Monsters for inspiration in Xethamar | World Anvil

Monsters for inspiration

Animated Armor

Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 1 (200 XP) Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack. The armor makes two melee attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.  

Clockworks

The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.   Constructed Nature. A clockwork doesn't require air, food, drink, or sleep. Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.   A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.   Clockwork Enhancements d10 Enhancement 1 Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. 3 Improved Armor. The clockwork's AC increases by 2. 4 Increased Speed. The clockwork's speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. 7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d10 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. 5 Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. 6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. 7 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 9 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. 10 Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.    

Clockwork Mule

Medium construct, unaligned Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.    

Duergar Hammerer

  Duergar Hammerer. The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. You think dwarves are dour and unpleasant? Wait until you meet a duergar. — Mordenkainen   The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. Duergar Hammerer MTF p188 Duergar Hammerer. The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. You think dwarves are dour and unpleasant? Wait until you meet a duergar. — Mordenkainen   The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.     p188 Medium construct, lawful evil Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can't speak Challenge 2 (450 XP) Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Duergar Hammerer MTF p188 Medium construct, lawful evil Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can't speak Challenge 2 (450 XP) Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Duergar Hammerer MTF p188 Medium construct, lawful evil Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can't speak Challenge 2 (450 XP) Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.    

Hellfire Engine

MTF p165 Huge construct, lawful evil Armor Class 18 (natural armor) Hit Points 216 (16d12 + 112) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 24 (+7) 2 (-4) 10 (+0) 1 (-5) Saving Throws Dex +8, Wis +5, Cha +0 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 10 Languages understands Infernal but can't speak Challenge 16 (15,000 XP) Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects. Actions Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.   Hellfire Weapons. The hellfire engine uses one of the following options: Bonemelt Sprayer The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.   Lightning Flail Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.   Thunder Cannon The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.   If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.   Source: MTF, page 165 Hellfire Engine MTF p165 Huge construct, lawful evil Armor Class 18 (natural armor) Hit Points 216 (16d12 + 112) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 24 (+7) 2 (-4) 10 (+0) 1 (-5) Saving Throws Dex +8, Wis +5, Cha +0 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 10 Languages understands Infernal but can't speak Challenge 16 (15,000 XP) Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects. Actions Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.   Hellfire Weapons. The hellfire engine uses one of the following options: Bonemelt Sprayer The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.   Lightning Flail Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.   Thunder Cannon The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.   If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.   Source: MTF, page 165  

Helmed Horror

MM p183 Medium construct, unaligned Armor Class 20 (plate armor, shield) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Skills Perception +4 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine Damage Immunities force, necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands the languages of its creator but can't speak Challenge 4 (1,100 XP) Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects. Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. Actions Multiattack. The helmed horror makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.    

Nimblewright

WDH p212 A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed.     Nimblewright WDH p212 Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 45 (6d8 + 18) Speed 60 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 6 (-2) Saving Throws Dex +6 Skills Acrobatics +8, Perception +2 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Condition Immunities exhaustion, frightened, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands one language known to its creator but can't speak Challenge 4 (1,100 XP) Magic Resistance. The nimblewright has advantage on saving throws against spells and other magical effects. Magic Weapons. The nimblewright's weapon attacks are magical. Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it. Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The nimblewright makes three attacks: two with its rapier and one with its dagger.

Oaken bolter

p126 Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 5 (1,800 XP) Magic Resistance. The oaken bolter has advantage on saving throws against spells and other magical effects. Actions Multiattack. The oaken bolter 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 oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. Explosive Bolt (Recharge 5–6). The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of 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. Source: MTF, page 126 Environment: Forest, Grassland, Hill, Mountain

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