husk is an animated corpse that has had metal and machinery fused to it's flesh, resulting in what is essentially a mechanized zombie. Their jaw is often replaced by an iron counterpart with sharp metal teeth, and metallic claws grant them limited climbing abilities. Their limbs may continue to fight even when severed. There is a 50% chance it carries an infectious disease.

Necrometal Juggernaut

No. Appearing: 1
Armour Class: 13
Hit Dice: 9
Attacks: 2 x Fist 1d10+3
Nat 19: special
Str:19 Dex:6 Con:18 Int:- Per:8 Wil:- Cha:-
Luck: 8
Move: 30 ft


The necrometal giant is the animated corpse of a hill giant, its rotting flesh held together by metal and machinery. On a natural 19 attack roll the necrometal giant bites its target, causing 3d6 damage with a 50% chance of a limb being crushed or eaten. They can hurl boulders, carts, barrels, or humanoid creatures up to 120 ft for 3d6 damage. There is a 50% chance it carries an infectious disease.

Necrometal Scorpisnake

No. Appearing: 1 or 2
Armour Class: 12
Hit Dice: 8
Attacks: 2 x Pincer 1d8 and Stinger 1d6 + poison
Nat 19: special
Str:18 Dex:15 Con:10 Int:- Per:12 Wil:- Cha:-
Luck: 8
Move: 40 ft


The necrometal scorpisnake is a massive 12 ft long undead construct. Its skeletal serpent body is covered in iron plating and has a scorpion stinger as a tail. Two vicious mechanical pincers are fused to the neck where a head would be. On a natural 19-20 attack roll the target is constricted by the scorpisnake, becoming helpless. A trapped victim may spend their action to make an opposed Str check to break free. Its stinger carries a necrotic poison that causes 1d4 Str loss and inflicts disease (a Luck (Con) save resists).

Necrometal Wingvermin

No. Appearing: 2d4
Armour Class: 11
Hit Dice: 3
Attacks: Claw 1d6 and Bite 1d8
Str:9 Dex:18 Con:10 Int:- Per:12 Wil:- Cha:-
Nat 19: special
Luck: 6
Move: 40 ft, or 80 ft flying


The necrometal wingvermin is a horrid fusion of various giant bat and rat corpses held together by necromantic energy and machinery. On a natural 19 attack roll the wingvermin spits necrotic bile at the target or another creature up to 60 ft, burning their flesh for 1d6 damage every turn until cleaned off (Luck(Dex) to resist). There is a 50% chance it carries an infectious disease.

Ooze, Ectoplasmic

No. Appearing: 1d4
Armour Class: 12
Hit Dice: 3
Attacks: Pseudopod 2d4+1
Nat 19: the target’s weapon or armour (50%) dissolves into a pile of ectoplasm (Luck save resists).
Str:13 Dex:9 Con:15 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 30 ft and may climb walls, ceilings etc.


The ectoplasmic ooze is a small animated mass of opaque spectral goo. They are not undead but are affected by cold iron. They are partly incorporeal and any weapon that isn't cold iron has a 50% chance to simply pass through it. They have 30% magic resistance and their attacks cause the target to suffer 1d3 Will drain (Luck (Will) to resist).

Parchment Spy

No. Appearing: 1 or 2
Armour Class: 10
Hit Dice: 1d6+1
Attacks: Slash 1d4
Nat 19: causes Injuries
Str:2 Dex:17 Con:3 Int:2 Per:15 Wil:11 Cha:4
Luck: 8
Move: 50 ft


The parchment spy is a 1 ft tall enchanted paper humanoid that is almost comical in appearance, like a children's toy. It is often used as an infiltrator and assassin, slipping unseen through the night to slit victim's throats as they sleep. The parchment spy is so thin it is nearly two dimensional, having advantage on Stealth related checks and the ability to slip through incredibly narrow gaps and cracks. It has limited intelligence allowing it to remember and follow simple commands from its master. Its attacks cause targets to bleed for 1d6 damage per turn until the wounds are bandaged or healed (Luck (Con) resists). Fire based effects instantly incinerate it.

Pillar of Despair

No. Appearing: 1
Armour Class: 15
Hit Dice: 7
Attacks: Bash 3d6 + special
Nat 19: special
Str:16 Dex:10 Con:18 Int:2 Per:10 Wil:13 Cha:5
Luck: 9
Move: 30 ft and may climb walls, ceilings, etc.


Pillars of despair are horrific 10 ft tall spires of hellish flesh and stone. It is a construct not of this world, made from hundreds of body parts fused into its stone core through infernal magic. The flesh seems to writhe with a mind of its own as countless grasping hands and screaming mouths break through the surface. Long inhuman fingers sprout from the base, acting as its legs. It attacks by bashing its body into creatures, and victims are forced to make a Luck (Str or Dex) check to avoid being grappled by its many hands. Grappled creatures are bitten and clawed by its many mouths and hands, suffering 2d6 damage on the pillar's turn until they die or are rescued. Once per day the pillar can emit a maddening shriek, forcing creatures within a radius of 80 ft to make a Luck (Will) save or suffer a minor madness. The pillar has 25% magic resistance and causes Injuries on natural 19-20 attack rolls.

Porcelain Mannequin

No. Appearing: 2d4
Armour Class: 10
Hit Dice: 2
Attacks: 2 x Weapon
Nat 19: as weapon
Str:9 Dex:17 Con:7 Int:- Per:10 Wil:- Cha:-
Luck: 5
Move: 30 ft


The porcelain mannequin is a humanoid construct with clockwork inner mechanisms protected by intricately carved porcelain 'skin'. Their faces are often inlaid with exquisite silver and gold patterns. They are extremely fragile but very mobile, serving more as a sign of wealth than a tool of battle. Rich merchants often use them to display their wares in a variety of dynamic poses, much to the delight of their customers.

Rat Catcher

No. Appearing: 1 or 2
Armour Class: 14
Hit Dice: 4
Attacks: Harpoon 1d10+2 + Net (see below)
Nat 19: special
Str:15 Dex:13 Con:12 Int:- Per:13 Wil:- Cha:-
Luck: 6
Move: 30 ft


The rat catcher is a bulky and squat goblinoid construct with gangly mechanical limbs protruding from a torso that is almost entirely belly. It is an unsightly but functional construct made to hunt vermin in sewers and city streets. It has a shoulder mounted net shooter that can target a creature up to 40 ft, forcing them to make a Luck (Dex) save to avoid becoming ensared and helpless. On their turn, a trapped victim may spend an action to attempt to break free (an opposed Str check vs Str 15). On a natural 19 attack roll, the target is subject to a net attack. If the target is already ensared, the rat catcher swallows them into its belly. A swallowed victim takes 2d4 damage every round from grinding gears until they die or the rat catcher is destroyed.

Spectral Cannon

No. Appearing: 1, or a battery (3d4)
Armour Class: 14
Hit Dice: 4
Attacks: Cannon Shot 8d4, must spend an action to reload
Nat 19: special
Str:10 Dex:6 Con:17 Int:- Per:12 Wil:- Cha:-
Luck: 8
Move: 30 ft flying


The spectral cannon is a medium sized piece of artillery made entirely from animated ectoplasm. They are partly incorporeal and any weapon that isn't cold iron has a 30% chance to simply pass through it. They have 20% magic resistance. On a natural 19-20 attack roll the cannon fires an explosive shot, dealing 6d4 damage to all creatures within 30 ft of the impact.

Tenebrous Orb

No. Appearing: 1
Armour Class: 18
Hit Dice: 22+5
Attacks: special
Nat 19: special
Str:16 Dex:14 Con:23 Int:12 Per:20 Wil:22 Cha:10
Luck: 16
Move: 100 ft flying


The tenebrous orb is a terrifying sphere of pure black material 200ft in diameter. Hailing from the deepest reaches of the void, it floats with an ominous purpose that marks ruin upon reality. Any weapon or object that touches it has a 70% chance of being disintegrated. Any creature that touches it is disintegrated (Luck (Con) to take 5d6 damage instead). It has Major Exploit Protection and supernatural vision as per Wodon's Eye.
It has 50% magic resistance and may use the following spell like effects at will: Behold the Secret Truth, Betwixt Time and Space, Dimension Door, Finger of Death, Sever Arcanum, and Viridian Ray of Unmaking.
It attacks by shooting a ray of pure negative energy that causes 2d12+4 damage to a target with a range of 140 ft. On a natural 19-20 attack roll the target is disintegrated. The tenebrous orb is best served as an end campaign Boss Monster.

Thrallstone

No. Appearing: 1
Armour Class: 14
Hit Dice: 8
Attacks: special
Nat 19: special
Str:5 Dex:17 Con:9 Int:11 Per:10 Wil:20 Cha:12
Luck: 11
Move: 50 ft flying


Thrallstones are sentient crystal constructs about 5 ft in diameter that thrum with psionic energy. They attack by directly sundering a creature's mind at a range up to 100 ft, dealing 3d6 damage and 1d6 Will loss (Luck (Will) resists). On natural 19-20 attack rolls they dominate the mind of the victim, controlling their actions for 1d3 rounds (Luck (Will) resists). A creature whose Will is reduced to zero is completely dominated by the thrallstone.


They have some degree of spell casting ability, equal to 1d6+1 magic user levels. They have 50% magic resistance. When reduced to zero hp the thrallstone shatters into countless shards with a piercing shriek, releasing any dominated creatures.

Wailing Watcher

No. Appearing: 1
Armour Class: 11
Hit Dice: 2
Attacks: Bite 1d6+1
Nat 19: special
Str:11 Dex:15 Con:7 Int:- Per:17 Wil:- Cha:-
Luck: 6
Move: 40 ft


The wailing watcher is a necromantic construct that when inactive appears to be a pile of skulls. Often used as an alarm system in cult lairs, the watcher animates into a vaguely humanoid shape when detecting intruders, screeching manically to alert its masters. They are mindless but can be programmed to allow certain creatures to pass without raising the alarm. It can detect living creatures in a radius up to 80 ft. When it detects an intruder it animates, emitting a piercing shriek that can be heard at a distance up to 300 ft. Any creature within 80 ft of the watcher when it shrieks must make a Luck (Con) save or become deafened for 2d4 rounds.


On a natural 19 attack roll one of its skulls latches onto the target, biting them for 1d6 damage every round until destroyed (or Str contest to remove a skull). When Staggered it begins shrieking every round until destroyed.

Walker, Barricade

No. Appearing: 1 or 2
Armour Class: 19
Hit Dice: 8
Attacks: 2 x Bash 1d8+2
Nat 19: the target suffers double damage and is knocked prone
Str:18 Dex:8 Con:14 Int:- Per:10 Wil:- Cha:-
Luck: 6
Move: 30 ft


The barricade walker is a formidable construct often used to guard their masters, other constructs, or deny access to certain locations. Standing 8 feet tall on four mechanical legs, it has two arms that terminate in towering steel shields. If a barricade walker hits a single target with both of its bash attacks, it crushes the victim between its shields, forcing a Luck (Con) save to avoid suffering an Injury.

Walker, Ballista

No. Appearing: 1 or 2
Armour Class: 14
Hit Dice: 9
Attacks: Bolt 4d8+4, must take 1 turn to reload
Nat 19: the target is reduced to zero hp (Luck(Dex) to take 2d8 instead)
Str:13 Dex:10 Con:16 Int:- Per:14 Wil:- Cha:-
Luck: 9
Move: 20 ft


The ballista walker is an imposing piece of mobile artillery, its iron quadrupedal frame standing 9 feet tall with a wooden ballista mounted on its back. It's devastating bolts can shoot targets at a range up to 200 ft. It has a minimum range of 20 ft and is defenseless when engaged in melee combat.

Walker, Carriage

No. Appearing: 1
Armour Class: 16
Hit Dice: 6
Attacks: Stomp 2d6
Nat 19: the target is trampled for double damage and is knocked prone.
Str:14 Dex:10 Con:15 Int:- Per:10 Wil:- Cha:-
Luck: 7
Move: 30 ft


The carriage walker is a quadrupedal construct that stands 8 ft tall and is made of bulky iron plating. It carries a fully enclosed cabin on its back, capable of seating 8 people. It is primarily designed as an armored transport for artificers or wealthy persons, though is capable in combat as well.

Walker, Gelatinous

No. Appearing: 1
Armour Class: 14
Hit Dice: 9
Attacks: Pseudopod 2d10
Nat 19: special
Str:18 Dex:12 Con:16 Int:- Per:10 Wil:- Cha:-
Luck: 8
Move: 40ft (may swim and climb walls, ceilings, etc.)


The gelatinous walker is an experiment created by alchemists and artificers to control and mechanize ooze-like creatures. Standing 6 feet tall, it is comprised of a gelatinous blob fused with a mechanical quadrupedal frame that enhances the power and mobility of the ooze. On a natural 19 attack roll, the gelatinous walker engulfs the target and begins grinding them apart with it's inner gears (a Luck (Str) check resists). An engulfed target automatically suffers 3d6 damage each round from acidic ooze and grinding gears, until they die or are rescued.

Walker, Hoplite

No. Appearing: 1 or 2
Armour Class: 15
Hit Dice: 5
Attacks: 4 x Spear 1d6
Nat 19: causes Injuries.
Str:16 Dex:12 Con:14 Int:- Per:10 Wil:- Cha:-
Luck: 8
Move: 30 ft


The hoplite walker is a bulky bipedal construct covered in retractable spikes, with four arms that terminate in spear heads. It has a reach of 15 ft. Targets attacking the walker in melee have a 50% chance of being pierced by its spikes, suffering 1d6 damage.

Weeping Doll

No. Appearing: 1
Armour Class: 13
Hit Dice: 3
Attacks: 2 x Stab 1d6
Nat 19: special
Str:10 Dex:16 Con:13 Int:10 Per:12 Wil:15 Cha:14
Luck: 9
Move: 40 ft


The weeping doll is a tiny magical construct made of hardened clay and iron, powered by the trapped soul of an unwilling victim. In place of hands it has two vicious spikes. The soul gives the doll limited intelligence but it's memories are usually forgotten, replaced only by tormented emotions. It has 25% magic resistance but is vulnerable to cold iron. On a natural 19 attack roll it lets out a horrifying wail, causing creatures who hear it to flee in terror for 1d6 rounds (Luck (Will) save to resist).

Whirlibird Eviscerator

No. Appearing: 1d4
Armour Class: 13
Hit Dice: 2
Attacks: Slash 1d6, attacks every adjacent target
Nat 19: causes Injuries (Luck (Dex) to resist). 10% chance a limb is severed instead.
Str:7 Dex:16 Con:10 Int:- Per:12 Wil:- Cha:-
Luck: 6
Move: 30 ft, 60 ft when flying


When idle, the whirlibird eviscerator is an unassuming squat cylinder made of iron that moves using hidden rollers underneath its hull. When active its hull splits horizontally, revealing four razor sharp rotary blades that spin furiously in all directions. It can spin these blades at an increased speed to enable itself to fly, slicing apart anything it comes into contact with.

Wickerman

No. Appearing: 1
Armour Class: 14
Hit Dice: 4
Attacks: 2 x Fists 1d8 + special
Nat 19: summons a swarm of insects or vermin
Str:15 Dex:10 Con:16 Int:- Per:10 Wil:- Cha:-
Luck: 7
Move: 30 ft


The wickerman is an animated construct standing 8 ft tall that is made of wood, wicker and straw, its hollow frame containing hundreds of buzzing insects. Ritual sacrifice is often a major part of their creation, and they are usually controlled by their creator through a magic talisman. The wickerman can breathe burning insects in a 30 ft cone, 10 ft wide at the base, causing 4d6 damage (Luck(Con) save for half). The Breath Weapon has a 30% chance of recharging at the start of the wickerman’s turn.

When Staggered the wickerman bursts into flames, taking 1d6 damage every round but burning creatures within 10 ft of it for 1d6 damage every round until destroyed.

 

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