TEXT: THE BOOK OF 
  CONSTRUCTS
  A Construct Bestiary
  By: Tim Gonzalez •PirateGonzalezGames.com • @pirategonzalez
  
  ii
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  A
  Aballonian ...............................................................1
  Adamantine Cobra .............................................49
  Adamantine Spider ...............................................2
  Akaruzug .................................................................3
  Alchemy Beetle ..................................................... 4
  Alter Ego, Annis Hag (template)   ......................5
  Angelic Guardian...................................................7
  Animated Chains ...................................................9
  Animated Jack-O’-Lantern ................................10
  Animated Manacles ...........................................11
  Animated Robe ...................................................12
  Arbalester ............................................................13
  Arcane Ballista ...................................................14
  Argent Warden ....................................................15
  B
  Battle Horror .......................................................16
  Blackstone Gigant ..............................................17
  Brass Juggernaut ................................................18
  Brass Steed .........................................................19
  C
  Cadaver Collector ..............................................20
  Caryatid Column ................................................21
  Celedon ................................................................22
  Cephalophore......................................................23
  Charnel God ........................................................24
  Clockroach ...........................................................26
  Clockworks ..........................................................27
  Clockwork Angel .................................................. 27
  Clockwork Assassin .............................................. 28
  Clockwork Dragon ............................................... 29
  Clockwork Excavator ........................................... 30
  Clockwork Familiar .............................................. 32
  Clockwork Fiend .................................................. 33
  Clockwork Goliath ............................................... 34
  Clockwork Guardian ............................................ 35
  Clockwork Hound ................................................ 36
  Clockwork Leviathan ........................................... 37
  Clockwork MagE .................................................. 38
  Clockwork Mender ............................................... 40
  Clockwork Nautiloid ............................................ 41
  Clockwork Overseer ............................................. 42
  Clockwork Reliquary ........................................... 43
  Clockwork Servant ............................................... 44
  Clockwork Soldier ................................................ 45
  Clockwork Spy ...................................................... 46
  Clockwork Steed ................................................... 47
  Cobras   ................................................................48
  Iron Cobra ............................................................. 48
  Mithral Cobra ....................................................... 49
  Colossus   .............................................................50
  Flesh Colossus ....................................................... 51
  Iron Colossus......................................................... 52
  Stone Colossus ...................................................... 54
  Wood Colossus ..................................................... 56
  Cryptguard ...........................................................57
  Cutlass Spider ....................................................58
  D
  Dedicated Wright ...............................................59
  Devastator ............................................................60
  Dread Guard .......................................................61
  E
  Effigy Creature (Template) ...............................62
  Elder Eidolon (Template) .................................63
  Expeditious Messenger.....................................65
  F
  Furtive Filcher ....................................................66
  G
  Golems  .................................................................67
  Adamantine Golem .............................................. 67
  Alchemical Golem ................................................ 69
  Behemoth Golem .................................................. 70
  Blood Golem ......................................................... 71
  Blood of Hextor Golem ....................................... 72
  Bone Golem ........................................................... 73
  Brain Golem .......................................................... 74
  Brass Golem .......................................................... 75
  Cadaver Golem ..................................................... 76
  Cannon Golem ...................................................... 77
  Carrion Golem ...................................................... 78
  Clockwork Golem................................................. 79
  Coral Golem .......................................................... 80
  Crystal Golem ....................................................... 81
  Demonflesh Golem .............................................. 82
  Diamond GoleM ................................................... 84
  Dragonbone Golem .............................................. 85
  Dragonflesh Golem .............................................. 86
  Drakestone Golem ................................................ 87
  Emerald Golem ..................................................... 88
  Fang Golem ........................................................... 89
  Force Golem .......................................................... 90
  Fossil Golem .......................................................... 91
  Glass Golem .......................................................... 92
  Gloom Golem ....................................................... 93
  Gold Golem ........................................................... 94
  Grave Dirt Golem ................................................. 95
  Gravestone GoleM ................................................ 96
  Hellfire Golem ....................................................... 97
  Ice Golem ............................................................... 98
  Incarnum Golem .................................................. 99
  Ioun Golem .........................................................100
  Iron Archer Golem .............................................101
  Ironwyrm Golem ................................................102
  Junk Golem..........................................................103
  Lead Golem .........................................................104
  Magebane Golem ................................................105
  Magma Golem ....................................................106
  Mask Golem ........................................................107
  Meteor Golem .....................................................108
  Mithral Golem ....................................................109
  Mud Golem .........................................................110
  Obsidian Golem ..................................................111
  Prismatic Golem .................................................112
  Pumpkin Golem .................................................114
  Quantum Golem .................................................115
  Quintessence Golem ..........................................116
  Robot Golem .......................................................117
  Rope Golem .........................................................118
  Ruby Golem .........................................................119
  Sardorian Golem .................................................120
  Shadesteel Golem................................................121
  Snakeflesh Golem ...............................................122
  Spiderstone Golem .............................................123
  Stained Glass Golem ..........................................124
  Thayan Golem .....................................................125
  Tombstone Golem ..............................................126
  Viridium Golem..................................................127
  Wax Golem ..........................................................128
  Web Golem ..........................................................129
  Wood Golem .......................................................130
  Grey Goo ............................................................131
  Grisgol  ...............................................................132
  Graven Guardian ..............................................134
  Scroll Guardian ................................................135
  H
  Headsman’s Scythe ..........................................136
  I
  Ioun Wyrd ..........................................................137
  Iron Defender....................................................138
  J
  Jade Spider ........................................................139
  Juggernaut .........................................................140
  K
  Kibakuna ............................................................141
  L
  Living Wall .........................................................142
  N
  Necrophidius .....................................................143
  Nimblewright ....................................................144
  P
  Packmate ...........................................................145
  Persistent Harrier ............................................146
  Poppet  ...............................................................147
  Psychic Asteroid ...............................................148
  R
  Raging Rubble ..................................................150
  Retriever .............................................................151
  Robots  ...............................................................152
  Annihilator ..........................................................153
  Arachnid ..............................................................154
  Gearsman .............................................................155
  Guard  ...................................................................156
  Mannequin ..........................................................157
  Myrmidon ............................................................158
  Scrapyard .............................................................159
  Terraformer .........................................................160
  Torturer ................................................................161
  Rune Guardian .................................................162
  Runic Guardian ................................................163
  S
  Scouring Slinger ..............................................164
  Scouring Slinger Scorpion ............................164
  Scouring Stanchion .........................................165
  Sentinels ............................................................167
  Bronze Sentinel ...................................................167
  Sentinel Hut .........................................................166
  Marble Sentinel ...................................................168
  Ship Sentinel ........................................................169
  Smoke Sentinel ....................................................170
  Shardsoul Slayer ..............................................171
  Ship In A Bottle ................................................172
  Ship in a Bottle Armada .................................172
  Shredstorm .......................................................173
  Silvereye Marauder .........................................174
  Skinstitch ...........................................................175
  Skull Ripper ......................................................176
  Slaughterstone Behemoth .............................177
  Slaughterstone Eviscerator ...........................178
  Soulbound Doll .................................................180
  Soulbound Mannequin ...................................181
  Soulbound Shell ...............................................182
  Soul Guardian...................................................179
  Steel Kraken .....................................................183
  T
  Taozin  ...............................................................184
  Tattoo Guardian ................................................185
  Taxidermy Grizzly Bear ..................................186
  Terra-Cotta Soldier ..........................................187
  Tiberloith ...........................................................188
  Tophet  ...............................................................189
  Lion Topiary Guardian ....................................191
  Topiary Guardian (Template) ..........................190
  Triceratops Topiary Guardian.........................191
  Tupit 
   ................................................................192
  U
  Umbral Spy ........................................................193
  Urannag ..............................................................194
  W
  Warforged Titan ................................................195
  Warmonger .........................................................196
  Warmonger Wasp..............................................197
  Wickerman .........................................................198
  Woodborn ...........................................................199
  Table of Contents
  
  iv
  Credits and Copyright
  © The Book of Constructs, A Construct Bestiary by 
  Timothy Gonzalez, 2019
  Writer and Designer. Timothy Gonzalez
  Editing. Christine S.
  Layout. Melissa Matos, Momtoast.com
  Template. Template by nathanaël Roux
  Art Credits:
  some artwork © Christian Hollnbuchner, used with 
  permission. 
  Some artwork © Eric Lofgren, used with permission. 
  All rights reserved. 
  © Rick Hershey, Empty Room Studios 
  © Shade 
  © pbp games 
  © Jacob E. Blackmon 
  © Tony “MrKrane” Carter from Cobalt Sages 
  Creations (CSC) 
  Matthew Lichtenwalner © 2011 
  © Prodigy Duck 
  © Gary Dupuis 
  Art by Jack Badashki 
  © dean spencer 
  © symatt 
  Some artwork © 2016 Brett Neufeld, used with 
  permission. All rights reserved. 
  © 2010 Headless Hydra Games, artist Rene Walk 
  Publisher’s Choice Quality Stock Art © Rick Hershey/
  Fat Goblin Games 
  Some artwork © Earl Geier, used with permission. All 
  rights reserved. 
  © Emily Vitori 
  © Peter Temesi 
  © Jeshields, JEStock Art 
  © Pawel Dobosz, The Forge 
  © Rob Torno 2011 
  © art by Darren Adcock in association with 
  Postmortem Studios and the Zelart Scholarship 
  © some artwork by T. Glenn Bane, used with 
  permission 
  © Samantha Darcy 
  © Artist: Emmanuel Bou Roldan, published by 
  1manstudio.de 
  © art by www.critical-hit.biz 
  © Matt Morrow 
  © Carlos Torreblanca 
  © Teresa Guido 
  © Kristen Collins 
  © Brian Brinlee 
  © Michael Syrigos 
  © Indi Martin 2015 
  © Toby Gregory 
  © Luigi Castellani 
  © Unza RPG 
  © Blackie Carbon 
  © Darkzel
  All other art provided by Wizards of the Coast for use 
  on DMs Guild.
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters 
  and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under 
  the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, 
  Renton, WA 98057-0707, USA. Manufactured by 
  Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  v
  Introduction
  Welcome to the Book of Constructs! Inside this tome you will find information on over 180 constructs for your 
  5th edition game, including rules and suggestions for how to build your own!
  As with all Pirate Gonzalez Games creature compendiums, each entry will include suggested tactics for how 
  each creature operates in a fight.
  With the Book of Constructs, you can build a robot to be your best friend or crush your enemies. Enjoy!
  Crafting Rules
  In the Book of Constructs, we’ve provided some data points you can use if you decide to allow the players to 
  build constructs. Xanathar’s Guide to Everything includes crafting rules for magic items. 
  In this book, we’ve provided the following crafting information:
  Price: If you want to outright purchase a construct, you can use this figure as a guideline. The hard part is 
  finding someone willing to sell a fully built construct.
  Crafting Cost: If you have the formula or schematics and want to build your own construct, this is how much 
  gold you will need to spend on components.
  Crafting Time: This is the number of days you need to spend working on the construct. They don’t need to be 
  consecutive, but you must spend at least this many days working on the construct to finish it.
  Skill Check: It’s not fun to spend weeks and gold on a building a construct, just to have it fail at the end. 
  Instead, if you decide to utilize skill checks as a part of the construction process, consider this approach:
  Building a Construct 
  When you have finished building a construct, make the indicted check. On a failure, the construct is built with 
  a flaw. The flaw shouldn’t be severe enough to render the construct useless. Instead, try to come up with fun 
  quirks, like making loud beeps at irregular intervals, or growing fond of a particular person. 
  Spells: If you decide to use spells as a required component for crafting a construct, you can use the listed 
  spells as inspiration. Otherwise, you can allow the use of spells to reduce the crafting time, cost, or DC of the 
  construct, or just ignore them entirely.
  Ingredients: Creating a magic item requires a special ingredient, and constructs are no different. These are the 
  raw ingredients you need to procure to be able to build the construct and are not included in the crafting cost. 
  Powerful or intelligent constructs may require hard-to-find ingredients, while simpler constructs might require 
  only basic components.
  
  vi
  
  1
  Aballonian 
  No two aballonians look the same, as they are able to 
  upgrade and augment their own bodies.
  Solar Powered. As self-sufficient constructs, 
  aballonians are able to operate for extended periods 
  of time. However, they use solar power to supplement 
  their systems, and at night or in darkness they enter a 
  power-saver mode. 
  Constant Improvement. Aballonians are intelligent 
  creatures with the ability improve themselves. No one 
  is sure who made them or where they come from, and 
  they seem to possess the ability to reproduce or create 
  new aballonians.
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. An aballonain’s tactics depend on its rebuild 
  upgrades. It will attempt to escape if badly injured.
  Aballonian
  Medium construct, neutral
  Armor Class 16 (natural armor) 
  Hit Points 135 (18d8 + 54)
  Speed 40 ft., climb 20 ft.
  Skills Insight +3, Investigation +6, Perception +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, telepathy 100 ft. (aballonians only)
  Challenge 6 (2,300 XP) 
  Rebuild. Aballonian machines are capable of improving and 
  adapting their own designs. Each aballonian has one or more 
  of the following abilities:
  Plasma Cutter. Gains a melee weapon attack that deals fire 
  damage
  Treads. Base speed is increased to 60 feet.
  Variable Movement. The aballonian gains a burrow, swim, or 
  climb speed of 60 feet. 
  Radar. Gains blindsight 120 feet. 
  Extended Arms. Melee attacks have their reach increased by 
  5 feet.
  More Claws. Gains an extra claw attack
  Rend. If the aballonian hits the same target with two claw 
  attacks in the same turn, the target takes an extra 1d8 
  damage. 
  Armor Plating. Gain +2 AC.
  Hardened Systems. Gain resistance to acid, cold, lightning, or 
  fire damage.
  Sparking Touch. As a bonus action, the aballonian can make 
  a spark attack against one creature it is grappling. It doesn’t 
  have disadvantage for making a ranged attack in melee on 
  this attack.
  Sunlight Dependency. While in darkness, the aballonian 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The construct makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 7 (1d6 + 4) slashing damage.
  Spark. Ranged Weapon Attack: +7 to hit, range 20 ft., one 
  target. Hit: 7 (2d6) lightning damage.
  Plasma Cutter. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) fire damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  
  2
  Adamantine Spider
  Dark metal legs click against the ground as the 
  spider scurries around. Eight glowing eyes track 
  your movement, and liquid drips from its mechanical 
  mandibles.
  Multipurpose Servant. Drow use these constructs as 
  bodyguards and assassins. The poison they carry can 
  be deadly, and they are skilled at defending the person 
  holding their amulet.  
  Magical Amulet. Each adamantine spider is created 
  with a special amulet. The spider sees the creature 
  holding the amulet as its master and will follow their 
  telepathic orders. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. An adamantine spider’s tactics depends on 
  the orders it is given. Unless told otherwise, it will stay 
  next to its master and use reactive web when available 
  and bite whoever is attacking them.
  Construction
  Price: 11,000 gp 
  Crafting Cost: 5,500 gp 
  Crafting Time: 15 days 
  Skill Check: DC 18 smith’s tools 
  Spells: animate object, discern location  
  Ingredients: Adamantine mixed with venom, roper 
  blood, and the tears of prisoners. The poison for the 
  adamantine spider’s poison storage must be provided. 
  Adamantine Spider
  Small construct, unaligned
  Armor Class 15 (natural armor)  
  Hit Points 38 (7d6 + 14)
  Speed 30 ft., climb 20 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 5 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Bound. The adamantine spider is magically bound to an 
  amulet. As long as the spider and its amulet are on the same 
  plane of existence, the amulet’s wearer can telepathically 
  call the spider to travel to it, and the spider knows the 
  distance and direction to the amulet. If the spider is within 
  60 feet of the amulet’s wearer, half of any damage the 
  wearer takes (rounded up) is transferred to the spider.
  Guard. Attacks against the bearer of the spider’s amulet have 
  a -1 penalty while the spider is within 5 feet of the bearer.
  Poison Storage. The adamantine spider can store one dose 
  of poison in its body. It can swap out its basic poison with 
  another available poison as an action. The poison is applied 
  and expended on the spider’s first successful bite attack.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage and the target 
  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 creature is also unconscious while poisoned in this 
  way. The creature wakes up if it takes damage or if another 
  creature takes an action to shake it awake. 
  ReActions
  Reactive Web (Recharge 5-6). When a creature makes 
  an attack against the bearer of the spider’s amulet, the 
  spider can shoot webbing at the attacker. The attacker 
  must succeed on a DC 13 Dexterity saving throw or be 
  restrained. As an action, the restrained target can make a 
  DC 13 Strength (Athletics) check, bursting the webbing on 
  a success. The webbing can also be attacked and destroyed 
  (AC 10: hp 5; vulnerability to fire damage; immunity to 
  bludgeoning, poison, and psychic damage). 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  14 (+2)
  2 (-4)
  1 (-5)
  1 (-5)
  
  3
  Akaruzug
  This tall statue is carved into the likeness of a horned 
  angel with broad wings and long claws. Its body 
  tapers into a sword-like tip, and a corpse hangs 
  crucified on it.
  Soul Engine. These statues are fueled by souls. If a 
  creature is crucified and killed on the akaruzug, their 
  soul is trapped inside the statue and burned painfully 
  as fuel. 
  Fiendish Statue. Akaruzug were created by fiends, 
  but the secrets of their construction are whispered to 
  ambitious mortals. The continued existence of these 
  constructs drives their builders into greater acts of 
  depravity. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The akaruzug keeps its darkness aura active. 
  It animates a soul slave and uses soul steal whenever 
  possible. If a creature tries to remove a crucified 
  person, the akaruzug focuses its attacks on them.
  Construction
  Price: 175,000 gp 
  Crafting Cost: 87,500 gp 
  Crafting Time: 120 days 
  Skill Check: DC 24 mason’s tools 
  Spells: enervation, magic jar, hallow  
  Ingredients: 15-foot tall statue of a fallen angel. 6,000 
  lb. of dark stone, iron, lead, and infernal admixtures. 
  Akaruzug
  Large construct, lawful evil
  Armor Class 17 (natural armor) 
  Hit Points 210 (20d10 + 100)
  Speed 0 ft., fly 40 ft. (hover)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Common but can’t speak
  Challenge 12 (8,400 XP) 
  Soul Engine. The akaruzug is animated through the soul of 
  a creature crucified to it. As long as the creature remains 
  crucified, the akaruzug can continue to operate.
  A restrained or unconscious creature can be crucified on the 
  akaruzug in 1 minute. Once crucified, they die, and their soul 
  is stored in the statue. If the crucified creature is removed, 
  the akaruzug becomes unconscious and the soul moves to 
  the afterlife. A crucified creature can’t be raised from the 
  dead as long as their soul is inside the akaruzug.
  To forcibly remove a crucified creature from the akaruzug, a 
  creature can attempt an opposed Strength check against the 
  akaruzug as an action, pulling the crucified creature free on 
  a success. The akaruzug has advantage on these Strength 
  checks.
  Soul Slave. Using the soul stored within, the akaruzug can 
  summon a ghostly version of its crucified creature. This 
  works as if the akaruzug cast spiritual weapon using a 4th 
  level slot.
  Darkness Aura. Magical darkness fills an area surrounding 
  a 40-foot radius sphere around the akaruzug. Normal light 
  can’t illuminate the area. The akaruzug can see through this 
  darkness. 
  Actions
  Multiattack. The construct makes two claw attacks.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) necrotic 
  damage.
  Soul Steal (Recharge 5-6). The akaruzug attempts to flense 
  the life force of any living creature within 20 feet of it. All 
  living creatures in the area must make a DC 13 Constitution 
  saving throw, taking 27 (6d8) necrotic damage on a failed 
  save, or half as much damage on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  20 (+5)
  1 (-5)
  12 (+1)
  1 (-5)
  
  4
  Alchemy Beetle
  This mechanical beetle has a crystal core filled with 
  liquid. As it clacks its mandibles, some of the liquid 
  drips out.
  Unstable. Alchemy beetles are prone to exploding 
  when badly injured. Their creators keep them away 
  from valuables, usually acting as perimeter guardians. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy.
  Construction
  Price: 7,000 gp 
  Crafting Cost: 3,500 gp 
  Crafting Time: 7 days 
  Skill Check: DC 14 smith’s tools and glassblower’s 
  tools 
  Spells: acid splash, fireball  
  Ingredients: Iron, thick glass, and four gallons of the 
  alchemical solution the alchemy beetle is filled with. 
   
  Alchemy Beetle
  Small construct, unaligned
  Armor Class 10 
  Hit Points 10 (3d6)
  Speed 40 ft.
  Damage Immunities poison
  Condition Immunities charmed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages -
  Challenge 1/2 (100 XP) 
  Alchemical Solution. Each beetle is filled with a liquid that 
  deals either cold, fire, or lightning damage, determined when 
  the beetle is created.
  Death Burst. When the beetle dies, it explodes in a burst 
  of alchemical liquid. Each creature within 10 feet of it 
  must make a DC 10 Dexterity saving throw, taking 7 (2d6) 
  damage of its alchemical solution on a failed save, or half as 
  much damage on a successful one. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) alchemical 
  solution damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  10 (+0)
  2 (-4)
  12 (+1)
  2 (-4)
  
  5
  Alter Ego, Annis Hag (template) 
  The hag has a vacant expression on their face.
  Independent Personality. Alter egos are fragments 
  of a living creature’s personality that have broken free 
  and formed into an independent creature. 
  Unfriendly Fragment. The body of an alter ego is 
  made from ectoplasm. They are not intentionally 
  created, but rather are a byproduct of severe stress or 
  emotional duress. They focus on a specific task related 
  to their creation but always harbor a hatred for their 
  real version. 
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. The alter ego fights like its progenitor fights. 
   
   
  
  6
  Alter Ego Template
  Any living creature can have an alter ego. An alter 
  ego retains all the statistics of its progenitor except as 
  noted below.
  • Alignment. The creature’s alignment usually 
  becomes neutral.
  • Type. The creature’s type becomes construct.
  • Armor Class. The creature’s AC is reduced by 2.
  • Damage Immunities. The creature gains 
  immunity to poison damage.
  • Condition Immunities. The creature gains 
  immunity to the exhaustion, paralyzed, petrified, 
  and poisoned conditions.
  • Saving Throws. The creature is proficient with 
  Constitution saving throws.
  • Regeneration. The alter ego regains hit points 
  equal to its proficiency modifier at the start of its 
  turn. The alter ego dies only if it starts its turn 
  with 0 hit points.
  • Alter Ego Appearance. The creature has 
  advantage on all ability checks made to 
  impersonate its progenitor.
  • Progenitor Dependence. The creature is 
  poisoned (even though normally immune to 
  poisoned) when it is more than 1 mile from the 
  creature it is a copy of, as long as the progenitor is 
  still alive.
  • Replicated Gear. The alter ego has a copy of all 
  items and gear its progenitor had, including non-
  consumable magic items. This replicated gear is 
  made from ectoplasm and functions as normal. If 
  the gear is away from the alter ego’s possession 
  for 1 round, or if the alter ego is killed, it dissolves 
  into ectoplasm.
  • Sense Progenitor. The alter ego knows the 
  direction and distance to the creature it is a copy 
  of. The alter ego can read the thoughts of the 
  original creature and can see it even if invisible. .
  • Sense Progenitor. The alter ego knows the di-
  rection and distance to the creature it is a copy of. 
  The alter ego can read the thoughts of the original 
  creature and can see it even if invisible. 
  Alter Ego (Annis Hag)
  Large construct, neutral
  Armor Class 15 (natural armor) 
  Hit Points 75 (10d10 + 20)
  Speed 40 ft.
  Saves Con +5
  Skills Deception +5, Perception +5
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Giant, Sylvan
  Challenge 6 (7,200 XP) 
  Alter Ego Appearance. The alter ego has advantage on checks 
  to look like its progenitor. 
  Innate casting: The alter ego’s innate spellcasting ability 
  is Charisma (spell save DC 13). It can innately cast the 
  following spells:
  3/day each: disguise self (including the form of a Medium 
  humanoid), fog cloud
  Progenitor Dependence. The alter ego gains the poisoned 
  condition (even if immune to the condition) when more than 
  1 mile away from the original creature that it is a copy of, as 
  long as it is still alive.
  Regeneration. The alter ego regains 3 hit points at the start 
  of its turn. The alter ego dies only if it starts its turn with 0 
  hit points.
  Replicated Gear. The alter ego has a copy of all items and 
  gear the original had, including magic items that are not 
  consumable (like potions). This replicated gear is made from 
  ectoplasm, and functions as normal. If the gear is away from 
  the alter ego’s possession for 1 round, or after the alter ego 
  is killed, it dissolves into ectoplasm. 
  Sense Progenitor. The alter ego knows the direction and 
  distance to the creature it is a copy of. The alter ego can 
  read the thoughts of the original creature and can see it 
  even if invisible.
  Actions
  Multiattack. The construct makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 15 (3d6 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 15 (3d6 + 5) slashing damage.
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 36 (9d6 + 5) bludgeoning damage and the 
  target is grappled (escape DC 15) if it is a Large or smaller 
  creature. Until the grapple ends, the target takes 36 (9d6 + 
  5) bludgeoning damage at the start of each of the alter ego’s 
  turns. The alter ego can’t make attacks while grappling a 
  creature in this way.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  14 (+2)
  13 (+1)
  14 (+2)
  15 (+2)
  
  7
  Angelic Guardian  
   This brass statue is shaped in the likeness of an angel 
  with metallic wings and a halo of blazing light. 
  Holy Light. Angelic guardians are powered 
  with divine energy. They have a simple spark of 
  intelligence, but still obey their creators. Being 
  forced to commit evil acts eventually wears down the 
  guardian or corrupts it. 
  Protective Guardian. The appearance of these 
  guardians provides an amount of comfort to those 
  near it. These guardians are naturally protective, and 
  will endanger themselves to help others. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Angelic guardians stay within 5 feet of 
  another creature, if possible, in order to use their 
  Deflective Wings. They use their radiant breath when 
  available and attack a target until it is unconscious. 
  Construction
  Price: 22,000 gp 
  Crafting Cost: 12,000 gp 
  Crafting Time: 75 days 
  Skill Check: DC 15 smith’s tools 
  Spells: mage armor, scorching ray  
  Ingredients: 2,000 lbs. of metal treated with holy oil 
  worth 2,000 gp. 
  Angelic Guardian
  Medium construct, neutral
  Armor Class 18 (natural armor) 
  Hit Points 120 (16d8 + 48)
  Speed 30 ft., fly 60 ft.
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,  paralyz-
  ed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands but can’t speak Common
  Challenge 5 (1,800 XP) 
  Actions
  Multiattack. The construct makes two metallic wing attacks.
  Metallic Wing. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Radiant Breath (Recharge 5-6). The angelic guardian breathes holy 
  energy in a line 60 feet long and 5 feet wide. All creatures in the 
  area must make a DC 14 Dexterity saving throw, taking 21 (6d6) 
  radiant damage on a failed save, or half as much damage on a 
  successful one.
  ReActions
  Deflective Wings. When a creature makes an attack against an ally 
  of the angelic guardian, the guardian grants a +3 bonus to the 
  ally’s AC if the guardian is within 5 feet of the ally.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  6 (-2)
  11 (+0)
  3 (-4)
  
  8
  Animate Aria 
  You hear a beautiful song begin out of thin air.
  Solid Sound. Animate arias are soundwaves 
  solidified into a humanoid shape. 
  Constant Song. Although an animate aria is invisible, 
  it is always singing or performing inspiring music. 
  This makes it easy to detect where an animate aria is. 
  Construct Nature. The construct doesn’t require food, 
  drink, or sleep.
  Tactics. The animate aria prefers to stay out of 
  combat and use its Aura of Inspiration to bolster its 
  allies. It will Disengage from a fight unless it has no 
  other option. 
  Construction
  Price: 38,000 gp 
  Crafting Cost: 20,500 gp 
  Crafting Time: 50 days 
  Skill Check: DC 25 musical instrument 
  Spells: geas, shatter  
  Ingredients: A musical performance must be made 
  in an area surrounded by silver chimes. 2,000 gp of 
  chimes must be used, and they are consumed upon 
  completion. 
   
  Animate Aria
  Large construct, unaligned
  Armor Class 14 
  Hit Points 99 (18d10)
  Speed 30 ft.
  Skills Performance +2
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, restrained
  Senses blindsight 90 ft., darkvision 60 ft., passive Perception 
  10 
  Languages Common
  Challenge 5 (1,800 XP) 
  Aura of Inspiration. Allies of the animate aria that can hear it 
  and are within 90 feet of it can add a 1d4 bonus to any at-
  tack roll or saving throw they make. As an action on its turn, 
  the animate aria can also grant advantage on attack rolls and 
  saving throws in addition to the 1d4 bonus to all allies in this 
  aura until the start of the animate aria’s next turn.
  Immutable Form. The animate aria is immune to any spell or 
  effect that would alter its form.
  Natural Invisibility. The animate aria’s body is made of sound, 
  and therefore is naturally invisible. It is always invisible, 
  although the constant song emanating from it allows crea-
  tures to pinpoint its location.
  Sonic Dissonance. If the animate aria starts its turn within the 
  aura of a bard’s Countercharm ability, it must succeed on a 
  contested Charisma (Performance) check or lose its natural 
  invisibility and aura of inspiration for 1 minute. In addition, 
  the animate aria takes 7 (2d6) force damage if it starts its 
  turn in an area of a silence spell or enters it for the first time 
  on its turn.
  Sound Form. The animate aria can move through a space as 
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The construct makes two sonic slam attacks.
  Sonic Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) thunder damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  10 (+0)
  3 (-4)
  11 (+0)
  8 (-1)
  
  9
  Animated Chains  
  The pile of chains begins to rattle.
  Animate Object. These animated chains were 
  animated through the use of a powerful animate 
  objects spell. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. 
  Construction
  Price: 20,000 gp 
  Crafting Cost: 10,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects  
  Ingredients: A Gargantuan pile of chains.
   
  Animated Chains
  Gargantuan construct, unaligned
  Armor Class 15  
  Hit Points 100 (8d20 + 16)
  Speed 15 ft.
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages -
  Challenge 4 (1,100 XP) 
  Antimagic Susceptibility. The animated chains are 
  incapacitated while in the area of an antimagic field. If 
  targeted by dispel magic, the animated chains must succeed 
  on a Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute.
  False Appearance. While the animated chains remain 
  motionless, they are indistinguishable from a normal pile of 
  chains.
  Loose Form. The animated chains can occupy another 
  creature’s space and vice versa. The animated chain’s space 
  counts as difficult terrain
  Actions
  Chains. Melee Weapon Attack: +7 to hit, reach 25 ft., one 
  target. Hit: 19 (4d6 + 5) bludgeoning damage and the target 
  is grappled (escape DC 15). Until the grapple ends, the 
  target is restrained, and the animated chains can’t attack 
  another target. In addition, at the start of each of the 
  target’s turns while grappled by the chains, the target takes 
  19 (4d6 + 5) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  6 (-2)
  14 (+2)
  1 (-5)
  1 (-5)
  1 (-5)
  
  10
  Animated Jack-O’-Lantern  
  The jack-o’-lantern glows with an eerie light. 
  Animate Object. This animated jack-o’-lantern was 
  animated through the use of a powerful animate 
  objects spell. 
  Inner Glow. The color of each jack-o’-lantern’s glow is 
  unique to the spellcaster that created it.   
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The animated jack-o’-lantern attacks the 
  nearest foe.  
  Construction
  Price: 700 gp 
  Crafting Cost: 350 gp 
  Crafting Time: 5 days 
  Skill Check: DC 10 carpenter’s, cook’s, potter’s, or 
  woodcarver’s tools, or herbalism kit. 
  Spells: animate objects  
  Ingredients: A carved pumpkin.
  Animated Jack-O’-Lantern
  Small construct, unaligned
  Armor Class 11 
  Hit Points 12 (5d6 - 5)
  Speed 0 ft., fly 30 ft. (hover)
  Damage Vulnerabilities cold
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindisght 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages -
  Challenge 1/2 (100 XP) 
  Antimagic Susceptibility. The jack-o’-lantern is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the jack-o’-lantern must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the jack-o’-lantern remains 
  motionless, it is indistinguishable from a normal jack-o’-
  lantern.
  Actions
  Fiery Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) fire 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  8 (-1)
  1 (-5)
  3 (-4)
  1 (-5)
  
  11
  Animated Manacles  
  A pair of manacles fly into the air. 
  Animate Object. Animated manacles are the result of 
  a powerful animate objects spell. 
  Crushed. These manacles are often still found around 
  the arms or legs of a skeleton.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The animated manacles attack the nearest 
  foe.  
  Construction
  Price: 400 gp 
  Crafting Cost: 200 gp 
  Crafting Time: 5 days 
  Skill Check: DC 10 smith’s tools 
  Spells: animate objects  
  Ingredients: A pair of manacles.
  Animated Manacles
  Tiny construct, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 25 (10d4)
  Speed 10 ft., fly 30 ft. (hover)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindisght 60 ft. (blind beyond this radius), passive 
  Perception 6 
  Languages -
  Challenge 1/4 (50 XP) 
  Antimagic Susceptibility. The manacles are incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the manacles must succeed on a Constitution saving 
  throw against the caster’s spell save DC or fall unconscious 
  for 1 minute.
  False Appearance. While the manacles remain motionless, 
  they are indistinguishable from normal manacles.
  Actions
  Restrain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage and if the target 
  is a Medium or smaller target, they are grappled (escape DC 
  12). Until the grapple ends, the target is restrained, and the 
  manacles can’t restrain another target. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  10 (+0)
  1 (-5)
  2 (-4)
  1 (-5)
  
  12
  Animated Robe 
  This comfortable looking robe is simple yet classy. 
  Animate Object. This animated robe was animated 
  through the use of a powerful animate objects spell. 
  Cling. The robe is hard to remove, tying itself around 
  a creature with supernatural strength.  
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The animated robe strangles one creature 
  until they are unconscious.  
  Construction
  Price: 800 gp 
  Crafting Cost: 400 gp 
  Crafting Time: 5 days 
  Skill Check: DC 11 weaver’s tools 
  Spells: animate objects  
  Ingredients: A straightjacket. 
  Animated Robe
  Medium construct, unaligned
  Armor Class 12 
  Hit Points 13 (3d8)
  Speed 10 ft., fly 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindisght 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages -
  Challenge 1/2 (100 XP) 
  Antimagic Susceptibility. The robe is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  robe must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute.
  Damage Transfer. While it is grappling a creature, the robe 
  takes only half the damage dealt to it, and the creature 
  grappled by the robe takes the other half.
  False Appearance. While the robe remains motionless, it is 
  indistinguishable from a normal robe.
  Actions
  Strangle. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage and if the target 
  is a Medium or smaller target, they are grappled (escape
  DC 13). Until the grapple ends, the target is restrained and 
  the robe can’t strangle another target. In addition, at the 
  start of each of the target’s turns, the target takes 6 (1d6+3) 
  bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  10 (+0)
  1 (-5)
  3 (-4)
  1 (-5)
  
  13
  Arbalester   
  This construct looks like a crossbow with articulated 
  legs for mobility.
  Auto Crossbow. Arbalesters are sometimes jokingly 
  referred to as auto-crossbows or dancing crossbows, 
  since they can fire and reload themselves. 
  Companion. Artificers often create arbalesters as 
  traveling companions. It helps having an extra weapon 
  on hand that can protect you while you dig around for 
  your spell scroll.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy at 
  range. It avoids melee combat. 
  Construction
  Price: 1,200 gp 
  Crafting Cost: 600 gp 
  Crafting Time: 2 days 
  Skill Check: DC 14 tinker’s or woodcarver’s tools 
  Spells: arcane eye, mending 
  Ingredients: Green wood, threads of silver and gold, 
  a pint of the creator’s blood, and a finely crafted light 
  crossbow. 
  Arbalester
  Tiny construct, neutral
  Armor Class 12 
  Hit Points 5 (2d4)
  Speed 30 ft.
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/4 (50 XP) 
  Receive Enchantment. The arbalester’s crossbow can be 
  enchanted like a normal weapon.
  Actions
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  7 (-2)
  
  14
  Arcane Ballista 
  An arcane ballista is an autonomous instrument of 
  war, able to operate without a crew.
  Command Amulet. Arcane ballista are built with 
  a command amulet. Whoever holds the amulet can 
  issue commands telepathically to the ballista. Artillery 
  commanders often have many of these on their 
  person.
  Automated Defense. As mindless constructs, arcane 
  ballista follow orders simply. They are usually only 
  used in active defense, as otherwise they will shoot at 
  anyone that comes within range. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The arcane ballista uses its bolt attacks at 
  range. It avoids melee combat.
  Construction
  Price: 70,000 gp 
  Crafting Cost: 35,000 gp 
  Crafting Time: 30 days 
  Skill Check: DC 15 smith’s tools 
  Spells: Mordenkainen’ sword, magic missile   
  Ingredients: A masterwork ballista and 10 
  masterwork ballista bolts.
  Arcane Ballista
  Large construct, unaligned
  Armor Class 11 (natural armor) 
  Hit Points 105 (14d10 + 28)
  Speed 20 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 5 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Magic Weapons. The construct’s weapon attacks are magical.
  Actions
  Ballista Bolt. Ranged Weapon Attack: +5 to hit, range 
  120/480 ft., one target. Hit: 16 (3d10) piercing damage plus 
  5 (1d10) force damage. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  14 (+2)
  3 (-4)
  1 (-5)
  1 (-5)
  
  15
  Argent Warden  
  This knight is clad is silver armor. Golden light glows 
  from the spaces in the armor.
  Holy Warrior. Celestial forges constantly pump out 
  these soldiers in their endless war against the hells.  
  Aura of Light. Argent wardens emit an aura that 
  enhances nearby weapons with the power to 
  overcome the resistances of demons and devils. In 
  war, they are evenly spread throughout the ranks to 
  maximize the spread of their auras. 
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. Argent wardens attack in an orderly fashion, 
  using whatever tactics the army needs them for. They 
  will fight until slain or ordered to retreat.
  Construction
  Price: 25,650 gp 
  Crafting Cost: 12,825 gp 
  Crafting Time: 80 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, protection from evil/good   
  Ingredients: A set of plate armor, silver ore, and silver 
  oils. 
  Argent Warden
  Medium construct, lawful good
  Armor Class 21 (natural armor) 
  Hit Points 182 (28d8 + 56)
  Speed 30 ft.
  Skills Insight +6, Religion +4
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages all
  Challenge 8 (3,900 XP) 
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects.
  Hellbane Aura. All attacks made within 30 feet of the argent 
  warden count as magical for the purposes of overcoming 
  damage resistances and immunities.
  Actions
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) slashing damage plus 5 (1d10) 
  radiant damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  14 (+2)
  13 (+1)
  16 (+3)
  17 (+3)
  
  16
  Battle Horror 
  A purple glow emanates from inside this suit of plate 
  armor. It carries a large sword on its back, and the 
  eyes of the helmet glow with the same purple light.
  Helmed Horror. Battle horrors are upgraded versions 
  of helmed horrors. They are stronger, faster, and 
  tougher. 
  Magical Pursuit. One of the enhancements the battle 
  horror received was the ability to quickly teleport 
  short distances to better pursue foes. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The battle horror fights intelligently. It 
  uses its flight and teleportation to attack the most 
  vulnerable targets.    
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 40 days 
  Skill Check: DC 15 smith’s tools 
  Spells: fly, blink, dimension door, wish, magic missile   
  Ingredients: A set of magical plate armor. A ritual 
  must be performed to animate it, requiring 500 gp of 
  ritual components that are consumed.  
  Battle Horror
  Medium construct, neutral
  Armor Class 20 (plate, shield) 
  Hit Points 102 (12d8 + 48)
  Speed 30 ft., fly 30 ft.
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities force, necrotic, poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 14 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 8 (3,900 XP) 
  Blink Step (Recharge 5-6). As a bonus action, the battle horror 
  magically teleports up to 60 feet.
  Magic Resistance. The battle horror has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The battle horror’s weapon attacks are 
  magical.
  Spell Immunity. The battle horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt.
  Actions
  Multiattack. The construct makes two weapon attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  18 (+4)
  12 (+1)
  12 (+1)
  12 (+1)
  
  17
  Blackstone Gigant  
  This towering obsidian construct has six arms and the 
  body of a snake. It wears a necklace of stone heads. 
  Stone Touch. The animating force of a blackstone 
  gigant also grants it dominion over the earth. The 
  claws of these creatures can turn others to stone, and 
  they can animate the statues of their petrified foes to 
  fight on their behalf. 
  Trophies. Blackstone gigants are intelligent and cruel. 
  They take trophies from the creatures the kill and 
  wear them as belts or necklaces. The trophies are 
  petrified, of course.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The blackstone gigant spreads its attacks 
  among all available targets, inflicting as many 
  creatures with petrification as possible. 
  Construction
  Price: 280,000 gp 
  Crafting Cost: 140,000 gp 
  Crafting Time: 250 days 
  Skill Check: DC 25 mason’s tools 
  Spells: animate objects, flesh to stone, geas, wish   
  Ingredients: A single block of black stone weighing at 
  least 50,000 lbs.  
  Blackstone Gigant
  Gargantuan construct, neutral evil
  Armor Class 17 (natural armor)  
  Hit Points 455 (26d20 + 182)
  Speed 40 ft., climb 20 ft., fly 40 ft. (hover)
  Saving Throws Dex +5, Wis +9
  Skills Perception +7
  Damage Immunities poison
  Condition Immunities petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 17 
  Languages The languages of its creator
  Challenge 22 (41,000 XP) 
  Animate Statue. The blackstone gigant can cast animate 
  objects at will as a 9th level spell, but it can only target 
  statues. 
  Petrifying Claw. When a creature is hit by the blackstone 
  gigant’s claw attack, they must succeed on a DC 22 
  Constitution saving throw or begin turning to stone. On a 
  failed save, the target is restrained. The restrained creature 
  must repeat the saving throw at the end of its next turn, 
  becoming petrified on a failure or ending the effect on a 
  success. A creature only has to make this saving throw once 
  per turn, regardless of how many times they are hit by claw 
  attacks.
  Actions
  Multiattack. The construct makes six claw attacks.
  Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 22 (4d6 + 8) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  7 (-2)
  24 (+7)
  6 (-2)
  10 (+2)
  10 (+0)
  
  18
  Brass Juggernaut  
  This towering brass statue has the body of a lion but a 
  humanoid head. 
  Animate Object. This brass statue was animated 
  through the use of a powerful animate objects spell. 
  Trampling Charge. The brass juggernaut is so large 
  that it can overrun its foes. It acts like a charging bull. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The brass juggernaut uses its trample unless 
  it cannot move, even if doing so would provoke 
  opportunity attacks.  
  Construction
  Price: 36,000 gp 
  Crafting Cost: 18,000 gp 
  Crafting Time: 21 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects   
  Ingredients: A Large brass statue.   
  Brass Juggernaut
  Huge construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 200 (16d12 + 96)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 5 
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Antimagic Susceptibility. The juggernaut is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the juggernaut must succeed on a Constitution saving 
  throw against the caster’s spell save DC or fall unconscious 
  for 1 minute.
  False Appearance. While the juggernaut remains motionless, 
  it is indistinguishable from a normal brass statue. 
  Actions
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Trample. The brass juggernaut moves up to its speed and can 
  move through the spaces of Medium or smaller creatures 
  without provoking opportunity attacks. A creature whose 
  space the brass juggernaut moves through must make a DC 
  17 Dexterity saving throw the first time this happens on a 
  turn, taking 13 (3d8) bludgeoning damage on a failed save, 
  or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  6 (-2)
  22 (+6)
  3 (-4)
  1 (-5)
  1 (-5)
  
  19
  Brass Steed  
  This horse’s body is made of brass. It has articulated 
  joints, and its eye glow red.
  Fiery Steed. Brass steeds are useful automatons in 
  hot regions. Their magical brass bodies are immune 
  to fire, although they don’t convey this property to 
  their riders. 
  Fire Eyes. A brass steed’s body absorbs heat during 
  the day. The brass steed can channel the absorbed 
  heat through its eyes, releasing a beam of burning fire.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct follows the orders of its rider. 
  If it doesn’t have one, it remains at range and fires eye 
  beams until the enemy appears weakened, at which 
  point it charges in. 
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 12 smith’s tools 
  Spells: animate objects, enhance abilities, geas, haste   
  Ingredients: 3000 lbs of copper and zinc.   
  Brass Steed
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 168 (16d10 + 80)
  Speed 50 ft.
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 7 (2,900 XP) 
  Immutable Form. The construct is immune to any spell or 
  effect that would alter its form.
  Actions
  Multiattack. The construct makes two hooves attacks. 
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6 + 6) bludgeoning damage. 
  Eye Beams. Ranged Spell Attack: +4 to hit, range 80/240 ft., 
  one target. Hit: 11 (2d10) fire damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  20 (+5)
  4 (-3)
  10 (+0)
  1 (-5)
  
  20
  Cadaver Collector
  This giant construct of metal and stone has spikes 
  covering its body. Impaled on the spikes are bodies in 
  varying stages of decay.
  Collect Bodies. Cadaver collectors are constructed 
  with very simple purposes: to either clean up 
  battlefields or collect bodies for necromancers.
  Corrupted Program. Over time, many cadaver 
  collectors begin to exhibit the same programming 
  flaw. They stop collecting only dead bodies, and 
  harvest still living creatures.
  Construct Nature. This creature doesn’t require air, 
  food, drink, or sleep.
  Tactics. As constructs, cadaver collectors are very 
  methodical. They will try to catch as many creatures 
  as possible in their Petrifying Breath at the start of a 
  fight. They try to impale creatures onto their spikes 
  one by one. Once a creature has been impaled, the 
  cadaver collector ignores it if there are other enemies 
  present.
  Construction
  Price: 65,000 gp 
  Crafting Cost: 32,500 gp 
  Crafting Time: 80 days 
  Skill Check: DC 18 smith’s tools 
  Spells: animate dead, flesh to stone   
  Ingredients: Iron, metal spikes, and a basilisk egg.   
  Cadaver Collector
  Large construct, lawful neutral
  Armor Class 18 (natural armor)  
  Hit Points 229 (17d10 + 136)
  Speed 40 ft. 
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Understands Common but can’t speak
  Challenge 10 (5,900 XP) 
  Magic Resistance. The cadaver collector has advantage on 
  saving throws against spells and other magical effects.
  Spike Armor. A creature that hits the cadaver collector with a 
  melee attack while within 5 feet of it takes 4 (1d8) piercing 
  damage.
  Actions
  Multiattack. The construct makes two slam attacks. It can 
  replace one slam with an impale.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage. 
  Impale. The cadaver collector attempts to impale a grappled 
  creature on one of its spikes. One creature the cadaver 
  collector has grappled must make a DC 20 Strength saving 
  throw. On a failed save, they are impaled and take 18 (4d8) 
  piercing damage. While impaled, they are restrained and 
  move with the collector. An impaled creature takes 9 (2d8) 
  piercing damage at the start of each of their turns while 
  impaled. On a successful saving throw, the target takes half 
  of the damage and is not impaled. A creature can attempt 
  to remove an impaled target by succeeding on a DC 20 
  Strength check as an action. On either a success or failure, 
  the impaled creature takes 9 (2d8) piercing damage.
  Petrifying Breath (Recharge 5-6). The cadaver collector lets 
  loose a petrifying gas in a 30-foot cone. All creatures in the 
  area must succeed on a DC 15 Constitution saving throw or 
  be restrained as they begin to turn to stone. A creature who 
  failed the saving throw must repeat the saving throw at the 
  end of their next turn. On a successful save, the effect ends. 
  On a failed save, the target is petrified.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  26 (+8)
  5 (-3)
  16 (+3)
  12 (+1)
  
  21
  Caryatid Column 
  This marble statue depicts a woman holding a sword.
  Set it and Forget it. Caryatid columns are easier 
  to create than some golems, but they have a limited 
  programming capacity. Once you give them a set of 
  orders (for example, “defend this room”), they cannot 
  be given new orders. 
  Marble Appearance. While motionless, these 
  constructs and any items they are holding appear like 
  marble or stone. Even if a caryatid column is handed 
  a magical weapon, the weapon looks like stone while 
  motionless.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Caryatid columns follow their programming. 
  Typically, they are told to guard a specific area against 
  intruders. When doing so, they remain motionless 
  until intruders come close enough for the constructs 
  to reach in one turn. They attack until all foes are 
  defeated, no longer in range, or until the caryatid 
  column is destroyed.  
  Construction
  Price: 12,000 gp 
  Crafting Cost: 6,000 gp 
  Crafting Time: 15 days 
  Skill Check: DC 15 mason’s tools 
  Spells: geas, polymorph, shatter   
  Ingredients: The caryatid column must be carved 
  from a single block of stone, granite, or marble 
  weighing at least 2,000 lbs.    
  Caryatid Column
  Medium construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 120 (16d8 + 48)
  Speed 20 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Immutable Form. The caryatid column is immune to any spell 
  or effect that would alter its form.
  False Appearance. While the caryatid column remains 
  motionless, it and its equipment are indistinguishable from a 
  normal statue.
  Shatter Weapons. Any nonmagical weapon that hits the 
  caryatid column splinters. After dealing damage, the weapon 
  takes a permanent and cumulative -1 penalty to damage 
  rolls. If its penalty drops to -5, the weapon shatters and is 
  destroyed. Nonmagical ammunition that hits the column is 
  destroyed after dealing damage.
  Actions
  Stone Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  16 (+3)
  1 (-5)
  11 (+0)
  1 (-5)
  
  22
  Celedon  
  This beautiful metallic construct radiates an aura of 
  divine energy.
  Deific Servant. Celedons are made to serve a specific 
  deity. Much like a cleric, they gain their powers and 
  abilities directly from this deity. They are absolutely 
  loyal to the deity they serve. 
  Zealot. A celedon believes in the perfect ideal of their 
  deity. They explain away or ignore any hypocrisy or 
  evidence that their deity could have committed an 
  error. They are so fervent in their devotion, that if they 
  were to ever lose faith, they would explode.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The celedon will use prophet’s touch when 
  available, and then focus weapon attacks on the target. 
  It uses divine favor as often as possible.  
  Celedon
  Medium construct, alignment of creator deity
  Armor Class 13 (natural armor) 
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  Skills Religion +1
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 1 (200 XP) 
  Abandon Faith. If the celedon can be convinced to abandon 
  its faith, it explodes. All creatures within 10 feet of the 
  celedon must make a DC 12 Dexterity saving throw, taking 
  14 (4d6) force damage on a failed save, or half as much 
  damage on a successful one. The celedon is destroyed. 
  Actions
  Prophet’s Touch (Recharge 6). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: Target must make a DC 12 
  Constitution saving throw, being stunned until the end the 
  celedon’s next turn on a failed save, or having disadvantage 
  on their next attack roll on their next turn on a successful 
  save.
  Creator’s Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning, piercing, or slashing 
  damage (depends on the type of weapon).
  ReActions
  Divine Favor. When the celedon or an ally of its choice within 
  60 feet makes an attack roll, saving throw, or ability check, 
  they can roll a d6 and add the result to their total.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  14 (+2)
  9 (-1)
  14 (+2)
  13 (+1)
  
  23
  Cephalophore  
  This marble statue holds its own severed head in one 
  hand.
  Guardian of Ruin. Cephalophore are made to guard 
  temples. Most cephalophore survive longer than 
  their temples and end up guarding a decrepit ruin. 
  The oldest cephalophore guard only the memory of a 
  temple.
  Triggered Activation. Most cephalophore are 
  programmed with a specific set of criteria to 
  prevent their activation. Touching an artifact or 
  failing to provide the correct password can cause a 
  cephalophore to attack.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The cephalophore will only attack or take 
  action if its criteria are met. In combat, it uses dazing 
  gaze, and the follows up with dazing strikes.   
  Construction
  Price: 33,500 gp 
  Crafting Cost: 16,750 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 mason’s tools 
  Spells: animate objects, geas, resurrection   
  Ingredients: A single block of marble weighing at 
  least 4,000 lbs.
  Cephalophore
  Large construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 138 (12d10 + 72)
  Speed 20 ft.
  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 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 8 (3,900 XP) 
  Immutable Form. The cephalophore is immune to any spell or 
  effect that would alter its form.
  False Appearance. While the cephalophore remains 
  motionless, it is indistinguishable from a normal statue.
  Actions
  Multiattack. The construct makes two dazing strike attacks.
  Dazing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage and the target 
  must succeed on a DC 16 Wisdom saving throw or have 
  disadvantage on attack rolls until the end of their next turn. 
  Creatures immune to fear are immune to this effect. 
  Dazing Gaze. The cephalophore holds up its severed head, 
  and its eyes begin to glow. All creatures within 60 feet that 
  can see the head must succeed on a DC 16 Wisdom saving 
  throw or be stunned until the end of the cephalophore’s 
  next turn.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw from this ability as a reaction. If the creature 
  does so, it can’t see the cephalophore until the end of its 
  next turn.
    
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  22 (+6)
  1 (-5)
  12 (+1)
  1 (-5)
  
  24
  Charnel God   
  This figure has one devil-like head and two serpent- 
  like heads flanking it. It has a pair of wings and a long 
  tail. Its body is made from red stone, and it pulls back 
  a large bow with a glowing arrowhead. 
  Fragments of Gods. When a deity dies, fragments of 
  their existence are scattered across the cosmos. If a 
  fragment of a dead deity lodges in a statue of itself, it 
  can fester and turn into a charnel god.
  Hate Worshippers. A charnel god holds little in 
  common with its living version. It hates all worship, 
  and tortures those that believe their god still lives. 
  Paradoxically, it still desires worship and can bestow 
  divine powers like a true deity.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The charnel god likes to attack at range to 
  weaken the opposition. It will fly out of reach and 
  weaken foes with arrows while its signature weapon 
  attacks in melee. It focuses on divine casters above 
  all other targets, and tries to server their connection 
  whenever possible.    
  Charnel God
  Large construct, chaotic evil
  Armor Class 20 (natural armor) 
  Hit Points 273 (26d10 + 130)
  Speed 60 ft., fly 60 ft.
  Saving Throws Dex +10, Con +12, Cha +14
  Skills Arcana +12, Intimidate +14, Perception +11, Religion 
  12 
  Damage Resistances acid, cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses truesight 60 ft., darkvision 60 ft., passive Perception 
  21 
  Languages Common, Abyssal, telepathy 300 ft.
  Challenge 23 (50,000 XP) 
  Legendary Resistance (3/Day). If the charnel god fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The charnel god has advantage on saving 
  throws against spells and other magical effects. 
  Divine Sense. The charnel god can determine if a creature is a 
  servant of a deity and which deity they serve. If the creature 
  is capable of casting divine spells, the charnel god knows 
  the highest-level slot they can cast and have advantage on 
  Intelligence, Wisdom, and Charisma checks against them.
  Favored Weapon. As a bonus action, the charnel god creates 
  a floating, spectral weapon within range that lasts for 1 
  minute or until it uses this ability again. When it uses this 
  ability, it can make a melee spell attack against a creature 
  within 5 feet of the weapon. On a hit, the target 25 (4d8 +
  7) force damage.
  As a bonus action on its turn, it can move the weapon up 
  to 20 feet and repeat the attack against a creature within 5 
  feet of it.
  The weapon can take whatever form it chooses.
  Severance. As a bonus action, the charnel god can target a 
  creature within 60 feet that can cast divine spells. The target 
  must make a DC 22 Charisma saving throw. On a failed save, 
  they are stunned until the end of the charnel god’s next 
  turn and must succeed on a spellcasting ability check when 
  casting a divine spell of 1st level or higher. The DC is 10 + 
  the spell’s level. On a failed check, the spell isn’t cast, and 
  the spell slot is expended. They must make these saves until 
  they finish a long rest.
  On a successful save, they are immune to severance for the 
  next 24 hours.
  Actions
  Multiattack. The construct makes three weapon attacks.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage plus 10 (3d6) necrotic 
  damage.
  Fallen Longbow. Ranged Weapon Attack: +14 to hit, range 
  150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage 
  plus 10 (3d6) necrotic damage.
  LegendARy Actions
  The charnel god 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 charnel god regains spent legendary actions at the start 
  of its turn.
  Chaos Storm (Costs 2). All creatures within 20 feet of the 
  charnel god must make a DC 22 Dexterity saving throw, 
  taking 28 (8d6) force damage on a failed save, or half as 
  much damage on a successful one.
  Favored Weapon. The charnel god can move its favored 
  weapon up to 20 feet and make an attack with it.
  Obey Me. One creature within 60 feet of the charnel god 
  must succeed on a DC 22 Wisdom saving throw or be 
  forced to make a single attack against a target of the charnel 
  god’s choice.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  16 (+3)
  20 (+5)
  20 (+5)
  18 (+4)
  24 (+7)
  
  25
  25
  
  26
  Clockroach 
  Clockroaches are oversized bug-like constructs. A 
  glittering gem sits in their chest.
  All Terrain. Clockroaches can move across most 
  types of terrain. They are not as resilient as their 
  living roach counterparts, but they are persistent. 
  Acid Bottle. Clockroaches have a vial of acid stored in 
  their body. They can utilize this spray to attack their 
  enemies or corrode metal.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, 
  using acid breath when possible.
  Construction
  Price: 2,000 gp 
  Crafting Cost: 1,000 gp 
  Crafting Time: 4 days 
  Skill Check: DC 14 smith’s or tinker’s tools 
  Spells: arcane eye, acid arrow, message 
  Ingredients: Metal plates and gears worth 75 gp.   
  Clockroach
  Small construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 13 (2d6 + 6)
  Speed 30 ft., burrow 15 ft., climb 30 ft.
  Saving Throws Con +5
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages -
  Challenge 1/2 (100 XP) 
  Command Gem. The clockroach has a command gem that it 
  is attuned to. It will not attack the person holding this gem. 
  The creature holding the gem can issue commands to the 
  clockroach, which will act on those orders until they are 
  finished or it is issued new orders.
  Actions
  Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Acid Breath (Recharge 5-6). The clockroach breathes acid in 
  a line 30-feet long and 5-feet wide. All creatures in this area 
  must make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  acid damage on a failed save, or half as much damage on a 
  successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  16 (+3)
  2 (-4)
  11 (+0)
  2 (-4)
  
  27
  Clockworks
  Clockworks are constructs created through science, 
  technology, and a little bit of magic. They are more 
  technological in nature than golems, which are 
  created purely through magic. Clockwork creators 
  often try to create clockwork versions of other 
  creatures, like dragons, or to serve specific purposes, 
  like guards. 
  Clockwork Angel 
  This clockwork creature has brass wings and a 
  glowing circle of light on its chest.
  Heart. Clockwork angels are created with a 
  fragment of a god as their heart. They hold no special 
  connection to the god they were created from, but it 
  does power their supernatural abilities. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork angel flies at the nearest foe 
  and attacks until killed. 
  Construction
  Price: 215,000 gp 
  Crafting Cost: 107,500 gp 
  Crafting Time: 105 days 
  Skill Check: DC 25 tinker’s tools 
  Spells: fly, geas, magic weapon   
  Ingredients: Clockwork gears and a fragment of a 
  god’s power.    
  Clockwork Angel
  Medium construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 228 (24d8 + 120)
  Speed 30 ft., fly 60 ft.
  Saving Throws Dex +12
  Skills Perception +5
  Damage Vulnerabilities lightning
  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 15 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 15 (13,000 XP) 
  Celestial Heart. The heart of a clockwork angel is a fragment 
  of a deity’s body. The clockwork angel counts as a celestial 
  creature, and it can be healed or damaged by spells or 
  effects that target living creatures.
  Fiery Weapons. A clockwork angel’s weapons are considered 
  magical and deal an extra 14 (4d6) fire damage. Any weapon 
  the angel holds gains these properties while held.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes three weapon attacks.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage plus 14 (4d6) fire 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  24 (+7)
  20 (+5)
  3 (-4)
  11 (+0)
  18 (+4)
  
  28
  Clockwork Assassin 
  This sleek construct has an arm that ends in a needle-
  sharp rapier. The other arm has rows of knives with 
  an integrated launcher. 
  Assassin. Clockwork assassins are nimble and quick. 
  They can lie in wait for hours, striking suddenly and 
  escaping just as quickly. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork assassin tries to attack with 
  advantage. It will prioritize the target it has been 
  assigned to, using smoke bombs to buy it more time. 
  Construction
  Price: 150,000 gp 
  Crafting Cost: 75,000 gp 
  Crafting Time: 80 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: gaseous form, geas, creation   
  Ingredients: Clockwork gears and a pair of rapiers.    
  Clockwork Assassin
  Medium construct, unaligned
  Armor Class 16 
  Hit Points 170 (22d8 + 88)
  Speed 40 ft., climb 30 ft.
  Saving Throws Dex +10
  Skills Perception +4, Stealth +10
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 14 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 11 (7,200 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Rapid Repair. The clockwork regains 10 hit points at the start 
  of its turn. If the clockwork takes lightning damage, this trait 
  doesn’t function at the start of the clockwork’s next turn. 
  The clockwork dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Sneak Attack (1/Turn). Once per turn, the assassin deals an 
  extra 35 (10d6) 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.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two integrated rapier 
  attacks or four knife shooter attacks. It can replace any 
  number of knife shooter attacks with smoke bombs.
  Integrated Rapier. Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 19 (3d8 + 6) piercing damage. 
  Knife Shooter. Ranged Weapon Attack: +10 to hit, range 
  20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. 
  Smoke Bombs. The assassin picks one point within 60 feet. A 
  5-foot radius area at that point becomes heavily obscured 
  with smoke for 1 minute. A gentle breeze dissipates the 
  smoke.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  22 (+6)
  18 (+4)
  10 (+0)
  11 (+0)
  3 (-4)
  
  29
  Clockwork Dragon
  This huge dragon is made of oversized gears. Steam 
  leaks from its mouth.
  Dragon. These clockwork constructs were made in 
  the image of ferocious dragons. Their creators took 
  care to ensure they had a fiery breath.
  Self-Destruct. When a clockwork dragon is nearing 
  defeat, it can override the safeguards on its breath 
  weapon and trigger a large explosion, destroying itself 
  and everyone nearby. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork dragon prefers to fly out of 
  range, dipping close to unleash a fire breath. If its 
  enemies possess ranged attacks, it will try to close in 
  on them and take them out first. 
  Construction
  Price: 325,000 gp 
  Crafting Cost: 162,500 gp 
  Crafting Time: 140 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: animate objects, geas, dragon’s breath, wish   
  Ingredients: Clockwork gears and the heart of a 
  dragon.    
  Clockwork Dragon
  Huge construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 256 (19d12 + 133)
  Speed 60 ft., fly 100 ft., swim 60 ft.
  Saving Throws Dex +5
  Skills Perception +5
  Damage Vulnerabilities lightning
  Damage Resistances fire; 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 15 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Adamantine Weapons. The clockwork’s attacks are 
  considered adamantine.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Self-Destruct. When the clockwork is reduced to 25 hit 
  points or fewer, it begins to glow red. When it reaches 0 
  hit points, it explodes. All creatures within 20 feet of the 
  clockwork must make a DC 20 Dexterity saving throw, 
  taking 28 (8d6) fire damage and 28 (8d6) slashing damage 
  on a failed save, or half as much damage on a successful one.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes one bite and two claw 
  attacks.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 24 (3d10 + 8) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 18 (3d6 + 8) slashing damage. 
  Fire Breath (Recharge 5-6). The clockwork dragon exhales fire 
  in a line 100 feet long and 5 feet wide. All creatures in the 
  area must make a DC 20 Dexterity saving throw, taking 56 
  (16d6) fire damage on a failed save, or half as much damage 
  on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  24 (+7)
  6 (-2)
  11 (+0)
  3 (-4)
  
  30
  Clockwork Excavator  
  This construct is covered in spinning drills. Its two 
  arms end in oversized claws that shovel dirt and rock 
  into its pulverizing mouth.
  Excavator. These clockwork constructs were made 
  for mining. They can do the work of an entire team of 
  miners.
  Metal Sense. Excavators can be used to seek out a 
  specific type of metal by placing a sample in their 
  core. However, they get confused if an artificial metal 
  like steel or bronze is used and go on a rampage.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork excavator uses its pulverizing 
  ray when possible. It throws explosive charges at 
  groups of enemies and tries to grab and swallow any 
  melee fighters.
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 90 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: animate objects, fabricate, geas, locate object, 
  shatter   
  Ingredients: Adamantine drills and clockwork gears 
  treated with alchemical solutions to resist acid and fire 
  damage. 
  
  31
  Clockwork Excavator
  Huge construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 232 (16d12 + 128)
  Speed 20 ft., burrow 10 ft.
  Saving Throws Dex +3 
  Skills Perception +4, Survival +4 
  Damage Vulnerabilities lightning 
  Damage Immunities acid, fire, poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 14  
  Languages Understands the languages of its creator but can’t 
  speak 
  Challenge 10 (5,900 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Metal Sense. The clockwork can be equipped with a type of 
  metal or ore during a short rest. The clockwork can detect 
  the presence and location of this metal within 120 feet and 
  will attempt to collect it. The clockwork gets confused if 
  artificial or mixed material (bronze, steel, etc.) is used.
  Siege Monster. The clockwork deals double damage to 
  objects and structures.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct uses Explosive Charge and makes 
  two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage and if the 
  target is a creature, they are grappled (escape DC 19). The 
  excavator can have one creature grappled per arm (usually 
  two). 
  Swallow. The clockwork makes one slam attack against a 
  Large or smaller creature it is grappling. If the attack hits, 
  the target takes the slam’s damage, the target is swallowed, 
  and the grapple ends. While swallowed, the creature is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the clockwork, and it takes 7 (2d6) 
  bludgeoning damage plus 7 (2d6) fire damage at the start of 
  each of the clockwork’s turns.
  If the clockwork takes 30 damage or more on a single turn 
  from a creature inside it, the clockwork must succeed on 
  a DC 15 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in 
  a space within 10 feet of the clockwork. If the clockwork 
  dies, a swallowed creature is no longer restrained by it and 
  can escape from the corpse by using 30 feet of movement, 
  exiting prone.
  Explosive Charge (Recharge 5-6). The clockwork fires an 
  explosive charge at a point it can see within 30 feet. When 
  this ability recharges, the charge explodes, and all creatures 
  within 10 feet of it must make a DC 19 Dexterity saving 
  throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing 
  damage on a failed save, or half as much damage on a 
  successful one. The clockwork can only have one charge 
  active at a time. 
  Pulverizing Ray (Recharge 5-6). The clockwork fires a ray of 
  force that pulverizes rock. All creatures in a line 30-feet long 
  and 5-feet wide must make a DC 20 Dexterity saving throw, 
  taking 27 (6d8) thunder damage on a failed save, or half as 
  much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  8 (-1)
  26 (+8)
  9 (-1)
  11 (+0)
  2 (-4)
  
  32
  Clockwork Familiar  
  This tiny clockwork bird has a clear chest.
  Familiar. Wizards often have small magical animals 
  as familiars. Instead of summoning their own 
  familiars, artificers create their own little helpers.  
  Installation. Clockwork familiars are designed to hold 
  certain kinds of magic items in their body. They can 
  hold potions, scrolls, or wands, and gain additional 
  benefits depending on the item installed.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork familiar prefers to avoid 
  combat. If it must fight, it prefers to fight at range and 
  fly away. 
  Construction
  Price: 7,000 gp 
  Crafting Cost: 3,500 gp 
  Crafting Time: 5 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: mending, geas   
  Ingredients: Clockwork gears and a magical potion, 
  scroll, or wand.
  Variant: Clockwork Familiar
  Familiar. The clockwork can serve 
  another creature as a familiar, forming 
  a magic, telepathic bond with that 
  willing companion. While the clockwork 
  is within 10 feet of its companion, the 
  companion shares the benefits of the 
  clockwork’s item installation trait. 
  At any time and for any reason, the 
  clockwork can end its service as a 
  familiar, ending the telepathic bond.
  Clockwork Familiar
  Tiny construct, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 5 (2d4)
  Speed 20 ft., fly 40 ft.
  Saving Throws Dex +4
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/2 (100 XP) 
  Item Installation. The clockwork can install certain objects 
  into its body. When an item is installed, the clockwork gains 
  certain benefits depending on the type of item. Only one 
  item can be installed at a time.
  Potion: The clockwork regains 1 hit point every minute 
  while it has a potion installed. The clockwork can consume 
  the stored potion as an action to gain the effects of the 
  protection from evil and good spell. The spell lasts for the full 
  duration, and the clockwork can only have one instance of 
  this spell in existence at a time.
  Scroll: The clockwork has advantage on saving throws 
  against spells and other magical effects while it has a scroll 
  installed. The clockwork can consume the scroll as an action 
  to cast the spell.
  Wand: The clockwork gains the Acid Wand attack while the 
  wand is installed. The clockwork can consume a charge from 
  the wand when using Acid Wand to empower the damage, 
  dealing 7 (2d6) acid damage instead.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Acid Wand (Wand Only). Ranged Spell Attack: +2 to hit, range 
  60 ft., one target. Hit: 3 (1d6) acid damage or 7 (2d6) acid 
  damage if empowered. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  7 (-2)
  
  33
  Clockwork Fiend  
  This clockwork creature looks like a devil with large, 
  curling horns. It pulses with a red glow, and flames 
  dance across its claws.
  Fiend. Clockwork fiends are inspired by stories of the 
  devils of the Nine Hells. They often guard religious 
  sites. 
  Overload. When a clockwork fiend takes enough 
  damage, it enters an overdrive mode, making it much 
  more dangerous.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork fiend attacks the nearest 
  creature, focusing all of its attacks on them in the 
  hope of triggering its explosive rend. Once it enters its 
  overdrive mode, it fights until defeated.
  Construction
  Price: 280,000 gp 
  Crafting Cost: 140,000 gp 
  Crafting Time: 150 days 
  Skill Check: DC 25 tinker’s tools 
  Spells: delayed blast fireball, fire shield, geas   
  Ingredients: Clockwork gears and the claws or horns 
  of a fiend.
  Clockwork Fiend
  Medium construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 240 (24d8 + 132)
  Speed 30 ft.
  Saving Throws Dex +10
  Damage Vulnerabilities lightning
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 17 (18,000 XP) 
  Fiery Weapons. The clockwork’s weapon attacks are magical. 
  When the clockwork hits with an attack, the attack deals an 
  extra 14 (4d6) fire damage (included in the attack).
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Overdrive. When the clockwork is reduced to 100 hit points 
  or fewer, it enters an overdrive mode. It gains the following 
  benefits:
  • 
  It gains 100 temporary hit points.
  • 
  It gains a fiery aura that deals 7 (2d6) fire damage to 
  any creature that starts its turn within 10 feet of the 
  clockwork.
  • 
  The clockwork gains advantage on all attack rolls.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two claw attacks. If both 
  attacks hit the same target in the same turn, the clockwork 
  can also use Explosive Rend.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage plus 14 (4d6) fire damage. 
  Explosive Rend. All creatures within 10 feet of the clockwork 
  must make a DC 21 Dexterity saving throw, taking 35 
  (10d6) fire damage on a failed save, or half as much damage 
  on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  18 (+4)
  22 (+6)
  5 (-3)
  12 (+1)
  8 (-1)
  
  34
  Clockwork Goliath 
  The ground trembles with each step of this towering 
  construct. It has four arms; one ending in a hammer, 
  one ending in a spinning sawblade, one ending with a 
  drill, and the last ending in a cannon.
  Epitome. A clockwork goliath is the epitome of 
  clockwork construction. It is the most complicated 
  type of clockwork to create and can take years to 
  make.
  Wall Breaker. A clockwork goliath can tear through 
  walls like they were paper. Soldiers are like ants to it. 
  A single goliath can turn the tide of an entire siege. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork attacks the nearest foes, 
  spreading its attacks out among all available targets. 
  It uses the cannon in place of a slam attack as long as 
  there is a foe at range for it to fire at. 
  Construction
  Price: 300,000 gp 
  Crafting Cost: 150,000 gp 
  Crafting Time: 215 days 
  Skill Check: DC 25 tinker’s tools 
  Spells: animate objects, geas, wish   
  Ingredients: Clockwork gears and a clockwork heart 
  from the plane of Mechanus.
  Clockwork Goliath
  Gargantuan construct, unaligned
  Armor Class 22 (natural armor) 
  Hit Points 615 (30d20 + 300)
  Speed 40 ft.
  Saving Throws Dex +7
  Skills Perception +7
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 17 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 24 (62,000 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form. 
  Siege Monster. The clockwork deals double damage to 
  objects and structures.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes four attacks, one with 
  each of its melee weapons. It can replace one slam attack 
  with a cannon attack.
  Drill. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  target. Hit: 27 (4d8 + 9) piercing damage. 
  Hammer. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  target. Hit: 27 (4d8 + 9) bludgeoning damage. 
  Saw. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  target. Hit: 27 (4d8 + 9) slashing damage. 
  Slam. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  target. Hit: 27 (4d8 + 9) piercing damage. 
  Cannon. Ranged Spell Attack: +14 to hit, range 100/300 ft., 
  one target. Hit: 35 (10d6) bludgeoning damage. 
  ReActions
  Self-Destruct. When the clockwork is reduced to 100 hit 
  points or fewer, it begins glowing and sparking from the 
  buildup of energy. The clockwork explodes at the start of its 
  next turn if not already dead, destroying itself and forcing all 
  creatures within 20 feet to make a DC 25 Dexterity saving 
  throw, taking 42 (12d6) fire and 42 (12d6) piercing damage 
  on a failed save, or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  10 (+0)
  30 (+10)
  4 (-3)
  11 (+0)
  1 (-5)
  
  35
  Clockwork Guardian  
  Clockwork guardians are sturdy constructs. They are 
  covered in heavy metal plates with an arm that ends in 
  a metal shield.
  Defense First. Clockwork guardians are designed for 
  defense. They make excellent guards, and groups of 
  them can form makeshift walls.
  Walls. A clockwork guardian can disengage their 
  shield and create an impromptu wall. Groups of 
  guardians stagger their walls so some guardians have 
  shields and others form defensive walls. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Clockwork guardians prioritize defense. If 
  they are ordered to defend something, they do so to 
  the best of their ability. They try to stay near other 
  creatures to maximize defense and coverage.  
  Construction
  Price: 50,000 gp 
  Crafting Cost: 25,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, fabricate, shield   
  Ingredients: Clockwork gears and a finely crafted 
  shield.
  Clockwork Guardian
  Medium construct, unaligned
  Armor Class 20 (natural armor, shield; 18 without shield) 
  Hit Points 114 (12d8 + 60)
  Speed 20 ft.
  Saving Throws Dex +2
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Shield Barrier. As a bonus action, the clockwork can deploy 
  its shield to create a metal barrier 5 feet wide and 10 feet 
  tall. The clockwork loses its shield (and bonus to AC) until it 
  finishes a long rest. The barrier lasts for up to 24 hours.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two slam attacks if it no 
  longer has a shield.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  ReActions
  Interpose. When an ally of the clockwork within 20 feet of 
  it is targeted by an attack, the clockwork can move up to its 
  speed and make itself the target of the attack instead.
  Deflect. When the clockwork is targeted by an attack, it can 
  impose disadvantage on the attack roll. The clockwork must 
  still have its shield to use this reaction.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  20 (+5)
  2 (-4)
  11 (+0)
  1 (-5)
  
  36
  Clockwork Hound 
  This clockwork creature has a canine body and 
  emerald eyes. 
  Good Boy. Clockwork hounds are designed to mimic 
  their real-life versions as much as possible, including 
  their faithful and loyal demeanor. 
  Enduring Companion. Due to their mechanical 
  nature, a clockwork hound never dies of natural 
  causes and can always be repaired. They often end 
  up outliving their creators, obeying the last command 
  given. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Clockwork hounds attack the nearest enemy, 
  or the nearest creature that has attacked their owner.  
  Construction
  Price: 30,000 gp 
  Crafting Cost: 15,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: expeditious retreat, geas, leomund’s secret 
  chest    
  Ingredients: Clockwork gears worth 750 gp. 
  Clockwork Hound
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 65 (10d8 + 20)
  Speed 50 ft.
  Saving Throws Dex +3
  Skills Perception +3, Survival +3
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 2 (450 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Pack Tactics. The clockwork has advantage on an attack roll 
  against a creature if at least one of the clockwork’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two bite attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  6 (-2)
  13 (+1)
  6 (-2)
  
  37
  Clockwork Leviathan
  This clockwork creature has a long eel-like body 
  made of metallic plates. Its mouth is large enough to 
  swallow a human whole. 
  Sea Hunter. A clockwork leviathan is a terror in the 
  water. It can tear apart ships in moments, and its 
  steam breath even works underwater.
  Sea and Land. Although they operate best in the 
  water, clockwork leviathans can move on land as well. 
  They slither like snakes. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork attacks ships and other 
  vehicles unless being attacked by creatures. If 
  creatures are fighting it, it uses steam breath when 
  possible and tries to swallow opponents.
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 90 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: freedom of movement, geas, heat metal, wish   
  Ingredients: Clockwork gears and plates forged into a 
  waterproof shell.
  Clockwork Leviathan
  Huge construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 232 (16d12 + 128)
  Speed 30 ft., swim 60 ft.
  Saving Throws Dex +0
  Damage Vulnerabilities lightning
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Siege Monster. The clockwork deals double damage to 
  objects and structures.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two attacks: one with its 
  bite and one with its tail. It can’t make both attacks against 
  the same target.
  Steam Breath (Recharge 5-6). The clockwork unleashes 
  a jet of steam in a line 60 feet long and 5 feet wide. All 
  creatures in the area must make a DC 20 Dexterity saving 
  throw, taking 54 (12d8) fire on a failed save, or half as much 
  damage on a successful one.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage and if the 
  target is a creature, they are grappled (escape DC 19). The 
  construct can have one creature grappled. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage. 
  Swallow. The clockwork makes one bite attack against a 
  Large or smaller creature it is grappling. If the attack hits, 
  the target takes the bite’s damage, the target is swallowed, 
  and the grapple ends. While swallowed, the creature is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the clockwork, and it takes 7 (2d6) 
  bludgeoning damage plus 7 (2d6) fire damage at the start of 
  each of the clockwork’s turns.
  If the clockwork takes 30 damage or more on a single turn 
  from a creature inside it, the clockwork must succeed on 
  a DC 15 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in 
  a space within 10 feet of the clockwork. If the clockwork 
  dies, a swallowed creature is no longer restrained by it and 
  can escape from the corpse by using 30 feet of movement, 
  exiting prone.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  2 (-4)
  26 (+8)
  3 (-4)
  11 (+0)
  1 (-5)
  
  38
  Clockwork Mage
  This clockwork humanoid wears a tattered cowl over 
  its head. It has four arms, and a magical wand is 
  embedded in its chest.
  Magical Beacon. Each clockwork mage is tied to a 
  different school of magic depending on the wand it 
  was created with. They can only cast a limited number 
  of spells from that specific school.
  Caster. Although clockwork mages aren’t free-
  thinking, they can still manipulate magical energies 
  and cast spells. The creator of a clockwork mage must 
  have a deep understanding of how magic works.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork mage’s tactics depend on the 
  type of spells it was created with. They typically try to 
  avoid melee combat or protect their creator. 
  Construction
  Price: 84,000 gp 
  Crafting Cost: 42,000 gp 
  Crafting Time: 45 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, enhance abilities   
  Ingredients: Clockwork gears and a magical wand 
  that is consumed. A crystal core must be inserted as a 
  heart or brain. 
  Clockwork Mage
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  Skills Perception +4, Stealth +6
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands and can speak the languages of its 
  creator
  Challenge 5 (1,800 XP) 
  Crystal Magic: The clockwork casts spells as if they were 
  a wizard with an Intelligence of 20. The clockwork’s 
  spellcasting ability is Intelligence (spell save DC 16, +8 to 
  hit with spell attacks). Each clockwork mage is tied to one of 
  the schools of magic, granting them the following spells:
  Abjuration
   
  At will: resistance, shield
   
  3/day: counterspell
   
  1/day: dispel magic
  Conjuration
   
  At will: acid splash, grease
   
  3/day: web
   
  1/day: stinking cloud
  Divination
   
  At will: true strike, detect magic
   
  3/day: see invisbility
   
  1/day: clairvoyance
  Enchantment
   
  At will: friends, sleep
   
  3/day: hold person
   
  1/day: enemies abound
  Evocation
   
  At will: shocking grasp, magic missile
   
  3/day: scorching ray
   
  1/day: fireball
  Illusion
   
  At will: minor illusion, color spray
   
  3/day: blur
   
  1/day: hypnotic pattern
  Necromancy
   
  At will: chill touch, ray of sickness
   
  3/day: blindness/deafness
   
  1/day: bestow curse
  Transmutation
   
  At will: prestidigitation, expeditious retreat
   
  3/day: alter self
   
  1/day: haste
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 
  target. Hit: 22 (4d10) force damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  16 (+3)
  5 (-3)
  12 (+1)
  3 (-4)
  
  39
  
  40
  Clockwork Mender
  This construct zips through the air like a tiny bug. It 
  has a stinger that can also be used to repair broken 
  machines. 
  Repair Bot. Clockwork menders dwell on the Plane 
  of Machines and spend their time mending and fixing 
  machines. 
  Swarming. These constructs usually fly around on set 
  patrols, but when danger is detected, they swarm in 
  one location.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy.
  Clockwork Mender
  Tiny construct, lawful neutral
  Armor Class 13  
  Hit Points 10 (4d4)
  Speed 10 ft., fly 30 ft.
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Abyssal, Celestial, and Infernal but 
  can’t speak
  Challenge 1/2 (100 XP) 
  Repair (Recharges After a Short Rest). As an action, the 
  mender can repair an object it touches as per the mending 
  spell. It can restore 1d8 hit points to a construct it touches 
  by using this ability.
  Actions
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) piercing damage and the target must succeed on 
  a DC 10 Constitution saving throw or take 7 (2d6) poison 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  16 (+3)
  10 (+0)
  4 (-3)
  12 (+1)
  10 (+0)
  
  41
  Clockwork Nautiloid 
  Grasping tentacles emerge from this heavily armored 
  shell. A plated section opens up to reveal a sharp beak 
  made from metal and gears. 
  Deep Sea. Clockwork nautiloids are designed to 
  operate in the oceanic depths. They can survive the 
  crushing pressure and absolute darkness.
  No Distractions. A clockwork nautiloid pursues its 
  orders until told to stop. It will attack anything that 
  gets in the way of performing its duties.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork attacks the nearest creatures, 
  spreading its attacks among all available targets.
  Construction
  Price: 200,000 gp 
  Crafting Cost: 100,000 gp 
  Crafting Time: 125 days 
  Skill Check: DC 25 tinker’s tools 
  Spells: geas, wish, true seeing   
  Ingredients: Clockwork gears and plates forged into 
  a shell that must be able to withstand deep oceanic 
  pressures. 
  Clockwork Nautiloid
  Huge construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 319 (22d12 + 176)
  Speed 10 ft., swim 40 ft.
  Saving Throws Dex +7
  Skills Perception +10
  Damage Vulnerabilities lightning
  Damage Immunities cold, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 
  20 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 14 (11,500 XP) 
  Deep Sea Sweller. The clockwork is immune pressure and 
  other deep-sea effects.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Reflective Shell. Spell attacks against the clockwork have 
  disadvantage. If the spell attack misses, roll a d6.
  1-2: If the spell only targets the clockwork, the spell is 
  reflected back at the caster. Use the original spell attack roll 
  to determine if it hits the caster. 
  3-4: No additional effect.
  5-6: Each creature within 30 feet of the clockwork must 
  make a DC 15 Constitution saving throw, taking 1d6 force 
  damage per level of the spell (minimum 1d6) on a failed save, 
  or half as much damage on a successful one.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes four tentacle and one bite 
  attacks. 
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) piercing damage. 
  Constrict. All creatures grappled by the clockwork must 
  make a DC 20 Strength saving throw, taking 28 (8d6) 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
  Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one 
  target. Hit: 10 (1d6 + 7) bludgeoning damage and if the 
  target is a creature they are grappled (escape DC 20). The 
  clockwork can grapple up to four creatures at a time. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  26 (+8)
  3 (-4)
  11 (+0)
  1 (-5)
  
  42
  Clockwork Overseer
  This clockwork humanoid has an arm that ends in a 
  long metallic whip.
  Leader. Clockwork overlords are leader units for other 
  clockworks. They can issue orders to other clockwork 
  creatures and can even force them to exceed their 
  normal limits.
  Mastermind. Clockwork overlords are highly 
  intelligent. They can hold an incredible amount of 
  information and orders. Although they can process 
  requests lightning fast, they are not actually free-
  thinking.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork overlord uses clockwork allies 
  as bodyguards. It prefers to overclock allies before 
  making attacks of its own.
  Construction
  Price: 42,000 gp 
  Crafting Cost: 22,000 gp 
  Crafting Time: 45 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, haste   
  Ingredients: Clockwork gears and a whip. 
  Clockwork Overseer
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 150 (20d8 + 60)
  Speed 30 ft., climb 30 ft.
  Saving Throws Dex +3
  Skills Arcana +10, Nature +10, Religion +10
  Damage Vulnerabilities lightning
  Damage Immunities cold, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 
  10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Commanding Presence. All allies of the clockwork within 30 
  feet of it gain a 1d4 bonus to attack rolls, ability checks, and 
  saving throws.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two lash attacks.
  Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 2) slashing damage. 
  Overclock. One clockwork within 10 feet of the overseer 
  becomes overclocked. An overclocked creature takes 4 (1d8) 
  damage at the start of each of its turns. It deals an extra 3 
  (1d6) fire damage on any melee attacks and gains an extra 
  action on its turn that can be used to make a single attack 
  action. This condition lasts until the creature is destroyed or 
  is cancelled by the overseer as a free action on its turn.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  16 (+3)
  24 (+7)
  11 (+0)
  1 (-5)
  
  43
  Clockwork Reliquary 
  The body of this clockwork is cylindrical, with a 
  humanoid skeleton encased in crystal sitting in the 
  middle. The creature has four long arms and three 
  spindly legs.
  Wizard Immortality. A clockwork reliquary is the 
  epitome of decades of research by a wizard that 
  sought immortality. Unlike the path of becoming a 
  lich, the construction of a reliquary is not evil, nor 
  does it corrupt the soul. It is a means of everlasting 
  life in an indestructible body.
  Master of Machines. The person that created the 
  clockwork reliquary was a master machinist. As 
  part of their ultimate creation, they wanted absolute 
  control over all other machines. The reliquary has the 
  ability to bring constructs under its control, although 
  intelligent constructs are able to ignore this influence.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork reliquary is incredibly 
  intelligent. It flies out of range and uses telekinesis to 
  keep melee fighters away and activates abyssal pulse if 
  surrounded. If this is the first time the characters have 
  fought the reliquary, it might underestimate them, but 
  will not do so on any subsequent encounters.
  Clockwork Reliquary
  Large construct, chaotic neutral
  Armor Class 20 (natural armor) 
  Hit Points 337 (25d10 + 200)
  Speed 40 ft., climb 30 ft., fly 60 ft.
  Saving Throws Dex +10, Int +17 
  Skills Arcana +17, Nature +17, Religion +17, Perception +13 
  Damage Vulnerabilities radiant 
  Damage Resistances cold, fire 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities exhaustion, frightened, paralyzed, 
  petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 23  
  Languages all 
  Challenge 25 (75,000 XP) 
  Adamantine Claws. The clockwork’s weapon attacks count as 
  adamantine. The clockwork scores a critial hit on an attack 
  roll of 19-20 with its claws. The clockwork’s claws deal 
  double damage to objects and structures.
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Innate casting: The clockwork’s innate spellcasting ability is 
  Intelligence (spell save DC 24, +16 to hit with spell attacks). 
  It can innately cast the following spells:
  At will: chain lightning (10d8), detect magic, dispel magic, 
  telekinesis
  Legendary Resistance (3/Day). If the clockwork fails a saving 
  throw, it can choose to succeed instead. 
  Rotating Plating. On odd numbered rounds, the clockwork 
  gains advantage on saving throws against spells and other 
  magical effects. On even numbered rounds, the clockwork 
  acts as if under the effects of the haste spell but doesn’t 
  suffer the lethargy penalty.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Undead Nature. Abilities or effects that target undead can 
  affect the clockwork.
  Actions
  Multiattack. The construct uses Abyssal Pulse and then 
  makes four claw or phantom dart attacks.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 6) slashing damage plus 7 (2d6) fire or cold 
  damage (the clockwork chooses). 
  Phantom Dart. Ranged Spell Attack: +17 to hit, range 90 ft., 
  one target. Hit: 25 (2d10 + 9) force damage. 
  Abyssal Pulse (Recharge 5-6). All creatures within 30 
  feet of the clockwork must make a DC 24 Constitution 
  saving throw, taking 21 (6d6) necrotic damage and having 
  disadvantage on all attack rolls until the end of their next 
  turn on a failed save, or half as much damage on a successful 
  one. All targets that take this necrotic damage have their hit 
  point maximum reduced by the amount of necrotic damage 
  they take. This reduction lasts until the target finishes a long 
  rest. This effect counts as poison.
  Conquer Construct. The clockwork targets an unintelligent 
  construct within 120 feet. The target must succeed on a DC 
  24 Intelligence saving throw or be permanently under the 
  control of the reliquary.
  LegendARy Actions
  The clockwork reliquary 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 reliquary regains spent 
  legendary actions at the start of its turn.
  Cursed Blood (Recharge 5-6). Ranged Spell Attack: +13 to hit, 
  range 30 ft., one target. Hit: Target must succeed on a DC 
  23 Wisdom saving throw or be cursed for 24 hours. A cursed 
  creature has disadvantage on all saving throws against 
  effects from the reliquary. 
  Attack. The reliquary makes a claw or phantom dart attack. 
  Telekinesis. The reliquary can cast telekinesis or use one of 
  the effects of telekinesis. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  26 (+8)
  28 (+9)
  20 (+5)
  16 (+3)
  
  44
  Clockwork Servant
  This clockwork humanoid has four arms and three 
  spindly legs.
  Repairs. Clockwork servants are skilled at repairing 
  other clockworks. They are often deployed to 
  battlefields to fix other clockwork soldiers, so that the 
  engineers aren’t put in danger.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork servant avoids fights and will 
  prioritize repairing other clockworks over attacking. 
  If it must fight, it deploys its net and allows allies to 
  attack the trapped creature or uses the opportunity to 
  flee.
  Construction
  Price: 7,500 gp 
  Crafting Cost: 3,750 gp 
  Crafting Time: 5 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, mending   
  Ingredients: Clockwork gears and a net.
  Clockwork Servant
  Medium construct, neutral
  Armor Class 13 (natural armor) 
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
  Skills any two skills
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands and can speak the languages of its 
  creator
  Challenge 1/4 (50 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Net. Ranged Weapon Attack: +2 to hit, range 5/15 ft., one 
  target. Hit: A Large or smaller creature hit by a net is 
  restrained until it is freed. A net has no effect on creatures 
  that are formless or creatures that are Huge or larger. A 
  creature can use its action to make a DC 10 Strength check, 
  freeing itself or another creature within its reach on a 
  success. Dealing 5 slashing damage to the net (AC 10) also 
  frees the creature without harming it, ending the effect and 
  destroying the net. 
  Clockwork Repair. The clockwork servant or one clockwork 
  within 5 feet regains 1d10 hit points. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  16 (+3)
  11 (+0)
  11 (+0)
  6 (-2)
  
  45
  Clockwork Soldier
  This clockwork humanoid wields a halberd.
  Skilled Soldier. Clockwork soldiers seem simple, but 
  they are skilled soldiers. They are typically outfitted 
  with halberds but can wield any weapon with deadly 
  precision.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork soldier attacks the nearest 
  enemy while remaining in formation. 
  Construction
  Price: 37,000 gp 
  Crafting Cost: 18,500 gp 
  Crafting Time: 25 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, heroism   
  Ingredients: Clockwork gears and a masterwork 
  weapon. 
  Clockwork Soldier
  Medium construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  Saving Throws Dex +3
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Locked Hands. The clockwork has advantage on any checks 
  to avoid being disarmed or to disarm another creature.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Multiattack. The construct makes two halberd attacks.
  Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  16 (+3)
  1 (-5)
  11 (+0)
  1 (-5)
  
  46
  Clockwork Spy
  This small spider-like clockwork has a large red orb 
  as a face and many legs.
  Listener. The large red eye of a clockwork spy 
  functions as a magical recording device. The eye is a 
  gemstone that can be removed and used to play back 
  the recorded audio.
  No Trace. Clockwork spies are hard to detect and 
  even harder to catch, but in the rare occasion that they 
  are, they trigger a self-destruct sequence to remove 
  any evidence.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork spy avoids conflict at all costs. 
  It will flee if possible, or if it can’t flee, trigger its self-
  destruct sequence. 
  Construction
  Price: 1,300 gp 
  Crafting Cost: 650 gp 
  Crafting Time: 2 days 
  Skill Check: DC 15 tinker’s tools 
  Spells: geas, minor illusion   
  Ingredients: Clockwork gears and a red gemstone 
  worth at least 50 gp. 
  Clockwork Spy
  Tiny construct, unaligned
  Armor Class 12 (natural armor) 
  Hit Points 6 (2d4 + 1)
  Speed 30 ft., fly 30 ft.
  Saving Throws Dex +3
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands and can speak the languages of its 
  creator
  Challenge 1/8 (25 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Recording Device. The clockwork can record sounds it can 
  hear within 20 feet and store them in a special gemstone 
  worth 50 gp. It can record up to 1 hour of audio and play it 
  back as a free action on its turn. The gem can be replaced 
  with a new gemstone costing at least 50 gp in order to 
  record more audio. A recording cannot be erased unless the 
  gemstone is destroyed.
  Self-Destruct. When the clockwork is unable to flee an 
  attacker or is reduced to 0 hit points or fewer, it explodes 
  at the start of its next turn. All creatures within 5 feet of 
  the clockwork must make a DC 11 Dexterity saving throw, 
  taking 3 (1d6) fire damage on a
  failed save, or half as much damage on a successful one. The 
  recording device gemstone is destroyed by the explosion.
  The explosion can be prevented by succeeding on a DC 11 
  Dexterity (Thieves Tools) or (Tinker Tools) check before it 
  explodes.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  13 (+1)
  12 (+1)
  2 (-4)
  11 (+0)
  1 (-5)
  
  47
  Clockwork Steed
  Clockwork gears audibly whirl as this clockwork 
  horse trots.
  Tireless Horsepower. Designed as an upgrade to 
  biological horses, clockwork horses are valued for 
  their ability to sprint or run without tiring.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The clockwork steed follows its rider’s orders 
  without hesitation. In combat, it typically runs down 
  foes to use its trampling charge. 
  Construction
  Price: 15,000 gp 
  Crafting Cost: 7,500 gp 
  Crafting Time: 10 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, enhance ability   
  Ingredients: Clockwork gears and pieces. 
   
  Clockwork Steed
  Large construct, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 37 (5d10 + 10)
  Speed 60 ft.
  Saving Throws Dex +3
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1 (200 XP) 
  Immutable Form. The clockwork is immune to any spell or 
  effect that would alter its form.
  Swift Reactions. The clockwork has advantage on initiative 
  checks.
  Trampling Charge. If the steed 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 knocked prone. If the target is 
  prone, the steed can make another attack with its hooves 
  against it as a bonus action.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  15 (+2)
  2 (-2)
  9 (-1)
  1 (-5)
  
  48
  Cobras
  This creature resembles a cobra with overlapping 
  metallic plates.
  Guardian. Cobra constructs are simple creatures to 
  make. They are generally given one task, to guard a 
  person or place. More advanced types of cobras can 
  be created by changing the type of metal or poison 
  used in their construction.
  Poisons. Like their namesake, construct cobras 
  can be fitted with various poisons, all which trigger 
  when the cobra bites. The default poison is effectively 
  limitless, but more advanced poisons are typically 
  single use.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Unless told to attack something, the cobra 
  attacks creatures that get too close to it or that 
  threaten its charge. It attacks the last creature to 
  damage it within reach.
  Construction (Iron Cobra)
  Price: 4,000 gp 
  Crafting Cost: 2,000 gp 
  Crafting Time: 5 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, geas, poison spray   
  Ingredients: 100 lbs. of magically treated iron
  Construction (Mithral Cobra)
  Price: 10,000 gp 
  Crafting Cost: 5,000 gp 
  Crafting Time: 10 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, geas, poison spray   
  Ingredients: 100 lbs. of magically treated mithral
  Construction (Adamantine Cobra)
  Price: 20,000 gp 
  Crafting Cost: 10,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, geas, poison spray   
  Ingredients: 100 lbs. of magically treated adamantine.
   
   
   
  Iron Cobra
  Small construct, unaligned
  Armor Class 14 
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., swim 30 ft.
  Skills Perception +2
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  12 
  Languages -
  Challenge 1/4 (50 XP) 
  Poison Reserve. The cobra’s poison can be switched out and 
  replaced with other poisons or potions that trigger when a 
  creature is hit by its bite attack.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage and the target must make 
  a DC 11 Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  13 (+1)
  2 (-4)
  10 (+0)
  3 (-4)
  
  49
   Mithral Cobra
  Small construct, unaligned
  Armor Class 14 
  Hit Points 81 (18d6 + 18)
  Speed 50 ft., swim 30 ft.
  Skills Perception +2
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  12 
  Languages -
  Challenge 2 (450 XP) 
  Poison Reserve. The cobra’s poison can be switched out and 
  replaced with other poisons or potions that trigger when a 
  creature is hit by its bite attack.
  Actions
  Multiattack. The construct makes two bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage and the target must make 
  a DC 11 Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  13 (+1)
  2 (-4)
  10 (+0)
  3 (-4)
  Adamantine Cobra
  Small construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 117 (18d6 + 54)
  Speed 30 ft., swim 30 ft.
  Skills Perception +4
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  14 
  Languages -
  Challenge 8 (3,900 XP) 
  Poison Reserve. The cobra’s poison can be switched out and 
  replaced with other poisons or potions that trigger when a 
  creature is hit by its bite attack.
  Actions
  Multiattack. The construct makes two bite attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage and the target must make 
  a DC 14 Constitution saving throw, taking 21 (6d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  2 (-4)
  12 (+1)
  3 (-4)
  
  50
  Colossus
  Golems and clockworks can be powerful creations, 
  but they pale in comparison to the strength of a 
  colossus. Colossi are towering constructs brimming 
  with power and magical energy. 
  Colossus War. Colossi were highly sought after by 
  wealthy kingdoms. In time, wars were decided by 
  the presence or absence of a colossus. Eventually a 
  war between kingdoms with colossi broke out, each 
  deploying their kingdom’s unique colossus in the hope 
  of victory. 
  Mystical Creation. The creation of a colossus 
  requires knowledge beyond that of most mortals. 
  The time and resources required is staggering and 
  imbuing the body with a spirit is just shy of creating a 
  new form of life. 
  Mana Drain. Colossi require massive amounts of 
  magical energy to function. Their very presence drains 
  the magic from the land, eventually interfering with 
  spellcasting over a long enough period of time.
  
  51
  Flesh Colossus
  This hulking monstrosity’s body is formed from 
  corpses melded together in a humanoid shape. Fresh 
  bodies drip and fall from its form.
  Font of Souls. Flesh colossi were created by those 
  proficient in necromancy but lacking in metals and 
  ore. Instead of one spirit to animate the colossus, 
  thousands of spirits were merged together and forced 
  into the shell.
  Recycle. Flesh colossi require hundreds of bodies. 
  In order to obtain such a large amount of bodies in a 
  short period of time, their creators often instigate wars 
  so they can collect the remains of the dead after.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. A flesh colossus uses circle of death only 
  when a significant number of targets are within the 
  area. It then attacks the closest creature within reach. 
  It summons a flesh golem with its legendary actions if 
  there is not already a flesh golem present. Otherwise, 
  it prefers to use waves of fatigue and slam attacks.
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 150 days 
  Skill Check: DC 25 Medicine 
  Spells: animate dead, antimagic field, gentle repose, 
  wish   
  Ingredients: 500 humanoid corpses and rare oils to 
  bind them.
  Flesh Colossus
  Gargantuan construct, neutral
  Armor Class 10 
  Hit Points 181 (11d20 + 66)
  Speed 50 ft.
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 15 (13,000 XP) 
  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. 
  Lightning Absorption. Whenever the colossus 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 colossus has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The colossus’ weapon attacks are magical.
  Actions
  Multiattack. The colossus makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Circle of Death (Recharge 5-6). The colossus emits a burst 
  of necrotic energy in a 60-foot radius sphere. All living 
  creatures in the area must make a DC 19 Constitution 
  saving throw, taking 28 (8d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  LegendARy Actions
  The colossus 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 colossus regains spent legendary actions at the start of 
  its turn.
  Flesh Golem (Costs 3). The colossus breaks off a piece of 
  itself, summoning a flesh golem in an unoccupied adjacent 
  space. The golem does not have damage immunities to 
  bludgeoning, piercing, and slashing damage nor the berserk 
  and magic resistance properties. 
  Waves of Fatigue (Costs 2). The colossus emits a wave of 
  lethargy in a 30-foot cone. All living creatures in the area 
  must succeed on a DC 19 Constitution saving throw or gain 
  one level of exhaustion. 
  Attack. The colossus makes a slam attack. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (+0)
  22 (+6)
  4 (-3)
  10 (+0)
  7 (-2)
  
  52
  Iron Colossus
  The gargantuan torso of this mechanical gladiator sits 
  atop spiked treads that dwarf a house. 
  War Ender. The iron colossus is the ultimate 
  colossus. It can single-handedly win wars and destroy 
  cities. Everything is crushed under its treads.
  Fire and Death. Iron colossi are dangerous at all 
  ranges. While approaching a target, they can ignite 
  them with magical fireballs and stride through the 
  flames unharmed.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The iron colossus attacks the closest foe. It 
  moves to melee when possible, shooting fireballs if it 
  can’t reach the target. It summons walls of fire under 
  its position so that it regains hit points and damages 
  foes. 
  Construction
  Price: 500,000 gp 
  Crafting Cost: 250,000 gp 
  Crafting Time: 250 days 
  Skill Check: DC 30 smith’s tools 
  Spells: antimagic field, cloudkill, meteor swarm, wall 
  of fire, wish   
  Ingredients: At least 500 tons of iron. 
  Iron Colossus
  Gargantuan construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 370 (20d20 + 160)
  Speed 60 ft.
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 25 (75,000 XP) 
  Colossal Size. The colossus does not provoke opportunity 
  attacks from movement and can move through and share 
  the space of Huge or smaller creatures.
  Fire Absorption. Whenever the colossus is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt.
  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.
  Magic Weapons. The colossus’ weapon attacks are magical.
  Siege Monster. The colossus deals double damage to objects 
  and structures.
  Actions
  Multiattack. The colossus makes two weapon attacks.
  Fire Breath (Recharge 5-6). The colossus exhales fire in a 
  60-foot cone. Each creature in that area must make a DC 24 
  Dexterity saving throw, taking 52 (15d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one 
  target. Hit: 28 (4d8 + 10) bludgeoning damage and the 
  target must succeed on a DC 26 Strength saving throw or be 
  knocked prone or pushed 20 feet (colossus’ choice). 
  Fireball Ballista. The colossus casts fireball (8d6), save DC 18. 
  LegendARy Actions
  The colossus 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 colossus regains spent legendary actions at the start of 
  its turn.
  Fireball Ballista (costs 2). The colossus casts fireball.
  Trample. The colossus can move up to half its speed and 
  make a slam attack. 
  Wall of Fire. The colossus casts wall of fire (5d8 fire damage).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  9 (-1)
  26 (+8)
  5 (-3)
  10 (+0)
  14 (+2)
  
  53
  
  54
  Stone Colossus
  This gargantuan stone creature looks like a walking 
  castle in humanoid form. 
  Mobile Castle. A stone colossus doesn’t just look like 
  a castle, it can actually transform into one. The stone 
  colossus is a mobile castle, and the inhabitants can 
  travel safely inside of it while the colossus is moving. 
  Some stone colossus can remain as a stationary, 
  functional castle for years before suddenly packing up 
  and moving.
  Mobile Walls. The stone colossus can raise towering 
  walls of stone from the ground. It uses these walls to 
  provide cover for its inhabitants or to split up enemy 
  forces. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. A stone colossus attacks the closest creature. 
  It will prioritize creating walls to defend its inhabitants 
  or to separate its foes. 
  Construction
  Price: 300,000 gp 
  Crafting Cost: 150,000 gp 
  Crafting Time: 230 days 
  Skill Check: DC 30 mason’s tools 
  Spells: antimagic field, mordenkainen’s magnificent 
  mansion, mending, wall of stone, wish   
  Ingredients: At least 300 tons of stone.
   
  Stone Colossus
  Gargantuan construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 314 (17d20 + 136)
  Speed 40 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 23 (50,000 XP) 
  Colossal Size. The colossus does not provoke opportunity 
  attacks from movement and can move through and share 
  the space of Huge or smaller creatures.
  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.
  Magic Weapons. The colossus’ weapon attacks are magical.
  Mobile Castle. The colossus can store creatures inside its 
  body safely. Up to 12 Medium creatures can be inside, and 
  they gain total cover from attacks outside. If the colossus 
  dies or is knocked prone, creatures inside take 22 (4d10) 
  bludgeoning damage. As an action, the colossus can deploy 
  itself as a castle or change back into its mobile form. While 
  in castle form, the colossus can’t move or be knocked prone.
  Siege Monster. The colossus deals double damage to objects 
  and structures.
  Actions
  Multiattack. The colossus makes two weapon attacks.
  Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 26 (4d8 + 8) bludgeoning damage. 
  Ballista. Ranged Weapon Attack: +7 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Wall of Stone. The colossus casts wall of stone.
  LegendARy Actions
  The colossus 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 colossus regains spent legendary actions at the start of 
  its turn.
  Ballista. The colossus makes a ballista attack. 
  Stomp. All creatures in the colossus’ space or within 10 feet 
  of it (but not inside or on it) must make a DC 23 Dexterity 
  saving throw, taking 18 (4d8) bludgeoning damage on a 
  failed save, or half as much damage on a successful one. 
  Wall of Stone. The colossus casts wall of stone.
  ReActions
  Forceful Blow. When the colossus hits a creature with a slam 
  attack, it can force them to make a DC 23 Strength saving 
  throw. On a failed save, they are either knocked prone or 
  pushed 20 feet away from the colossus, its choice.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  11 (+0)
  26 (+8)
  5 (-3)
  10 (+0)
  7 (-2)
  
  55
  
  56
  Wood Colossus
  The wood colossus looks like a walking mansion. Its 
  limbs are shaped from rooms.
  Mobile House. Wood colossi are walking houses. 
  Creatures can live inside of them safely while walking. 
  Nomadic Home. Wood colossi are the smallest 
  colossi and were created to keep people safe from 
  other colossi. Instead of a home being crushed by 
  warring colossi, the wood colossus can pick up and 
  run away.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The wood colossus attacks the closest foe.  
  Construction
  Price: 300,000 gp 
  Crafting Cost: 150,000 gp 
  Crafting Time: 160 days 
  Skill Check: DC 30 carpenter’s or woodcarver’s tools 
  Spells: antimagic field, mordenkainen’s magnificent 
  mansion, barkskin, wish   
  Ingredients: At least 200 tons of wood.  
  Wood Colossus
  Gargantuan construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 132 (8d20 + 148)
  Speed 60 ft.
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  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.
  Magic Weapons. The colossus’ weapon attacks are magical.
  Mobile House. The colossus can store creatures inside its 
  body safely. Up to 10 Medium creatures can be inside, and 
  they gain total cover from attacks outside the colossus. If 
  the colossus dies or is knocked prone, creatures inside take 
  11 (2d10) bludgeoning damage. As an action, the colossus 
  can deploy itself as a mansion, or change back into its 
  mobile form. The colossus has control of all wooden objects 
  inside of it. While in mansion form, the colossus can’t move 
  or be knocked prone.
  Actions
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 24 (4d8 + 6) bludgeoning damage. 
   
  LegendARy Actions
  The colossus 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 colossus regains spent legendary actions at the start of 
  its turn.
  Slam. The colossus makes a slam attack.
  Trample (Costs 2). The colossus can move up to half its speed 
  and make a slam attack. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  22 (+6)
  5 (-3)
  12 (+1)
  10 (+0)
  
  57
  Cryptguard
  This statue depicts a robed figure with angelic wings 
  and a raven-skull face.
  Undead Defense. Cryptguards are placed in 
  cemeteries as a defense against undead. They 
  immediately attack any undead they see.
  Holy Aura. A cryptguard is consecrated when it 
  is created. It emits an aura that interferes with the 
  animating magic of undead.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The cryptguard attacks any undead until they 
  are destroyed. Otherwise, it follows its orders.  
  Construction
  Price: 46,000 gp 
  Crafting Cost: 23,000 gp 
  Crafting Time: 40 days 
  Skill Check: DC 20 mason’s tools 
  Spells: hallow, magic weapon, geas, planar ally   
  Ingredients: 1,200 lbs. of consecrated marble.  
   
  Cryptguard
  Medium construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 120 (22d8 + 66)
  Speed 30 ft.
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities frightened, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Consecration Aura. All undead within 30 feet of the 
  cryptguard take a 1d4 penalty to attack rolls, saving throws, 
  and ability checks.
  False Appearance. While the cryptguard remains motionless, 
  it is indistinguishable from a statue.
  Magic Weapons. The cryptguard’s weapon attacks are 
  magical.
  Sanctification. A creature killed by the cryptguard cannot 
  be turned into an undead. Undead killed by the cryptguard 
  cannot be raised unless they have the rejuvenation ability.
  Actions
  Multiattack. The construct makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) force 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  4 (-3)
  12 (+1)
  2 (-4)
  
  58
  Cutlass Spider 
  This spiderlike figure is made of swords, cutlasses, 
  and wooden planks.
  Pirate Spider. Cutlass spiders are often found on the 
  ships of pirates and buccaneers. They are repaired 
  with scraps from the ships they sink.
  Malleable Form. Unlike most constructs, cutlass 
  spiders don’t have a frame. They hold their bodies 
  together with magic and can collapse into a sharp pile 
  of weapons to attack nearby enemies.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The cutlass spider uses collapse if it is 
  surrounded by enemies. Otherwise it tries to bite and 
  disarm foes with melee weapons.   
  Construction
  Price: 20,000 gp 
  Crafting Cost: 10,000 gp 
  Crafting Time: 30 days 
  Skill Check: DC 15 smith’s tools 
  Spells: geas, magic weapon, telekinesis   
  Ingredients: 400 gp of weapons and wood.  
  Cutlass Spider
  Large construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 153 (18d10 + 54)
  Speed 30 ft., climb 30 ft.
  Skills Stealth +6
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Actions
  Multiattack. The construct makes two claw and one bite 
  attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. If the target is a Huge or 
  smaller creature, they must succeed on a DC 14 Strength 
  saving throw or a weapon they are holding is disarmed and 
  stored in the spider’s body. The weapon can be recovered 
  if the spider is slain or by grappling it and succeeding on an 
  opposed Strength check. 
  Collapse. All creatures within 5 feet of the spider must make 
  a DC 14 Dexterity saving throw, taking 17 (4d6 + 3) slashing 
  damage on a failed save, or half as much damage on a 
  successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  2 (-4)
  10 (+0)
  1 (-5)
  
  59
  Dedicated Wright 
  This small homunculus carries a hammer.
  Homebody. Dedicated wrights do not like to go on 
  adventures. They prefer to sit in the safety of their 
  home and work on tinkering projects. 
  Crafter. These homunculi take delight in creating 
  things. They are happiest when helping their creator 
  on a project, but they can work alone as well.
  Construct Nature. The construct doesn’t require food, 
  drink, or sleep.
  Tactics. The construct avoids combat and actively 
  flees from it even if ordered to fight. 
  Construction
  Price: 2,100 gp 
  Crafting Cost: 1,050 gp 
  Crafting Time: 4 days 
  Skill Check: DC 14 potter’s tools 
  Spells: arcane eye, fabricate   
  Ingredients: Glazed clay mixed with arcane unguents 
  and a pint of the crafter’s blood.  
   
  Dedicated Wright
  Tiny construct, neutral
  Armor Class 10  
  Hit Points 5 (2d4)
  Speed 10 ft.
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/8 (25 XP) 
  Crafter. The dedicated wright has proficiency with all crafting 
  tools.
  Item Creation. A dedicated wright can lessen the cost and 
  time of creating an item by 25% by assisting during the 
  whole process. A dedicated wright can also work by itself 
  when its creator can’t, like at night.
  Actions
  Light Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  7 (-2)
  
  60
  Devastator  
  This towering humanoid monstrosity of metal has 
  four arms that each end in a different weapon. Hellfire 
  leaks from its joints.
  Soul Fuel. Devastators make their home in the Abyss, 
  where they sit in a place of power above most other 
  demons. They are fueled by the energy of celestials 
  and healing magic, which they absorb. 
  Abyss Wanderer. Devastators operate outside 
  the hierarchy of demons. They wander the Abyss 
  unbothered, looking for escape routes to hunt 
  celestials or mortals. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The devastator leaves any divine spellcaster 
  unharmed, in the hopes that it can absorb their 
  healing spells. It opens fights with an earthquake 
  spell and places blade barriers in tactical locations. It 
  likes to wade into melee combat, spreading its attacks 
  among all available targets.
  Devastator
  Gargantuan construct, chaotic evil
  Armor Class 19 (natural armor) 
  Hit Points 420 (24d20 + 168)
  Speed 50 ft., burrow 30 ft., fly 60 ft.
  Saving Throws Con +14, Wis +11
  Skills Intimidation +14, Perception +11, Religion +13
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities acid, cold, fire, lightning, poison
  Condition Immunities petrified, poisoned
  Senses darkvision 120 ft., passive Perception 21 
  Languages Infernal, Celestial
  Challenge 22 (41,000 XP) 
  Innate casting: The devastator’s innate spellcasting ability is 
  Charisma (spell save DC 22,+14 to hit with spell attacks). It 
  can innately cast the following spells:
  At will: blade barrier
  3/day each: disintegrate, divine word
  1/day: earthquake
  Absorb Healing. Any healing magic that is cast within 60 
  feet of the devastator is absorbed by the construct. The 
  devastator regains the hit points instead, and no other 
  creature regains any hit points.
  Magic Resistance. The devastator has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The devastator’s weapon attacks are 
  magical.
  Actions
  Multiattack. The construct makes four weapon attacks.
  Destruction Beam. Ranged Spell Attack: +14 to hit, range 120 
  ft., one target. Hit: 75 (10d6 + 40) force damage. 
  Infernal Weapons. Melee Weapon Attack: +15 to hit, reach 
  5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning, piercing, or 
  slashing damage (depending on the weapon), plus 14 (4d6) 
  fire damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  24 (+7)
  22 (+6)
  18 (+4)
  24 (+7)
  
  61
  Dread Guard  
  Red eyes glow from the dark helmet of this armored 
  figure.
  Simple Guards. Dread Guards are very similar to an 
  animated suit of armor, with slightly better combat 
  skills.
  Unending Loyalty. Dread guards are loyal to their 
  creator and cannot betray them.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The dread guard attacks the nearest enemies 
  until slain.       
  Construction
  Price: 2,000 gp 
  Crafting Cost: 1,000 gp 
  Crafting Time: 5 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, magic weapon   
  Ingredients: A suit of heavy armor, shield, and a 
  weapon.  
   
  Dread Guard
  Medium construct, unaligned
  Armor Class 18 (natural armor, shield)  
  Hit Points 66 (12d8 + 125)
  Speed 20 ft.
  Damage Resistances cold, fire
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 6 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1 (200 XP) 
  Shield Bash. When the dread guard makes an opportunity 
  attack, it can strike out with its shield. If the opportunity 
  attack hits, the target must succeed on a DC 12 Constitution 
  saving throw or have their speed reduced by half until the 
  end of their next turn.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  1 (-5)
  3 (-4)
  1 (-5)
  
  62
  Effigy Creature 
  (Template)
  There is something unnatural about this lion’s 
  movements. There are odd protrusions near its joints.
  Effigy Master. An organization of tinkers and 
  artificers seek to create these constructs to be as 
  lifelike as possible. They host an annual competition 
  to see which one looks the most lifelike. 
  Sidekick. Effigy creatures often serve the same 
  purpose as a druid’s animal companion, but for the 
  more technologically inclined.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Effigy creatures can follow simple 
  commands. They do whatever their owner commands. 
  Effigy Creature Template
  Any beast can become an effigy creature. A creature 
  that becomes an effigy creature retains all its statistics 
  except as noted below
  • Alignment. The creature’s alignment becomes 
  unaligned.
  • Type. The creature’s type becomes construct.
  • Darkvision. The creature gains darkvision 60 feet.
  • Damage Immunities. The creature gains 
  immunity to poison and psychic damage.
  • Condition Immunities. The creature gains 
  immunity to the charmed, frightened, and 
  poisoned conditions.  
  Construction
  Price: 7,000 gp 
  Crafting Cost: 3,500 gp 
  Crafting Time: 7 days 
  Skill Check: DC 15 tinker’s tools 
  Spells: animate objects   
  Ingredients: The body is assembled from wood, 
  leather, metal, wires, and a covering to conceal the 
  assemblage beneath.  
   
  Lion Effigy
  Medium construct, unaligned
  Armor Class 12 (natural armor)  
  Hit Points 26 (4d10 + 4)
  Speed 50 ft. 
  Skills Perception +3, Stealth +4
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages -
  Challenge 1 (200 XP) 
  Keen Smell. The lion has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Pack Tactics. The lion has advantage on an attack roll against 
  a creature if at least one of the lion’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Pounce. If the lion 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 13 Strength saving throw 
  or be knocked prone. If the target is prone, the lion can 
  make one bite attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the lion can long 
  jump up to 25 feet.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1)
  3 (-4)
  12 (+1)
  8 (-1)
  
  63
  Elder Eidolon (Template) 
  A monstrous kraken made of stone and glass stares at 
  you with two immense eyes. Its body is carved in hard 
  angles that are hard to follow; the more you stare at it, 
  the more disorienting it becomes.
  Machines From Beyond. Elder eidolons are among 
  the oldest mechanical creations in existence. They 
  are either brought in from alternate realities or are 
  constructed with eldritch knowledge.  
  Eldritch Form. Elder eidolons are the creations of 
  aberrations, and their unnatural physiology is evident 
  in their construction. Mortal minds cannot fully 
  comprehend the true shape of these creatures.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Elder eidolons act like their living 
  counterparts.   
  Elder Eidolon Template
  Any creature can become an elder eidolon. A creature 
  that becomes an elder eidolon retains all its statistics 
  except as noted below
  • Type. The creature’s type becomes construct.
  • Darkvision. The creature gains darkvision 60 feet.
  • Damage Immunities. The creature gains 
  immunity to poison damage.
  • Existential Dread Aura. Any creature that starts 
  its turn within 10 feet of the eidolon must succeed 
  on a Wisdom saving throw or have disadvantage 
  on attack rolls and saving throws until the start 
  of their next turn. The DC is 8 + the monster’s 
  proficiency bonus + Charisma modifier.
  • Condition Immunities. The creature gains 
  immunity to the poisoned conditions.
  • Fast Repair. The creature regains 5 hit points 
  at the start of its turn. The creature dies only if it 
  starts its turn with 0 hit points.
  • Magic Resistance. The creature has advantage 
  on saving throws against spells and other magical 
  effects.
  • Otherworldly Geometry. Ranged attacks against 
  the creature have disadvantage.
   
  
  64
  Kraken Elder Eidolon
  Gargantuan construct (titan), chaotic evil
  Armor Class 18 (natural armor)  
  Hit Points 472 (27d20 + 189)
  Speed 20 ft., swim 60 ft. 
  Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 14 
  Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 
  120 ft. but can’t speak
  Challenge 23 (50,000 XP) 
  Amphibious. The kraken can breathe air and water. 
  Fast Repair. The kraken regains 5 hit points at the start of its 
  turn. The kraken dies only if it starts its turn with 0 hit points.
  Freedom of Movement. The kraken ignores difficult terrain 
  and magical effects can’t reduce its speed or cause it to be 
  restrained. It can spend 5 feet of movement to escape from 
  nonmagical restraints or being grappled. 
  Existential Dread Aura. Any creature that starts its turn 
  within 10 feet of the kraken must succeed on a DC 20 
  Wisdom saving throw or have disadvantage on attack rolls 
  and saving throws until the start of their next turn. 
  Magic Resistance. The kraken has advantage on saving 
  throws against spells and other magical effects.
  Otherworldly Geometry. Ranged attacks against the kraken 
  have disadvantage.
  Siege Monster. The kraken deals double damage to objects 
  and structures.
  Actions
  Multiattack. The kraken makes three tentacle attacks, each 
  of which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. 
  Hit: 23 (3d8 + 10) piercing damage. If the target is a Large 
  or smaller creature grappled by the kraken, that creature 
  is swallowed, and the grapple ends. While swallowed, the 
  creature is blinded and restrained, it has total cover against 
  attacks and other effects outside the kraken, and it takes 42 
  (12d6) acid damage at the start of each of the kraken’s turns.
  If the kraken takes 50 damage or more on a single turn 
  from a creature inside it, the kraken must succeed on a 
  DC 25 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in 
  a space within 10 feet of the kraken. If the kraken dies, a 
  swallowed creature is no longer restrained by it and can 
  escape from the corpse using 15 feet of movement, exiting 
  prone. 
  Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one 
  target. Hit: 20 (3d6 + 10) bludgeoning damage, and the 
  target is grappled (escape DC 18). Until this grapple ends, 
  the target is restrained. The kraken has ten tentacles, each 
  of which can grapple one target. 
  Fling. One Large or smaller object held or a creature 
  grappled by the kraken is thrown up to 60 feet in a random 
  direction and knocked prone. If a thrown target strikes a 
  solid surface, the target takes 3 (1d6) bludgeoning damage 
  for every 10 feet it was thrown. If the target is thrown at 
  another creature, that creature must succeed on a DC 18 
  Dexterity saving throw or take the same damage and be 
  knocked prone. 
  Lightning Storm. The kraken magically creates three bolts 
  of lightning, each of which can strike a target the kraken 
  can see within 120 feet of it. A target must make a DC 23 
  Dexterity saving throw, taking 22 (4d10) lightning damage 
  on a failed save, or half as much damage on a successful one.
  LegendARy Actions
  The kraken 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 kraken regains spent legendary actions at the start of its 
  turn.
  Tentacle Attack or Fling. The kraken makes one tentacle 
  attack or uses its Fling. 
  Lightning Storm (Costs 2 Actions). The kraken uses Lightning 
  Storm. 
  Ink Cloud (Costs 3 Actions). While underwater, the kraken 
  expels an ink cloud in a 60-foot radius. The cloud spreads 
  around corners, and that area is heavily obscured to 
  creatures other than the kraken. Each creature other than 
  the kraken that ends its turn there must succeed on a DC 23 
  Constitution saving throw, taking 16 (3d10) poison damage 
  on a failed save, or half as much damage on a successful 
  one. A strong current disperses the cloud, which otherwise 
  disappears at the end of the kraken’s next turn.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  11 (+0)
  25 (+7)
  22 (+6)
  18 (+4)
  20 (+5)
  
  65
  Expeditious Messenger 
  This homunculus looks like a winged cat with a 
  stinger-tipped tail.
  Messenger. These homunculi are used for sending 
  messages back and forth safely. They are nimble 
  constructs and are skilled at avoiding capture.
  Keep Secrets. A capture expeditious messenger will 
  never willingly divulge its message. It is incapable of 
  delivering the message to anyone but the recipient.
  Construct Nature. The construct doesn’t require food 
  or drink.
  Tactics. The construct avoids combat, but if cornered 
  it will attack the closest creature with its stinger until 
  it can safely escape. 
  Construction
  Price: 1,700 gp 
  Crafting Cost: 850 gp 
  Crafting Time: 3 days 
  Skill Check: DC 16 potter’s tools 
  Spells: arcane eye, expeditious retreat   
  Ingredients: Clay, cat hair, bird feathers, and a pint of 
  the creator’s blood.  
  Expeditious Messenger
  Tiny construct, neutral
  Armor Class 13 
  Hit Points 10 (4d4)
  Speed 20 ft., fly 60 ft.
  Saving Throws Dex +5
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/4 (50 XP) 
  Expeditious. The messenger can Dash as a bonus action. 
  Telepathic Bond. While the messenger is on the same plane 
  of existence as its master, it can magically convey what 
  it senses to its master, and the two can communicate 
  telepathically.
  Actions
  Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  16 (+3)
  10 (+0)
  8 (-1)
  12 (+1)
  7 (-2)
  
  66
  Furtive Filcher 
  This tiny humanoid looks like an animated shadow, 
  darting between patches of darkness.
  Thief. Furtive filchers are designed to steal small 
  objects without detection, and they are very good at it. 
  Dark Pocket. When traveling, furtive filchers prefer to 
  crawl into small pouches or backpacks, only peeking 
  their heads out occasionally. 
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. The construct avoids combat and will actively 
  flee from it. 
  Construction
  Price: 1,700 gp 
  Crafting Cost: 850 gp 
  Crafting Time: 3 days 
  Skill Check: DC 12 potter’s tools 
  Spells: arcane eye, conjure minor elementals   
  Ingredients: Clay, ash, shadowstuff from the Plane of 
  Shadows, and a pint of the creator’s blood.  
   
  Furtive Filcher
  Tiny construct, neutral
  Armor Class 14  
  Hit Points 10 (4d4)
  Speed 50 ft. 
  Skills Sleight of Hand +6, Stealth +6
  Damage Immunities poison
  Condition Immunities charmed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but  
  can’t speak
  Challenge 1/4 (50 XP) 
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  19 (+4)
  12 (+1)
  12 (+1)
  10 (+0)
  7 (-2)
  
  67
  Golems
  Adamantine Golem 
  This sturdy golem is covered in dark metal and 
  spikes. Its joints are heavily reinforced with layers 
  of redundant adamantine. It has no head, but has 
  numerous stacks that sit on its shoulders and emit hot 
  smoke from the fires within.
  Unbreakable. Adamantine is one of the hardest 
  materials in existence, rumored to be unbreakable. 
  The adamantine golem’s body is made with this sturdy 
  material and is nearly unstoppable. It is unheard of 
  for the frame to be destroyed. Instead, the internal 
  functions are usually damaged in order to defeat it.
  Imported Materials. The amount of adamantine 
  required to make one of these golems is staggering. 
  Adamantine is so rare that there isn’t enough of it 
  in each world to make one of these. Crafters need 
  to travel to other worlds or the Plane of Earth to get 
  enough.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest target until 
  they are knocked unconscious. It positions itself in fire 
  if possible.
  Construction
  Price: 600,000 gp 
  Crafting Cost: 300,000 gp 
  Crafting Time: 200 days 
  Skill Check: DC 35 smith’s or mason’s tools 
  Spells: arcane hand, geas, heal, stoneskin, wish   
  Ingredients: 4,000 lbs. of adamantine.  
      
   
  Adamantine Golem
  Huge construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 270 (20d12 + 140)
  Speed 30 ft.
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 19 (22,000 XP) 
  Adamantine Form. Any critical hit against the golem becomes 
  a normal hit.
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Indestructible. If damage reduces the golem to 0 hit points, it 
  must make a Constitution saving throw with a DC of 5+ the 
  damage taken, unless the damage is from an adamantine 
  weapon. On a success, the golem drops to 1 hit point 
  instead.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes four slam attacks.
  Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 26 (4d8 + 8) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  9 (-1)
  24 (+7)
  3 (-4)
  11 (+0)
  1 (-5)
  Golems 
  The basic assumption for golems 
  in D&D is that they are immune to 
  nonmagical bludgeoning, piercing, and 
  slashing damage. This makes it difficult 
  to create lower CR golems, since magic 
  is rarer at lower levels. Therefore, 
  some of the golems in this book will 
  have varying levels of resistances and 
  immunities. 
  You can give all golems immunity to 
  nonmagical bludgeoning, piercing, and 
  slashing damage if you want a more 
  traditional type of golem, but it will 
  make certain golems more powerful.
  
  68
  
  69
  Alchemical Golem
  This golem is made of a rickety wooden and metal 
  frame and is covered in tubing and glass. Its head is a 
  globe filled with a green liquid. A brain and a pair of 
  eyes float inside.
  Unstable. The alchemical golem is filled with all sorts 
  of volatile liquids. Attacking it can cause these liquids 
  to spray out. 
  Abnormal Brain. Because of the brain floating in its 
  skull, the alchemical golem is able to interpret a wider 
  array of orders than other golems. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem prefers to attack at range, 
  throwing alchemical bombs. However, it won’t shy 
  from melee combat.     
  Construction
  Price: 66,000 gp 
  Crafting Cost: 33,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 alchemist’s supplies 
  Spells: geas, gentle repose, creation, protection from 
  energy, telekinesis   
  Ingredients: 3,000 gp of alchemical gear and 
  solutions.  
  Alchemical Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Alchemy. The golem’s melee attacks deal an extra 1d6 
  damage of a random type, as determined below. Roll each 
  time this feature is triggered.
  1. Acid
  2. Cold
  3. Fire
  4. Lightning
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Sloshing Chemicals. A creature that makes a melee attack 
  against the golem while within 5 feet of it takes 1d6 damage 
  of a random type (see Alchemy trait).
  Actions
  Multiattack. The construct makes two needle attacks.
  Bomb. Ranged Weapon Attack: +5 to hit, range 60 ft., one 
  target. Hit: 28 (8d6) random alchemical damage. All 
  creatures within 5 feet of the target must make a DC 13 
  Dexterity saving throw, taking half of the damage on a failed 
  save, or no damage on a successful one.
  Needle. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) 
  alchemical damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  18 (+4)
  6 (-2)
  11 (+0)
  1 (-5)
  
  70
  Behemoth Golem  
  The behemoth golem is a towering, mammoth-like 
  creature with a rocky exterior and a stronghold on its 
  back.
  Shaking Step. These colossal constructs shake the 
  ground with every step. By rearing on their back legs 
  and slamming their front legs into the ground, they 
  can create earthquakes. 
  Mobile Stronghold. A fortified stronghold sits on the 
  back of these creatures. Up to 8 creatures can safely 
  inhabit the building, sitting safe from any threats 
  while the golem crushes everything before it.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem uses quake when possible, and 
  attacks the nearest creature.      
  Construction
  Price: 305,000 gp 
  Crafting Cost: 152,500 gp 
  Crafting Time: 180 days 
  Skill Check: DC 30 mason’s tools 
  Spells: earthquake, geas, mordenkainen’s magnificent 
  mansion, wish   
  Ingredients: You must first find the instructions for 
  creating this golem, which are very rare. The golem 
  requires at least 70,000 lbs. of stone treated with 
  unholy oils.  
  Behemoth Golem
  Gargantuan construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 348 (17d20 + 170)
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 18 (20,000 XP) 
  Colossal Size. The golem does not provoke opportunity 
  attacks from movement, and can move through and share 
  the space of Huge or smaller creatures.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Mobile Castle. The golem has a small stronghold built into 
  its back. Up to 12 Medium creatures can be inside, and they 
  gain total cover from attacks outside. If the golem dies or is 
  knocked prone, creatures inside take 22 (4d10) bludgeoning 
  damage. 
  Actions
  Multiattack. The construct makes two stomp attacks.
  Quake (Recharge 5-6). The golem slams the ground with two 
  feet, creating a small earthquake. All creatures touching 
  the ground within 60 feet of the golem must make a DC 
  23 Strength saving throw, taking 52 (15d6) bludgeoning 
  damage on a failed save and falling prone, or half as much 
  damage and remain standing on a successful one. Any 
  structures in this area take 50 bludgeoning damage. 
  Stomp. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 31 (4d10 + 9) bludgeoning damage. All creatures 
  within 10 feet of the target must make a DC 23 Dexterity 
  saving throw, taking half of the damage on a failed save. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  7 (-2)
  30 (+10)
  2 (-4)
  15 (+2)
  1 (-5)
  
  71
  Blood Golem  
  The red pool of blood rises and clots into a  
  humanoid form.
  Magic Blood. Instead of being bound to a solid frame, 
  blood golems are made of fluid and can change their 
  shape. They can assume a liquid form or allow the 
  blood to clot and harden into a humanoid form. 
  Crave Blood. Aside from their normal instructions, 
  blood golems seek out more blood to add to their 
  mass. Unless told otherwise, they will attack a 
  creature with blood and drain it. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem grabs the nearest creature with 
  blood and drains them. The golem will use its liquid 
  form to sneak or escape and ignores any creature 
  without blood.  
  Construction
  Price: 23,000 gp 
  Crafting Cost: 11,500 gp 
  Crafting Time: 30 days 
  Skill Check: DC 15 alchemist’s supplies 
  Spells: animate dead, inflict wounds,  
  cure wounds, geas   
  Ingredients: The blood of 20 humanoids and  
  necrotic oils.  
   
  Blood Golem
  Medium construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 110 (20d8 + 20)
  Speed 10 or 30 ft.
  Damage Vulnerabilities cold, piercing
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 
  12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Amorphous (Liquid Form). The construct can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Blood Sense. Creatures without blood are invisible to the 
  golem, and it doesn’t have blindsight against them.
  Clotting. As a bonus action, the golem can assume a clotted, 
  humanoid form or a liquid, bloody form:
  Clotted: The golem’s speed becomes 30 feet. It loses 
  amorphous.
  Liquid: The golem’s speed becomes 10 feet. It gains 
  amorphous.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The construct makes two slam attacks.
  Blood Drain. One creature grappled by the golem must make 
  a DC 12 Constitution saving throw, reducing their current 
  hit points by 14 (4d6) from blood loss, or half as much on a 
  successful save. The golem regains hit points equal to the 
  amount of hit points lost.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage and if the target is a 
  Large or smaller creature, they are grappled (escape DC 12). 
  The golem can have one creature grappled at a time. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  1 (-5)
  14 (+2)
  1 (-5)
  
  72
  Blood of Hextor Golem
  The mechanical war machine has blood dripping from 
  its joints and two large flails for hands.
  Shielded Blood. The golem’s true form is that of a 
  humanoid mass of thick red blood. The armored shell 
  is meant to make it stronger and keep its form solid.
  Blood Dependent. These golems are imperfect 
  creations and constantly lose some of their blood 
  mass over time. The armored shell slows this down, 
  but they require daily infusions of blood or they begin 
  to wither away.
  Construct Nature. The construct doesn’t require air, 
  food, or sleep.
  Tactics. The blood golem will charge into the middle 
  of a group of enemies so it can use its Spin Attack 
  instead of basic flail attacks. It fights until slain.   
  Construction
  Price: 100,000 gp 
  Crafting Cost: 50,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 15 smith’s tools for the shell and 
  weapons, and a DC 15 Medicine check for handling 
  the blood. 
  Spells: animate objects, enhance ability, gentle repose, 
  heal   
  Ingredients: The blood of 16 humanoids sacrificed 
  in Hextor’s name. A set of heavy armor and two flails 
  must be provided.  
  Blood of Hextor Golem
  Large construct, unaligned
  Armor Class 18 (plate armor)  
  Hit Points 95 (10d10 + 40)
  Speed 20 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Armor Shell. The golem is wrapped in a shell of armor. If the 
  armor is broken or destroyed, the golem’s AC becomes 8 
  and it loses its flail attacks.
  Blood Dependency. The golem loses blood constantly. Its hit 
  point maximum is reduced by 10 for each day it does not 
  drain blood. If its armor is destroyed, this amount is doubled.
  Blood Siphon. If the golem is adjacent to an unconscious or 
  dead creature with blood, the golem can drain their blood as 
  an action. The golem regains 10 hit points, and if the target 
  is alive, they gain 1 level of exhaustion. A golem can use 
  blood siphon on a creature 5 times before the creature runs 
  out of blood.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam or flail attacks.
  Flail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 5) bludgeoning damage.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Spin Attack. The golem makes a flail attack against every 
  creature within its reach.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  18 (+4)
  3 (-4)
  10 (+0)
  1 (-5)
  
  73
  Bone Golem
  This monstrosity is made of bones and skulls tied 
  together with sinew. A ring of bones flies from its body 
  and straight towards you.
  Tomb Guardian. Bone golems are usually made to 
  guard a tomb. The interred residents usually make up 
  part of the golem.
  Construction. The golem is made out of piles of 
  bones, although their origin does not matter. Rope or 
  sinew coated in oils is used to bind the parts together.
  Construct Nature. This creature doesn’t require air, 
  food, drink, or sleep.
  Tactics. A bone golem will use bone prison on a 
  creature with melee weapons at range. Once in melee 
  range, it will use slam attacks until all targets are 
  dead. Bone golems fight until destroyed. 
  Construction
  Price: 50,000 gp 
  Crafting Cost: 25,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 15 tinker’s tools 
  Spells: animate dead or animate objects, geas, 
  telekinesis, wish   
  Ingredients: The bones of a dozen Medium-sized 
  creatures and rare oils.  
   
  Bone Golem
  Large construct, unaligned
  Armor Class 12 
  Hit Points 104 (11d10 + 44)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Aversion to Radiant. If the golem takes radiant damage, it has 
  disadvantage on attack rolls and ability checks until the end 
  of its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Resistance. The golem’s weapon attacks are magical.
  Necrotic Absorption. Whenever the golem is subjected to 
  necrotic damage, it takes no damage and instead regains a 
  number of hit points equal to the necrotic damage dealt.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning. 
  Bone Prison. Ranged Weapon Attack: +5 to hit, range 30/60 
  ft., one target. Hit: The target is restrained. At the beginning 
  of each of its turns, the target is subjected to a free slam 
  attack from the bone golem as the cage attempts to crush 
  them. The target can attempt to escape as an action by 
  succeeding on a DC 15 Strength check. The cage can be 
  broken if it takes 15 points of damage in one turn. The cage 
  has the golem’s AC, resistances, and immunities. The golem 
  can only have one bone prison active at a time. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  18 (+4)
  6 (-2)
  10 (+0)
  4 (-3)
  
  74
  Brain Golem
  This creature has an oversized brain as a head and 
  appears to be covered in brain tissue.
  Grown Golem. Brain golems are grown by psionic 
  creatures. They harvest the brains of intelligent 
  creatures, growing them into the shape of the golem. 
  Their favorite brain becomes the head.
  Psionic Receiver. Although smarter than most 
  golems, brain golems are still not very intelligent. They 
  cannot speak or understand language, but they do 
  have a telepathic connection to their creator, through 
  which they can understand orders.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The brain golem tries to target as many 
  people in its Mind Blast as possible. It prefers to stay 
  at range and disable foes with a psionic assault.  
  Construction
  Price: 110,000 gp 
  Crafting Cost: 55,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 15 Medicine 
  Spells: enhance abilities, feeblemind, geas, mage 
  armor   
  Ingredients: The brains of five intelligent creatures 
  grown into one large mass inside a vat filled with 
  alchemical solutions.   
  Brain Golem
  Large construct, unaligned
  Armor Class 16 (13 without psionic armor) 
  Hit Points 135 (18d10 + 36)
  Speed 30 ft.
  Saving Throws Int +1
  Damage Resistances psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 6 (2,300 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Psionic Armor. The golem is surrounded by a field of psionic 
  energy that counts as a magical forcefield. The armor can be 
  dispelled by the dispel magic spell.
  Telepathic Tether. The golem has a telepathic link with 
  its creator or master. The golem can’t speak, but it 
  can understand orders given by its master or creator 
  telepathically.
  Actions
  Multiattack. The construct makes three slam or Psionic 
  Assault attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) psychic 
  damage. 
  Psionic Assault. One creature within 100 feet of the golem 
  must make a DC 16 Wisdom saving throw, taking 22 (4d10) 
  psychic damage on a failed save, or half as much damage on 
  a successful one. 
  Mind Blast (Recharge 6). The golem unleashes a wave of 
  psychic energy in a 60-foot cone. All creatures in the area 
  must make a DC 16 Wisdom saving throw. On a failed save, 
  they are stunned for up to 4 turns. They can repeat the 
  saving throw at the end of each of their turns, ending the 
  effect on themselves on a successful save. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  14 (+2)
  6 (-2)
  11 (+0)
  8 (-1)
  
  75
  Brass Golem
  This tall construct has a brass body and a large pair of 
  horns.
  Reckless Attacker. Brass golems are vicious 
  attackers. They are more aggressive than other 
  golems. 
  Heated Planes. Brass golems are found in hot places, 
  specifically the City of Brass. They have a fire spirit 
  bound to their body, and can exhale superhot flames.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem charges into melee combat, using 
  its incendiary breath if it can target three or more 
  creatures. Otherwise, it always attacks recklessly, 
  standing in fire if possible.
  Construction
  Price: 180,000 gp 
  Crafting Cost: 90,000 gp 
  Crafting Time: 110 days 
  Skill Check: DC 22 smith’s tools 
  Spells: geas, incendiary cloud, see invisibility, wish   
  Ingredients: 18,000 lbs. of brass and mineral 
  solutions.  
  Brass Golem
  Huge construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 210 (20d12 + 80)
  Speed 40 ft.
  Skills Perception +6
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses truesight 60 ft., darkvision 60 ft., passive Perception 
  16 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 14 (11,500 XP) 
  Death Throes. When the golem is reduced to 0 hit points, it 
  explodes. The golem dies, and all creatures within 30 feet 
  of it must make a DC 17 Dexterity saving throw, taking 42 
  (12d6) fire damage on a failed save, or half as much damage 
  on a successful one.
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Weapons. The golem’s weapon attacks are magical.
  Reckless. At the start of its turn, the golem can gain 
  advantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Actions
  Multiattack. The construct makes three falchion attacks.
  Incendiary Breath (Recharge 5-6). The golem exhales a burst 
  of fire and ash in a 60-foot cone. All creatures in the area 
  must make a DC 20 Dexterity saving throw, taking 45 
  (10d8) fire damage on a failed save, or half as much damage 
  on a successful one.
  Falchion. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 23 (3d10 + 7) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  18 (+4)
  2 (-4)
  12 (+1)
  2 (-4)
  
  76
  Cadaver Golem
  This large figure appears to be stitched together from 
  multiple bodies and smells like rotten flesh. Its eyes, 
  each one a different color, size you up with a glance. 
  Flesh Mistake. The first cadaver golem was created 
  when something went wrong during the construction 
  of a flesh golem. They are not beholden to their 
  creators and strike out on their own.
  Absorb Skills. A cadaver golem has no skills on its 
  own, but it can acquire skills based on the body parts 
  that it absorbs. Some cadaver golems switch out body 
  parts as needed, while others have a few they prefer.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The cadaver golem focuses its attack on 
  one creature at a time. It sometimes tries to surprise 
  enemies with its speed and tactics.
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 16 leatherworker’s tools or Medicine 
  Spells: animate dead, enhance ability, geas 
  Ingredients: Eight humanoid corpses are required, 
  one for each major body part.  
  Cadaver Golem
  Large construct, neutral
  Armor Class 12 (natural armor) 
  Hit Points 153 (18d10 + 54)
  Speed 30 ft.
  Skills see Assimilate Flesh.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities lightning, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Knows the languages of its creator
  Challenge 10 (5,900 XP) 
  Assimilate Flesh. The cadaver golem can replace one of its 
  body parts with a similar part from a deceased humanoid. 
  The golem gains proficiency in a skill related to the body part 
  taken. The golem can only gain proficiency in up to 4 skills 
  this way. The golem’s proficiency bonus is +4.
  Eyes, Ears. Investigation, Perception
  Tongue. Deception, Persuasion
  Hands. Sleight of Hand
  Arms. Athletics
  Brain. Arcana, History, Nature, Religion
  Legs. Acrobatics, Stealth
  Heart. Insight
  Skin. Survival
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes three weapon attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage. 
  Oversized Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 19 (4d6 + 5) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  16 (+3)
  12 (+1)
  11 (+0)
  10 (+0)
  
  77
  Cannon Golem 
  This golem is made from sheets of jagged metal. One 
  arm ends in a cannon supported by chains.
  Cannoneer. The cannon golem’s cannon is magically 
  enchanted to never run out of ammunition as long as it 
  is connected to the body.
  Ship Siege. A single cannon golem can fire fast 
  enough to do the work of a row of cannons. It shoots 
  with unerring accuracy.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The cannon golem prefers to attack at range 
  with its cannon.
  Construction
  Price: 75,000 gp 
  Crafting Cost: 37,500 gp 
  Crafting Time: 60 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, plane shift   
  Ingredients: 2,000 lbs. of adamantine and other rare 
  metals. A single masterwork cannon is required.  
   
  Cannon Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 133 (14d10 + 56)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Blasting Critical. The golem scores a critical hit with its 
  cannon on an attack roll of 19-20.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The construct makes two weapon attacks.
  Cannon. Ranged Weapon Attack: +6 to hit, range 100/300 ft., 
  one target. Hit: 17 (4d6 + 3) bludgeoning damage. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  2 (-4)
  15 (+2)
  2 (-4)
  
  78
  Carrion Golem
  This golem is made of rotting flesh, bone, and hair. It 
  reeks of death.
  Necromancer’s Golem. Carrion golems are made 
  by necromancers but are not considered undead. 
  Necromancers find them useful, since they can be 
  easily repaired with the other bodies they have lying 
  around. 
  Memory Fragments. A carrion golem sometimes gets 
  a memory from one of the bodies that forms it. When 
  this happens, it can act irrationally by displaying a 
  personality, but it never harms its creator.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature.
  Construction
  Price: 22,000 gp 
  Crafting Cost: 11,000 gp 
  Crafting Time: 40 days 
  Skill Check: DC 13 Medicine 
  Spells: animate dead, contagion, false life, gentle 
  repose, geas 
  Ingredients: At least two humanoid corpses and 
  arcane components.  
  Carrion Golem
  Medium construct, neutral
  Armor Class 11 
  Hit Points 156 (24d8 + 48)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Sewer Plague. When a humanoid creature is hit by a carrion 
  golem, the creature must succeed on a DC 11 Constitution 
  saving throw or become infected with this disease (see DMG 
  pg. 257). If the creature succeeds on the saving throw, they 
  are immune to filth fever for the next 24 hours.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Stench. Any creature other than a golem that starts its 
  turn within 5 feet of the golem must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of 
  the creature’s next turn. On a successful saving throw, the 
  creature is immune to the stench of all carrion golems for 1 
  hour.
  Undead Fortitude. If damage reduces the golem 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 golem drops to 1 hit 
  point instead.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  79
  Clockwork Golem
  The humanoid creature is made of large gears and 
  acts with precise movements. 
  Clockwork Progenitor. Clockwork golems are the 
  inspiration for clockwork constructs. The golems are 
  infused with more magic than technology. 
  Gears. The clockwork golem can disassemble its form 
  into an immobile wall of moving gears. It uses this 
  form to guard creatures or locations.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest enemy. If it 
  is protecting something, it transforms into a wall of 
  gears to either prevent foes from moving past it or 
  punishing those that do.
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 70 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: animate objects, blade barrier, geas, grease, 
  telekinesis   
  Ingredients: Hundreds of gears weighing a total  
  1,500 lbs.  
   
  Clockwork Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Death Burst. When the golem is reduced to 0 hit points, it 
  explodes in a burst of whirling gears. The golem dies, and all 
  creatures within 10 feet of it must make a DC 17 Dexterity 
  saving throw, taking 21 (6d6) slashing damage on a failed 
  save, or half as much damage on a successful one.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. Instead of dealing 
  damage, the golem can instead grapple the target if they are 
  a Huge or smaller creature (escape DC 18).
  Grind. One creature grappled by the golem must make a DC 
  18 Constitution saving throw, taking 27 (6d8) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
  Wall of Gears. The golem can transform into an immobile 
  wall of whirling gears. The wall is 5 feet thick and 20 feet 
  long. Any creature inside this space or that enters it on their 
  turn must make a DC 17 Dexterity saving throw, taking 33 
  (6d10) bludgeoning damage on a failed save, or half as much 
  damage on a successful one. The golem can revert back to 
  its normal form as an action.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  20 (+5)
  2 (-4)
  11 (+0)
  1 (-5)
  
  80
  Coral Golem 
  This humanoid figure is made of coral and seaweed. 
  Its head is carved to resemble a fish. 
  Coral Growths. Coral golems are grown from coral 
  colonies that are magically enchanted to stimulate 
  growth. After the golem is created, the coral only 
  grows to repair damage. 
  Sea Walker. Coral golems are designed to swim and 
  walk easily in the ocean. They are often dispatched to 
  collect materials or food from the ocean that would be 
  hard for a non-aquatic creature to obtain.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest enemy. It tries 
  to fight only in water if possible.
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 15 mason’s tools 
  Spells: animate objects, geas, magic weapon, water 
  breathing   
  Ingredients: A colony of coral weighing 1,000 lbs. and 
  infused with rare minerals.  
  Coral Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 126 (12d10 + 60)
  Speed 30 ft., swim 15 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 8 (3,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Regeneration. The golem regains 10 hit points at the start 
  of its turn. The golem dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  Rejuvenation. A destroyed coral golem comes back to life 
  if its remains are submerged in water for 24 hours. If the 
  golem has been dead for longer than one week, this ability 
  does not work.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  81
  Crystal Golem
  This humanoid figure is made from large blue 
  crystals. It has a bulky frame and inner glow. You hear 
  a faint hum while you are near it. 
  Psychic Crystals. The crystals that make up a crystal 
  golem’s body are able to amplify psychic powers. 
  Psychic energy is created and stored inside the 
  golem’s body, which it can discharge as a damaging 
  spike of psychic energy. 
  Mind Reader. Crystal golems can detect the thoughts 
  of other creatures at all times. They don’t do much 
  with this information, unless they detect that a 
  creature intends violence. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest enemy with a 
  melee attack, and a ranged enemy with a mind spike 
  attack.
  Construction
  Price: 125,000 gp 
  Crafting Cost: 62,500 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 jeweler’s tools 
  Spells: detect thoughts, geas   
  Ingredients: At least 2,000 lbs. of cut crystals.  
  Crystal Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 157 (15d10 + 75)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities acid, poison
  Condition Immunities exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Detect Thoughts. The golem is always under the effects of 
  the detect thoughts spell.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Psychic Amplification. All spells or abilities that deal psychic 
  damage either impose disadvantage on the target’s saving 
  throws or provide advantage on the caster’s spell attack rolls 
  if the target is within 30 feet of the golem.
  Actions
  Multiattack. The construct makes two slam attacks. It can 
  replace one slam attack with a Mind Spike.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 23 (3d8 + 6) bludgeoning damage.
  Mind Spike. One creature the golem can see within 60 feet 
  must make a DC 17 Wisdom saving throw, taking 21 (6d6) 
  psychic damage on a failed save, or half as much damage on 
  a successful one. If a creature is reduced to 0 hit points by 
  this ability, their head explodes and they die.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  5 (-3)
  14 (+2)
  2 (-4)
  
  82
  Demonflesh Golem
  This golem is stitched together with body parts from 
  demons and other fiends. It has mismatched eyes, an 
  oversized claw, membranous wings, and a long, thin 
  tail. 
  Fiendish Intelligence. Unlike most golems, a 
  demonflesh golem is intelligent and able to speak. 
  They enjoy sowing chaos and destruction, as per 
  their demonic composition.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem tries to stay in the middle of 
  as many enemies as possible to batter them with 
  Waves of Death. They target spellcasters with their 
  Destruction ability and spread their melee attacks 
  against all available targets.
   
  Construction
  Price: 260,000 gp 
  Crafting Cost: 130,000 gp 
  Crafting Time: 190 days 
  Skill Check: DC 15 Medicine 
  Spells: darkness, geas, horrid wilting, planar 
  binding, blight   
  Ingredients: The golem must be built in the Abyss 
  or another demonic plane. Demon bodies must be 
  provided for each of its body parts, including a claw, 
  leg, eye, wings, and tail.  
  
  83
  Demonflesh Golem
  Huge construct, chaotic evil
  Armor Class 18 (natural armor) 
  Hit Points 225 (18d12 + 108) 
  Speed 40 ft., fly 80 ft.
  Saving Throws Str +13, Wis +7
  Damage Resistances acid, cold, fire, lightning
  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., truesight 60 ft., passive Perception 
  11 
  Languages Abyssal
  Challenge 19 (22,000 XP) 
  Claw Graft. The golem can make a claw attack even if it is 
  unable to take actions as long, as it is still conscious.
  Fear Gaze. When a creature that can see the golem’s eyes 
  starts its turn within 30 feet of the golem, the golem can 
  force it to make a DC 17 Wisdom saving throw if the golem 
  isn’t incapacitated and can see the creature. A creature 
  that fails the save is frightened of the golem for 1 minute. 
  A creature frightened by this ability does not move or take 
  any actions. The frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on a 
  success.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, 
  it can’t see the golem until the start of its next turn, when it 
  can avert its eyes again. If the creature looks at the golem in 
  the meantime, it must immediately make the save. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Unholy Aura. Fiends within 60 feet of the golem gain the 
  Magic Resistance trait while the golem is alive.
  Actions
  Multiattack. The construct makes one claw or slam attack 
  and one tail attack.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 23 (3d10 + 7) slashing damage plus 10 (3d6) 
  poison damage. 
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) 
  poison damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one 
  target. Hit: 17 (3d6 + 7) piercing damage plus the target 
  must succeed on a DC 20 Constitution saving throw or have 
  disadvantage on attack rolls and saving throws until the end 
  of their next turn. 
  Waves of Death (Recharge 5-6). The golem unleashes waves 
  of necrotic energy in a 60-foot radius. All creatures in this 
  area must make a DC 20 Constitution saving throw, taking 
  27 (6d8) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Destruction (Recharge 6). The golem casts a spell that 
  attempts to destroy a creature and all of their nonmagical 
  possessions. One creature the golem can see within 60 feet 
  must make a DC 17 Constitution saving throw, taking 61 
  (7d8 + 30) necrotic damage on a failed save, or half as much 
  damage on a successful one. If the target is reduced to 0 hit 
  points by this spell, they are disintegrated.
  A disintegrated creature and everything it is wearing and 
  carrying, except magic items, are reduced to a pile of fine 
  gray dust. The creature can be restored to life only by means 
  of a true resurrection or a wish spell.
  LegendARy Actions
  The golem 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 golem regains spent legendary actions at the start of its 
  turn.
  Claw. The golem makes a claw attack.
  Lumbering Leap. The golem can jump up to its flight speed. 
  When it lands, it can make a slam attack.
  Waves of Death (Costs 2). The golem uses Waves of Death.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  8 (-1)
  22 (+6)
  8 (-1)
  12 (+1)
  16 (+3)
  
  84
  Diamond Golem
  The diamond golem is carved into the likeness of a 
  soldier or knight, including a sword. 
  Perfectionist. Diamond golems follow their orders 
  exactly. Too exact sometimes. They are perfectionists, 
  and try to ensure success whenever possible.
  Gem Golem. Gem golems are a special type of golem. 
  The gemstone used in their construction influences 
  their nature, allowing them to act in ways that their 
  creator did not intend. When destroyed, only their 
  heart remains--the rest of the gemstones shatter into 
  dust.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The diamond golem uses its Sunbeam 
  whenever possible. When it makes melee attacks, 
  it always uses Perfect Blow first. It won’t make an 
  attack unless it has advantage. If it can’t attack with 
  advantage, it will use Sunbeam or defend itself.
    
  Construction
  Price: 65,000 gp 
  Crafting Cost: 32,500 gp 
  Crafting Time: 40 days 
  Skill Check: DC 16 jeweler’s tools 
  Spells: dispel magic, polymorph, stone shape, 
  sunbeam   
  Ingredients: A perfect diamond worth at least 10,000 
  gp and 2,000 gp of other semiprecious gems for the 
  body.  
   
  Diamond Golem
  Large construct, unaligned
  Armor Class 18 (natural armor)  
  Hit Points 147 (14d10 + 70)
  Speed 30 ft. 
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Targeted Dispel. A creature hit by the diamond golem’s 
  diamond sword attack is affected by a dispel magic spell. The 
  golem has a +3 bonus for any spellcasting ability checks.
  Actions
  Diamond Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 28 (4d10 + 6) slashing damage.
  Perfect Blow. The golem prepares an attack. It has advantage 
  on its next Diamond Sword attack on its next turn.
  Sunbeam (Recharge 5-6). The golem fires a beam of 
  concentrated sunlight in a line 5-feet wide and 60-feet long. 
  All creatures in the area must make a DC 16 Constitution 
  saving throw, taking 27 (6d8) radiant damage on a failed 
  save and be blinded for 1 minute, or half as much damage 
  and no blinded condition on a successful one. Undead and 
  oozes have disadvantage on the saving throw. A creature 
  blinded by this ability can repeat the saving throw at the end 
  of each of their turns, ending the effect on themselves on a 
  successful save.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  20 (+5)
  10 (+0)
  12 (+1)
  1 (-5)
  
  85
  Dragonbone Golem
  This skeletal dragon is made from the bones of 
  various dragons, held together with adamantine wire 
  and magic.
  Necromancer Construct. Although dragonbone 
  golems look like dracoliches, they are not undead. 
  Necromancers often possess the spells needed to 
  create these golems and will do so when they don’t 
  have enough dragon bones to do anything else with.
  Walking Insult. Dragons hate these things, especially 
  when they are cobbled together from different types 
  of dragons. They destroy them and their creators if 
  possible.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem uses its Frightful presence and 
  moves to engage as many enemies as possible, 
  spreading its attacks among everyone within reach. 
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 120 days 
  Skill Check: DC 16 jeweler’s tools 
  Spells: animate dead, fear or cause fear, geas   
  Ingredients: The bones of dragons and adamantine 
  wires to bind them.  
  Dragonbone Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 150 (20d10 + 40) 
  Speed 40 ft.
  Damage Vulnerabilities magical or adamantine bludgeoning
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 12 (8,400 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct uses Frightful Presence. It then 
  makes three attacks: two with its claws and one with its bite.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
  Frightful Presence. Each creature of the golem’s choice that is 
  within 120 feet of the golem and aware of it must succeed 
  on a DC 11 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 golem’s Frightful 
  Presence for the next 24 hours.
  LegendARy Actions
  The golem can take 3 legendary actions, choosing from the 
  option below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  golem regains spent legendary actions at the start of its turn.
  Tail. The golem makes a tail attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  15 (+2)
  3 (-4)
  11 (+0)
  8 (-1)
  
  86
  Dragonflesh Golem
  This dragon is made from the pieces of other dragons. 
  The parts are held together with black stitches, and its 
  eyes lack the focus of a normal dragon.
  Drolem. These golems are sometimes called drolems. 
  Intelligent dragons hate them and view them as 
  walking abominations. They will not only destroy a 
  drolem on sight but will also search for its creator.
  Imperfect Creatoin. The organs that give dragons 
  their breath weapons don’t survive the conversion 
  into a drolem. They do possess a greater level of 
  intelligence than other golems, but they still lack 
  sentience. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem flies into the middle of a group of 
  enemies and spreads its attacks around all available 
  targets. 
  Construction
  Price: 200,000 gp 
  Crafting Cost: 100,000 gp 
  Crafting Time: 110 days 
  Skill Check: DC 16 jeweler’s tools 
  Spells: geas, polymorph, wish   
  Ingredients: The corpse of a dragon or enough parts 
  of a dragon to assemble a Large body.  
  Dragonflesh Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)  
  Hit Points 184 (16d10 + 96)
  Speed 40 ft., fly 80 ft. 
  Saving Throws Dex +4, Con +11
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., blindsight 60 ft., passive 
  Perception 13 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 14 (11,500 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (1/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct uses Frightful Presence. It then 
  makes three attacks: two with its claws and one with its bite.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage. 
  Tail. Melee Weapon Attack: +11to hit, reach 10 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. 
  Frightful Presence. Each creature of the golem’s choice that is 
  within 100 feet of the golem and aware of it must succeed 
  on a DC 14 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 golem’s Frightful 
  Presence for the next 24 hours.
  LegendARy Actions
  The golem can take 2 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 golem regains spent legendary actions at the start of its 
  turn.
  Detect. The golem makes a Wisdom (Perception) check.
  Tail. The golem makes a tail attack.
  Wing Attack (Costs 2). The golem beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 
  19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning 
  damage and be knocked prone. The golem can then fly up to 
  half its flying speed.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (-1)
  22 (+6)
  6 (-2)
  17 (+3)
  12 (+1)
  
  87
  Drakestone Golem
  What first appears to be a beautifully carved stone 
  statue of a dragon quickly animates, its eyes igniting 
  with an amber glow.
  Dragon and Stone. A drakestone golem is imbued 
  with the essences or spirits of both a dragon and an 
  earth elemental. This combined energy allows the 
  stone to animate and powers its petrifying breath.
  Guardians. Drakestone golems are often employed as 
  guardians for dragon hoards. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem tries to target as many creatures 
  with its Petrifying Breath before closing the distance 
  and attack in melee. It spreads its attacks among all 
  available targets.  
  Construction
  Price: 170,000 gp 
  Crafting Cost: 85,000 gp 
  Crafting Time: 160 days 
  Skill Check: DC 25 mason’s tools 
  Spells: animate objects, antimagic field, flesh to stone, 
  geas   
  Ingredients: A single block of high-quality stone, 
  usually granite, weighing at least 3,000 lbs.  
   
  Drakestone Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 138 (12d10 + 72) 
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes three attacks: two with its 
  claws and one with its bite.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage. 
  Petrifying Breath (Recharge 5-6). The golem breathes 
  petrifying gas in a 30-foot cone. All creatures in the area 
  must make a DC 19 Dexterity saving throw. If the saving 
  throw fails by 5 or more, the creature is instantly petrified. 
  Otherwise, a creature that fails the save begins to turn to 
  stone and is restrained. The restrained creature must repeat 
  the saving throw at the end of its next turn, becoming 
  petrified on a failure or ending the effect on a success. The 
  petrification lasts until the creature is freed by the greater 
  restoration spell or other magic.
  LegendARy Actions
  The golem can take 2 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 golem regains spent legendary actions at the start of its 
  turn.
  Tail. The golem makes a tail attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
  22 (+6)
  3 (-4)
  13 (+1)
  8 (-1)
  
  88
  Emerald Golem
  The emerald golem’s body is a dark green. These 
  golems begin to adopt defined humanoid features over 
  time, gaining wrinkles and even fingerprints.
  Gate Affinity. Emerald golems have an affinity 
  for teleportation magic. They prefer to move via 
  teleportation instead of walking. They can magically 
  open teleportation gates to places they have not 
  seen or been to. Scholars believe they are naturally 
  attuned to the leylines of the world.
  Gem Golem. Gem golems are a special type of golem. 
  The gemstone used in their construction influences 
  their nature, allowing them to act in ways that their 
  creator did not intend. When destroyed, only their 
  heart remains--the rest of the gemstones shatter into 
  dust.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The emerald golem uses teleportation to its 
  advantage, opening portals to dangerous positions and 
  pushing foes into them. They teleport around to avoid 
  combat and open dimensional gates to other planes 
  over the heads of their opponents. 
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 15 jeweler’s tools 
  Spells: polymorph, stone shape, teleportation circle    
  Ingredients: A perfect emerald worth at least 7,000 
  gp and 2,000 gp of other semiprecious gems for the 
  body.  
   
  Emerald Golem
  Large construct, unaligned
  Armor Class 14 (natural armor)  
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., burrow 10 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Emerald Gate. The emerald golem opens up a teleportation 
  circle between two points within 1000 feet of it. The portals 
  last for up to 1 minute or until the golem uses this ability 
  again. A creature that enters one of the portals, willingly or 
  unwillingly, is immediately teleported to the other circle.
  Dimensional Gate (recharge 5-6). The golem opens up a gate 
  to one of the elemental planes at a point it can see within 
  100 feet. All creatures in a 5-foot radius and 60-foot high 
  column must make a DC 16 Dexterity saving throw, taking 
  28 (8d6) damage on a failed save, or half as much damage 
  on a successful one. The damage type depends on the 
  elemental plane linked to the gate (fire, acid, cold, lightning, 
  etc.).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  18 (+4)
  7 (-2)
  12 (+1)
  1 (-5)
  
  89
  Fang Golem
  This creature’s body is made of long, sharp fangs. It 
  runs on four legs and has a large maw that takes up 
  most of its head.
  Bone Bits. A fang golem is made from many different 
  fangs, but they are all sharp. The teeth of herbivores 
  are never part of the construction. 
  Shrapnel. The fang golem can expel fangs from its 
  body at a high velocity. Fangs from these golems have 
  been found imbedded in solid rock. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct uses its Spikes attack at range 
  when possible, switching to melee only when it can’t 
  catch more than one creature in the cone. It moves 
  close to its foes when nearly dead so it can catch them 
  in its Death Burst. 
  Construction
  Price: 15,000 gp 
  Crafting Cost: 7,500 gp 
  Crafting Time: 30 days 
  Skill Check: DC 16 jeweler’s tools 
  Spells: magic weapon, reincarnate, spike growth   
  Ingredients: At least 1,000 lbs. of fangs, claws, or 
  tusks. Wood and hide treated with oils are used to 
  bind everything together.  
  Fang Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 105 (14d10 + 28)
  Speed 30 ft.
  Damage Vulnerabilities bludgeoning, thunder
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Death Burst. When the golem dies, it explodes in a burst 
  of bone fragments. Each creature within 20 feet of it must 
  make a DC 13 Dexterity saving throw, taking 7 (2d6) 
  piercing damage on a failed save, or half as much damage on 
  a successful one. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The construct makes two claw attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage and the target 
  has disadvantage on saving throws against spells and other 
  magical effects until the end of the golem’s next turn. 
  Spikes (Recharge 5-6). The golem spews fangs in a 60-foot 
  cone. All creatures in this area must make a DC 15 Dexterity 
  saving throw, taking 21 (6d6) piercing damage on a failed 
  save, or half as much damage on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  90
  Force Golem
  This figure is clad in heavy metal armor, but the armor 
  has been warped. It looks as if it has been melted like 
  a candle or hit with powerful blows.
  Forceful Energy. Force golems have an innate control 
  over telekinetic powers, but they lack precise control. 
  They can manifest this power as strong pushes or 
  pulls. 
  Forceful Intelligence. The magic that binds an 
  elemental to the golem body allows the elemental to 
  retain its sense of self. They must be willing, but can 
  be persuaded into agreeing to the pact.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks intelligently. It ties 
  to push creatures into dangerous situations or hard 
  objects with Pulse. If fighting in melee, they rush into 
  groups of foes and use Force Burst.
   
  Construction
  Price: 50,000 gp 
  Crafting Cost: 25,000 gp 
  Crafting Time: 25 days 
  Skill Check: DC 20 smith’s tools 
  Spells: animate objects, contact other plane, planar 
  binding 
  Ingredients: A unique mix of metals must be poured 
  into a mold costing 2,000 gp, which is destroyed 
  during creation. An earth elemental must be willingly 
  bound to the crafted body, exchanging its obedience in 
  return for keeping its sentience.  
  Force Golem
  Large construct, neutral
  Armor Class 15 (natural armor)  
  Hit Points 102 (12d10 + 36)
  Speed 30 ft. 
  Damage Vulnerabilities force
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Terran
  Challenge 4 (1,100 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Reactive Force. When the golem is missed by a melee attack, 
  it can choose to push the attacker 5 feet away automatically. 
  Actions
  Forceful Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) 
  force damage. 
  Pulse. One creature the golem can see within 60 feet must 
  succeed on a DC 14 Strength saving throw or be pushed 10 
  feet away and knocked prone. If the creature cannot move 
  further because of an obstacle, they take 1d6 bludgeoning 
  damage for every 5 feet they should have moved. 
  Forceful Burst (Recharge 5-6). The golem emits a wave of 
  energy in a 30-foot radius around it. All creatures in the area 
  must make a DC 14 Dexterity saving throw, taking 7 (2d6) 
  force damage on a failed save and fall prone, or half as much 
  damage and remain standing on a successful one. Force 
  golems are immune to this ability. 
  ReActions
  Repulse Attacks. In response to being hit by a ranged weapon 
  attack, the golem deflects the missile. The damage it takes 
  from the attack is reduced by 1d10 + 3. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  12 (+1)
  10 (+0)
  14 (+2)
  
  91
  Fossil Golem
  This monstrosity has tyrannosaur skulls as hands and 
  is made up of fossilized bones.
  Custom Dinosaur. Fossil golems are not made to 
  mimic a specific creature. Instead, they are designed 
  with pieces from the most dangerous or ferocious 
  fossils. They’re an art project.
  Construction. At least two large fossils are needed to 
  make a fossil golem, although more are preferred.
  Fossilization. The ritual that creates a fossil golem 
  also imbues the golem with the ability to petrify living 
  things.
  Construct Nature. This creature doesn’t require air, 
  food, drink, or sleep.
  Tactics. Fossil golems charge into melee and make 
  bite attacks. Once a creature is petrified or dead, 
  it moves onto the next. Fossil golems fight until 
  destroyed or all enemies are stone or dead.
  Construction
  Price: 125,000 gp 
  Crafting Cost: 62,500 gp 
  Crafting Time: 60 days 
  Skill Check: DC 20 Medicine 
  Spells: flesh to stone, geas, stone shape   
  Ingredients: The fossils of at least two Huge 
  creatures preserved in chemicals.
   
  Fossil Golem
  Huge construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 202 (15d12 + 105)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 12 (8,400 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two bite attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) piercing damage and the target 
  must succeed on a DC 19 Constitution saving throw or their 
  speed is reduced by 1d10 feet as they begin to turn to stone. 
  If the target’s speed is reduced to 0 feet by this ability, they 
  are petrified. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  13 (+1)
  24 (+7)
  4 (-3)
  10 (+0)
  5 (-3)
  
  92
  Glass Golem
  This humanoid figure is made of solid glass that bends 
  and moves like skin and clothing. One of its arms ends 
  in a hammer and the other in a sharp spike. 
  Reflections. The magical glass is so reflective it can 
  even reflect spells. Glass golems are effective against 
  spellcasters because of this defensive feature. 
  Catch Light. Glass golems are so intricate that their 
  bodies act like prisms, and the light they reflect can be 
  blinding. It is recommended to fight a golem at night 
  or in a dark area. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest enemy, 
  focusing on spellcasters if possible. It reflects spells 
  whenever it can.
  Construction
  Price: 33,000 gp 
  Crafting Cost: 16,500 gp 
  Crafting Time: 45 days 
  Skill Check: DC 17 glassblower’s tools 
  Spells: animate objects, flame strike, geas   
  Ingredients: 2,500 lbs. of glass treated in 
  strengthening oils.  
  Glass Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 157 (12d10 + 24)
  Speed 30 ft.
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities acid, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 8 (3,900 XP) 
  Dazzling Brightness. When a creature that can see the golem 
  starts its turn within 30 feet of the golem, the golem can 
  force it to make a DC 13 Constitution saving throw if the 
  golem isn’t incapacitated and can see the creature. If the 
  saving throw fails, the creature is blinded for 1 minute. The 
  creature can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a successful save. If 
  a creature’s saving throw is successful or the effect ends for 
  it, the creature is immune to the golem’s Dazzling Brightness 
  for the next 24 hours.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, 
  it can’t see the golem until the start of its next turn, when it 
  can avert its eyes again. If the creature looks at the golem in 
  the meantime, it must immediately make the save.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two weapon attacks.
  Glass Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Glass Spike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  ReActions
  Reflect Spell. When the golem succeeds on a saving throw 
  against a spell, or when a spell attack misses it, the golem 
  can use its reaction to reflect the spell back at the caster. 
  The spell has no effect on the golem, and the caster is the 
  new target or point of origin for the new spell. The spell save 
  DC is the same as the original casting.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  93
  Gloom Golem
  This creature has a large, overweight fleshy body. 
  Instead of a head, it has an open, constantly swirling 
  wound that emits an unearthly howl.
  Howl of the Dead. The howling from a gloom golem 
  is not coming from the creature itself. Instead, the 
  howl is the combined voices of all of the dead souls in 
  the river Styx. 
  Overwhelming Despair. The gloom golem’s howling 
  can instill despair, but the wounds caused by its claws 
  can worsen the situation. When the despair becomes 
  overwhelming, the target falls into a nightmare-filled 
  sleep.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. It 
  uses Howl of Despair, and then tries to trip a creature 
  with a spiked chain before delivering a claw attack. 
  It tries to always make at least one claw attack on its 
  turn. 
  Construction
  Price: 50,000 gp 
  Crafting Cost: 25,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 21 mason’s tools and DC 21 Arcana 
  Spells: fear, planar binding   
  Ingredients: A single block of clay taken from the 
  banks of the River Styx and weighing at least 1,000 
  lbs.
  Gloom Golem
  Large construct, neutral evil
  Armor Class 16 (natural armor)  
  Hit Points 68 (8d10 + 24)
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Gloom. A creature that has no emotions or can’t be made sad 
  is immune to the charisma reduction ability of the gloom
  golem’s claw attack. A creature under the calm emotions 
  spell is immune to this effect as well, and a creature whose 
  Charisma was reduced by the gloom golem’s claw attack has 
  their Charisma restored to normal if affected by the spell.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Incessant Howl. The golem is unable to stop howling. It has 
  disadvantage on Dexterity (Stealth) checks. If the golem is 
  unable to make noise (like from a silence spell), it can’t use its 
  Howl of Despair.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct uses Howl of Despair. It then 
  makes two attacks: one with its claw and one with its spiked 
  chain.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage and the target’s Charisma 
  is reduced by 1d4. A target whose Charisma is lowered
  by this attack becomes more miserable and sadder as their 
  Charisma gets lower. If a creature’s Charisma is reduced to 0, 
  they fall unconscious in nightmare -filled sleep for the next 8 
  hours. They do not get the benefits of a long rest during this 
  period. Their Charisma returns to 1 after they wake up and is 
  restored to its normal value once they finish a long rest. 
  Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 18 (4d6 + 4) piercing damage. If the target is 
  a Huge or smaller creature, they must succeed on a DC 15 
  Strength or Dexterity saving throw (target’s choice) or fall 
  prone. 
  Howl of Despair. All creatures that can hear the golem and 
  are within 30 feet of it must succeed on a DC 13 Wisdom 
  saving throw or be frightened of the golem 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 golem’s Howl of Despair for 
  the next 24 hours.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  3 (-4)
  11 (+0)
  15 (+2)
  
  94
  Gold Golem
  This golden statue holds a royal scepter in one hand. 
  The scepter has a crystal that changes colors. 
  Ostentatious. A gold golem is made from only the 
  finest and most expensive materials. The point of a 
  gold golem is not to have the most efficient machine, 
  it’s to flaunt your wealth. 
  Treasury Guardians. Gold golems are a great way 
  of protecting huge sums of wealth. Instead of placing 
  a golem to guard your wealth, you can create a 
  gold golem that is your wealth. In case of financial 
  emergencies, a gold golem can be disassembled by its 
  creator to liquidate some assets.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature, using 
  its prismatic surge while at range. 
  Construction
  Price: 220,000 gp 
  Crafting Cost: 110,000 gp 
  Crafting Time: 175 days 
  Skill Check: DC 25 smith’s tools 
  Spells: geas, polymorph, prismatic spray, wish   
  Ingredients: 2,000 lbs. of lead and transmutation 
  reagents to transmute the lead into gold. A bar of real 
  gold weighing 27 lbs. is required.  
  94
  Gold Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 252 (24d10 + 120)
  Speed 30 ft.
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Death Slag. When the golem is killed, is melts and releases 
  toxic fumes. All creatures within 10 feet of the golem when 
  it is killed must succeed on a DC 18 Constitution saving 
  throw or take 9 (2d8) poison damage and be poisoned for 1 
  hour.
  Actions
  Multiattack. The construct uses Prismatic Surge and makes 
  two slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage. 
  Prismatic Surge. Ranged Spell Attack: +7 to hit, range 30 ft., 
  one target. Hit: roll 1d6 to determine the effect:
  1: Red. 18 (4d8) fire damage.
  2: Orange. 27 (6d8) acid damage.
  3: Yellow. 36 (8d8) lightning damage.
  4: Green. 18 (4d8) poison damage at the start of each of the 
  target’s turns for 1 minute. The target can make a DC 18 
  Constitution saving throw at the end of each of their turns, 
  ending the effect on themselves on a successful save.
  5: Blue. The target must succeed on a DC 18 Constitution 
  saving throw or be petrified.
  6: Indigo. 18 (4d8) psychic damage and the target must 
  succeed on a DC 18 Wisdom saving throw or gain a form of 
  short-term madness. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  20 (+5)
  2 (-4)
  11 (+0)
  6 (-2)
  
  95
  Grave Dirt Golem
  This amalgamation of dirt, bone, teeth, and cloth 
  scraps wobbles on short stocky legs. A skull rests on 
  top of this pile of dirt, and it swings its heavy arms at 
  you.
  Clumsy Gait. The gave dirt golem walks with a slow, 
  clumsy gait. Its legs are thick to support its 800-pound 
  body.
  Soiled Wound. The dirt that makes up this golem 
  is suffused with necrotic energy. When it damages 
  a living creature, this soil gets in the wound and 
  disrupts their life force.
  Construction. The grave dirt golem can’t be formed 
  from just any dirt; it must be dirt from a graveyard. 
  The soul must be treated with rare oils and  powders, 
  and must be assembled by someone proficient with 
  Mason’s tools.
  Constructed Nature. This creature doesn’t require 
  air, food, drink, or sleep.
  Tactics. The golem follows the orders of its master. It 
  pummels foes with its heavy fists.
  Construction
  Price: 80,000 gp 
  Crafting Cost: 40,000 gp 
  Crafting Time: 70 days 
  Skill Check: DC 17 mason’s tools 
  Spells: hallow, stone shape, geas   
  Ingredients: 1,000 lbs of graveyard dirt, and a jar of 
  dirt taken from the grave of a lich, deathknight, or 
  vampire.  
   
  Grave Dirt Golem
  Large construct, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 105 (11d10 + 44) 
  Speed 30 ft.
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 9 (5,000 XP) 
  Berserk. Whenever the golem starts its turn with 50 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.
  The golem’s creator, if within 60 feet of the berserk golem, 
  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 50 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.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Soiled Wound. Whenever the golem hits a creature with 
  a weapon attack, they take 7 (2d6) necrotic damage 
  immediately (included) and again at the start of their next 
  turn.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) necrotic 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (-1)
  18 (+4)
  3 (-4)
  11 (+0)
  4 (-3)
  
  96
  Gravestone Golem
  This dark statue is covered in veins of dark blue ore.   
  Gravestone. Gravestone is a special type of ore that 
  is infused with necromantic energy. Gravestone is 
  harmful to the living, and in large enough quantities, it 
  can even strengthen the undead.
  Ghoul Army. A creature killed by a gravestone golem 
  rises as a ghoul or ghast a day later. The Ghoul Army 
  dispatches these golems to bolster their ranks. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature.  
  Construction
  Price: 40,000 gp 
  Crafting Cost: 20,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 21 mason’s tools 
  Spells: animate objects, antilife shell, create undead   
  Ingredients: 2,500 lbs. of gravestone.  
  Gravestone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Ghoul Spawner. A living humanoid killed by the golem rises 
  from the dead as a free willed ghoul or ghast in 24 hours.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Necrotic Field. Undead within 30 feet of the golem gain the 
  Magic Resistance trait.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 5) bludgeoning damage plus 7 (2d6) necrotic 
  damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  16 (+3)
  3 (-4)
  11 (+0)
  1 (-5)
  
  97
  Hellfire Golem
  This golem appears to be made from cooling lava, 
  with brightly colored green flame pouring from the 
  cracks. 
  Devilish Construction. Hellfire golems are made by 
  devils and other fiends for their fiery destructive
  powers. The golems are granted intelligence because 
  their creators often let them loose somewhere.
   
  Hellfire. Hellfire is a unique fire from the Nine 
  Hells that can burn even a devil. The color of hellfire 
  depends on the layer of Hell that the golem was 
  constructed. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem seeks to burn as much as possible. 
  It prefers to use Hellflame Strike and Hellfire 
  Explosion, targeting as many creatures as possible.
  Construction
  Price: 250,000 gp 
  Crafting Cost: 125,000 gp 
  Crafting Time: 65 days 
  Skill Check: DC 12 potter’s tools 
  Spells: burning hands, fireball, flame strike, geas, 
  planar ally   
  Ingredients: The golem must be built in the Nine 
  Hells or another plane of devils. It is made from clay 
  on that plane, cooked in hellfire, and suffused with 
  unholy energy.  
  Hellfire Golem
  Large construct, lawful evil
  Armor Class 16 (natural armor) 
  Hit Points 161 (14d10 + 84)
  Speed 40 ft.
  Damage Resistances acid, cold
  Damage Immunities fire, 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 11 
  Languages Infernal
  Challenge 13 (10,000 XP) 
  Hellfire. The golem’s fire powers are made from hellfire, 
  a unique element that is both fire and unholy energy. 
  Creatures that are immune to fire damage instead have 
  resistance against the golem’s fire attacks and spells. 
  Hellfire Aura. Any creature that starts its turn within 10 feet 
  of the golem or that hits it with a melee attack while within 
  10 feet of it take 7 (2d6) fire damage. 
  Elemental Body. Any creature that hits the golem with a 
  melee attack while within 5 feet of it takes 4 (1d8) fire 
  damage.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam or hellfire bolt 
  attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) 
  fire damage. 
  Hellfire Bolt. Ranged Weapon Attack: +10 to hit, range 120 ft., 
  one target. Hit: 22 (4d10) fire damage. 
  Hellfire Explosion. The golem hurls an explosive bolt of 
  hellfire at point within 120 feet. All creatures within a 20-
  foot radius of the point must make a DC 14 Dexterity saving 
  throw, taking 28 (8d6) fire damage on a failed save, or half 
  as much damage on a successful one. 
  Hellflame Strike (Recharge 5-6). Hellfire erupts from a point 
  within 60 feet of the golem. All creatures in a 10-foot radius, 
  40-foot high cylinder centered on the point must make a DC 
  14 Dexterity saving throw, taking 42 (12d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  22 (+6)
  12 (+1)
  13 (+1)
  14 (+2)
  
  98
  Ice Golem
  This icy statue is covered in a layer of frost. Jagged 
  spikes of ice cover its fist and limbs.
  Cold Guardian. Ice golems are often found in cold or 
  artic climates. They won’t naturally melt, but the cold 
  weather does make them stronger. 
  Ice Elemental. Ice golems are made by binding an 
  ice elemental into a specially prepared body. The 
  elemental infuses the ice crystals, animating the body 
  and bestowing it with elemental powers. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature, using 
  Ice Breath when possible. 
  Construction
  Price: 18,000 gp 
  Crafting Cost: 9,000 gp 
  Crafting Time: 15 days 
  Skill Check: DC 17 mason’s tools 
  Spells: chill touch, cone of cold, ice storm, geas   
  Ingredients: A single block of ice weighing 1,000 lbs. 
  and treated with alchemical solutions that prevent it 
  from melting.  
   
  Ice Golem
  Medium construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  Damage Vulnerabilities fire
  Damage Immunities cold, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Death Burst. When the golem dies, it explodes in a burst of 
  icy shards. Each creature within 10 feet of it must make a 
  DC 12 Dexterity saving throw, taking 4 (1d8) cold damage 
  plus 4 (1d8) piercing damage on a failed save, or half as 
  much damage on a successful one. 
  Ice Absorption. Whenever the golem is subjected to cold 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the cold damage dealt.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam attacks. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) cold 
  damage.
  Ice Breath (Recharge 5-6). The golem emits a blast of cold 
  energy in a 30-foot cone. All creatures in the area must 
  make a DC 13 Dexterity saving throw, taking 13 (3d8) 
  cold damage on a failed save, or half as much damage on a 
  successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  99
  Incarnum Golem
  This tall humanoid construct is made of metal and 
  clear glass. Periodically a pulse of light spreads across 
  its body.
  Soul Strikes. Incarnum golems have a connection 
  to souls. The more they attack a creature, the more 
  attuned to the creature they become—and the more 
  dangerous. 
  Reactive. Incarnum golems are hard to damage, as 
  they can grow resistant to any damage they take. It is 
  recommended to bring many types of damage when 
  facing one. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Construction
  Price: 48,000 gp 
  Crafting Cost: 24,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, planar binding   
  Ingredients: Pieces of adamantine, iron, and plates of 
  magically hardened glass.  
   
  Incarnum Golem
  Large construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 104 (11d10 + 44)
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 6 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 9 (5,000 XP) 
  Adaptive Attacks. Whenever the golem hits a creature with 
  an attack, it gains a cumulative +1 bonus to attack and 
  damage rolls against that same creature, up to a maximum 
  of +5. This bonus remains until the golem deals damage to 
  another creature. While the golem has at least a +1 bonus 
  against a creature, it ignores any damage resistances they 
  may have.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
  ReActions
  Reactive Defense. When the golem is damaged by an attack, 
  it can gain resistance to the triggering damage type. The 
  resistance does not apply to the triggering source of damage. 
  The golem can only have one resistance at a time from this 
  ability. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  18 (+4)
  3 (-4)
  11 (+0)
  1 (-5)
  
  100
  Ioun Golem
  This construct has a body of platinum and silver. It 
  has no head, but has small grooves over its body, some 
  of which contain small glowing gemstones. Angular 
  veins spread across the surface of the construct, 
  glowing if they connect to a gemstone.
  Magical Storage. Ioun golems were designed to 
  siphon the energy from ioun stones and store it like 
  batteries. They were carefully calibrated not to destroy 
  the gemstone and allow it to naturally recharge over 
  time.
  Relics of Past. Ioun golems were constructed by a 
  highly advanced civilization that is no more. They are 
  only found in ancient ruins, but their programming is 
  still intact.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem prioritizes attacks on any 
  creature that has an ioun stone. Otherwise, it attacks 
  the nearest creature. It will drain stones to power 
  its attacks, but always leaves at least one stone 
  undrained.  
  Construction
  Price: 220,000 gp 
  Crafting Cost: 110,000 gp 
  Crafting Time: 170 days 
  Skill Check: DC 24 smith’s tools and DC 29 jeweler’s 
  tools 
  Spells: geas, wish   
  Ingredients: The exact formula for creating this 
  golem has been lost to time. The current best guesses 
  indicate that 2,000 lbs. of brass, silver, and platinum 
  are needed. Six ioun stones must be provided during 
  construction, which are integrated into the finished 
  body.  
   
  Ioun Golem
  Large construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 299 (26d10 + 156)
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 18 (20,000 XP) 
  Drain Stone. The golem can choose to drain the energy from 
  an ioun stone it has integrated into itself in order to power 
  its attacks. If the golem drains a stone, it has advantage on 
  attack rolls for 1 minute. A drained stone grants no benefits. 
  A drained stone recharges after a short rest.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Ioun Attraction. Any ioun stones within 60 feet of the golem 
  are drawn to it, floating into an open socket if available. If 
  the ioun stone is orbiting a creature, they must succeed on 
  a DC 14 Charisma saving throw or the stone is pulled away 
  from them and toward the golem.
  Ioun Integration. This golem can store up to six ioun stones 
  on its body. While stored, the golem has access to the 
  abilities of each stone and does not requires attunement. 
  Removing a socketed stone requires a successful DC 16 
  Dexterity (Sleight of Hand) or Strength (Athletics) check. A 
  sample array of ioun stones may include awareness, greater 
  absorption, mastery, protection, regeneration, and strength.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes four slam attacks or five Ioun 
  Surge attacks.
  Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage. 
  Ioun Surge. Ranged Spell Attack: +14 to hit, range 120 ft., one 
  target. Hit: 11 (3d6 + 1) force damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  22 (+6)
  3 (-4)
  11 (+0)
  1 (-5)
  
  101
  Iron Archer Golem
  This iron statue is carved in the likeness of a 
  humanoid. It carries a bow as tall as it is. 
  Iron Sentry. Iron archers are modified iron golems 
  designed specifically as sentries. They can see 
  invisible creatures, attacking them with a powerful 
  bow. 
  Elemental Bow. The large bow an iron archer carries 
  is enchanted with elemental energy. Each shot carries 
  extra elemental damage, although it takes a few 
  seconds for an element to recharge. 
  Tactics. The golem attacks at range and will try to 
  stay out of reach. It alternates between fire, lightning, 
  and cold damage for its wrath bow unless it notices a 
  creature taking extra damage from a specific element, 
  at which point it tries to focus on that creature using 
  their vulnerable element.  
  Construction
  Price: 80,000 gp 
  Crafting Cost: 40,000 gp 
  Crafting Time: 75 days 
  Skill Check: DC 20 smith’s tools 
  Spells: geas, polymorph, see invisibility   
  Ingredients: 5,000 lbs. of iron.  
  Iron Archer Golem
  Large construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 189 (18d10 + 90)
  Speed 30 ft., fly 60 ft. (hover)
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  See Invisibility. The golem can see invisible creatures.
  Actions
  Multiattack. The construct makes three weapon attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage. 
  Wrath Bow. Ranged Weapon Attack: +11 to hit, range 
  150/600 ft., one target. Hit: 13 (3d8) piercing damage plus 
  10 (3d6) fire, lightning, or cold damage (the golem chooses). 
  The golem can’t pick the same elemental damage type twice 
  in a row. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  102
  Ironwyrm Golem
  An ironwyrm golem is a living draconic furnace. 
  Smoke curls from its nostrils and its stomach glows 
  red hot.
  Dragon and Fire. An ironwyrm golem is imbued 
  with the essence or spirit of both a dragon and a fire 
  elemental. This combined energy allows the stone to 
  animate and keeps it hot.
  Dangerous Heating System. Ironwyrm golems also 
  serve as a heating system for the lairs they are placed 
  in. Their bodies constantly emit heat, so they act as 
  mobile furnaces. They are sometimes summoned into 
  private quarters to keep it toasty.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem tries to target as many people with 
  its Fire Breath attack. It will also target itself with 
  its fire or move into areas of fire to heal itself. It then 
  spreads its melee attacks among the available targets.
  Construction
  Price: 220,000 gp 
  Crafting Cost: 110,000 gp 
  Crafting Time: 170 days 
  Skill Check: DC 30 smith’s tools 
  Spells: animate objects, antimagic field, geas, 
  incendiary cloud, wish   
  Ingredients: The body of the golem must be formed 
  from 5,000 lb. of pure iron, smelted with rare elixirs. 
  Ironwyrm Golem
  Large construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 230 (20d10 + 120) 
  Speed 30 ft.
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 17 (18,000 XP) 
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes one claw attack and one 
  bite attack.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 20 (2d10 + 9) piercing damage. 
  Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 16 (2d6 + 9) slashing damage. 
  Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 18 (2d8 + 9) bludgeoning damage. 
  Fire Breath (Recharge 5-6). The golem breathes fire in a 
  60-foot cone. All creatures in the area must make a DC 20 
  Dexterity saving throw, taking 35 (10d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  LegendARy Actions
  The golem can take 1 legendary action, 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 golem regains spent legendary actions at the start of its 
  turn.
  Tail. The golem makes a tail attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  9 (-1)
  22 (+6)
  5 (-3)
  13 (+1)
  8 (-1)
  
  103
  Junk Golem
  A pile of junk rises into a vaguely humanoid shape, 
  barely holding itself together.
  Scrap. Junk golems are made up of trash. The magic 
  that animates them is weak, and they find it easier to 
  move as a swarm of junk. 
  Dirty. Junk golems are made of bits of rusting metal 
  and other trash. They carry diseases and leave a trail 
  of junk behind as they travel.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature. 
  Construction
  Price: 10,000 gp 
  Crafting Cost: 5,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 12 tinker’s or smith’s tools 
  Spells: creation, false life, geas 
  Ingredients: 250 lbs. of junk and scrap.  
    
  Junk Golem
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Discorporate. The golem can turn into a Large swarm of tiny 
  pieces of junk as an action. The swarm can occupy another 
  creature’s space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny piece of junk. 
  The golem can revert to its normal form as an action.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Tetanus. The golem’s swarm attacks carry tetanus, a 
  disease. A creature exposed to tetanus must make a DC 
  12 Constitution saving throw. On a successful save they 
  are immune to tetanus for the next 24 hours. On a failed 
  save, in 1d6 days the target’s Dexterity score is reduced by 
  1d4. The target must repeat the saving throw at the end of 
  each long rest. If their Dexterity score is reduced, there is a 
  50% chance that their jaw is locked, preventing speech and 
  spellcasting with spells with a verbal component. Tetanus is 
  cured once the target has succeeded on two saving throws 
  against it.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage.
  Junk Swarm (Swarm Form Only). Melee Weapon Attack: +5 to 
  hit, reach 0 ft., one target. Hit: 18 (4d8) bludgeoning damage, 
  or 9 (2d8) bludgeoning damage if the swarm has half of its 
  hit points or fewer. The target must make a saving throw 
  against tetanus.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  104
  Lead Golem
  This hulking mound of dull ore moves slowly. 
  Lead Poisoning. Creating lead golems is a dangerous 
  task due to the inherit dangers of lead. Once animated, 
  lead particles can still form a dangerous cloud around 
  it when disturbed. 
  Undivinable. Lead golems cannot be detected by 
  divination magic. This would make them excellent 
  spies and assassins, but their bodies are too big and 
  bulky to do so. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature.  
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 65 days 
  Skill Check: DC 18 smith’s tools 
  Spells: cloudkill, geas, nondetection, sequester   
  Ingredients: 10,000 lbs. of lead.  
   
  Lead Golem
  Large construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 135 (10d10 + 80)
  Speed 20 ft.
  Damage Immunities acid, lightning, poison, psychic; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 11 (7,200 XP) 
  Dense. The golem has advantage on all checks or saving 
  throws against being moved or knocked prone.
  Divination Block. The golem is immune to all divination spells.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Retributive Miasma. When the golem takes damage, a 
  5-foot radius around it is filled with lead particles until the 
  end of its next turn. Any creature that starts its turn in this 
  area while the cloud is active must succeed on a DC 20 
  Constitution saving throw or take 7 (2d6) poison damage.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  26 (+8)
  2 (-4)
  11 (+0)
  1 (-5)
  
  105
  Magebane Golem
  This towering construct is covered in arcane runes 
  and crystals. A shimmering blue field of energy 
  surrounds it. 
  Spell Slayer. Most golems are protected against a 
  wide variety of spells, but magebane golems take that 
  to the next level. They are nearly immune to all magic 
  and can use magical energy to heal themselves.
  Magebane. Magebane golems are designed to tear 
  apart spellcasters. Their bodies cause pain to those 
  that can cast spells and can even rip apart existing 
  spells.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem prioritizes fighting spellcasters.  
  Construction
  Price: 400,000 gp 
  Crafting Cost: 200,000 gp 
  Crafting Time: 110 days 
  Skill Check: DC 30 smith’s tools 
  Spells: antimagic field, prismatic wall, wish, dispel 
  magic   
  Ingredients: Metals inscribed with magical runes of 
  protection.  
   
  Magebane Golem
  Huge construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 253 (22d12 + 110)
  Speed 40 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 18 (20,000 XP) 
  Antimagic Aura. Any creature that casts a spell within 60 feet 
  of the golem must succeed on a DC 19 concentration check, 
  or the spell fails and the spell slot is expended. The golem 
  absorbs the spell as per its Spell Absorption ability.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magebane. The golem deals an extra 7 (2d6) force damage to 
  creatures that are animated by magic (constructs, undead) or 
  that can cast spells.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Spell Absorption. If the golem succeeds on the saving throw 
  against a spell or other magical effect, the spell is nullified 
  and absorbed. If the spell targets multiple creatures, the 
  golem makes the saving throw first. When the golem 
  absorbs a spell, it regains hit points equal to the level of the 
  spell absorbed. The golem takes half damage from all spells.
  Spell Sunder. Any target hit by the golem’s slam attack is 
  targeted by a dispel magic spell (+5 on the ability check). If 
  the spell is dispelled, the golem absorbs it as per its Spell 
  Absorption ability.
  Actions
  Multiattack. The golem makes four slam attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 25 (4d8 + 7) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  16 (+3)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  106
  Magma Golem
  Heavy plate armor contains the body of this searing 
  hot golem. Magma leaks from the joints of the armor, 
  which glows red but doesn’t melt. 
  Armored Containment. A magma golem’s body 
  doesn’t harden unless killed. In order to give it a more 
  stable form, it is bound by a suit of heat resistant 
  armor. 
  Fire and Earth. Magma golems are created by fusing 
  a fire and earth elemental into a specially prepared 
  vessel. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. It 
  creates a Molten Moat whenever possible, preferably 
  under the feet of an enemy. 
  Construction
  Price: 35,000 gp 
  Crafting Cost: 17,500 gp 
  Crafting Time: 20 days 
  Skill Check: DC 10 mason’s tools 
  Spells: animate objects, planar binding   
  Ingredients: The golem’s body must be carved from  
  a solid stone slab weighing at least 2,000 lbs. and 
  pre-treated with rare oils and powders. A suit of 
  plate armor made specifically for this golem must be 
  provided. Finally, an earth and fire elemental must be 
  fused into the stone, creating the magma core.
   
   
  Magma Golem
  Medium construct, unaligned
  Armor Class 18 (12 without armor) 
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Death Burst. When the golem dies, it explodes in a burst of 
  magma. Each creature within 5 feet of it must make a DC 
  11 Dexterity saving throw, taking 7 (2d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  Elemental Body. Any creature that hits the golem with a 
  melee attack while within 5 feet of it takes 4 (1d8) fire 
  damage.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Molten Moat (Recharge 5-6). As a bonus action, the golem 
  turns the ground within 5 feet of it to molten flame. This 
  area counts as difficult terrain, and deals 3 (1d6) fire damage 
  to anyone that enters it or starts their turn in it. The molten 
  moat lasts for 1 minute. If it takes 10 or more cold damage 
  or is submerged in water, a 5 foot patch of it disappears.
  Shattered Form. When the golem is reduced to half of its hit 
  points or fewer, its armor breaks. Its AC is reduced to 12, it 
  loses its damage resistances, and it gains the elemental body 
  trait. 
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) fire 
  damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  12 (+1)
  3 (-4)
  8 (-1)
  6 (-2)
  
  107
  Mask Golem
  This frightening humanoid construct is composed 
  of masks. The head has the largest and most ornate 
  mask, but sometimes you think you see the smaller 
  masks blink.   
  Bound by Magic. Mask golems are intelligent but are 
  bound to obey the orders of their creators. They often 
  surprise foes who expect the mask golem to be an 
  unintelligent brute. 
  Control Masks. Mask golems have the power to 
  disassemble themselves into a swarm of flying masks. 
  Each mask is filled with powerful enchantment magic, 
  and when worn can dominate the mind of the person 
  wearing it.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem must obey its commands, but it 
  can go about them however it wants. It tries to use 
  Obedience on powerful melee fighters or put a Mask 
  of Solitude on ranged enemies. It stays in its swarm 
  form until it reaches half of its hit point maximum.  
  Construction
  Price: 22,000 gp 
  Crafting Cost: 11,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 16 mason’s tools 
  Spells: dominate person, see invisibility, telekinesis   
  Ingredients: Hundreds of masks lined with silver and 
  gold. A single sapphire worth 500 gp is needed for the 
  central mask.
   
  Mask Golem
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 51 (6d10 + 18)
  Speed 40 ft.
  Damage Vulnerabilities thunder
  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 the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  See Invisibility. The golem can see invisible creatures.
  Swarm Form. The golem can turn into a Large swarm of tiny 
  masks as an action. The swarm gains a fly speed of 60 ft. 
  (hover), can occupy another creature’s space and vice versa, 
  and can move through any opening large enough for a Tiny 
  mask. The golem can revert to its normal form as an action.
  Actions
  Slam (Golem Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Swarm (Swarm Form Only). Melee Weapon Attack: +6 to hit, 
  reach 0 ft., one target. Hit: 18 (4d8) bludgeoning damage, or 
  9 (2d8) bludgeoning damage if the swarm has half of its hit 
  points or fewer. If the target takes damage from this attack, 
  the golem can make a Mask of Control attack against them 
  as a bonus action.
  Mask of Control. Ranged Weapon Attack: +5 to hit, range 
  30 ft., one target. Hit: The target must succeed on a DC 
  11 Wisdom saving throw or be charmed by the golem as 
  the mask attaches to their face. While charmed, the target 
  is under one of the two following effects of the golem’s 
  choice. A mask can be removed from an adjacent creature 
  by making a successful DC 11 Strength (Athletics) check as 
  an action.
  1: Obedience. The target is under the effects of the dominate 
  person spell. 
  2: Solitude. The target cannot speak, breathe, or hear while 
  the mask is attached. The target can repeat the saving 
  throw at the end of each of their turns, ending the effect on 
  themselves on a successful save.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  8 (-1)
  12 (+1)
  13 (+1)
  
  108
  Meteor Golem
  You hear a screeching sound from above as a giant 
  hunk of metal comes hurling toward you.
  Meteor Frame. These golems are shaped from the 
  ore from fallen meteorites. These unusual metals give 
  them incredible defensive properties. 
  Sky Fall. Meteor golems are immune to all falling 
  damage. They can drop from the sky with incredible 
  speed, landing with a massive impact.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The meteor golem uses Meteor Impact as 
  often as possible, flying back into the air to repeat it 
  over and over.
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 23 smith’s tools 
  Spells: feather fall, geas, meteor swarm   
  Ingredients: Meteoric ore from a crashed meteorite.
   
  Meteor Golem
  Large construct, unaligned
  Armor Class 20 (natural armor)  
  Hit Points 147 (14d10 + 70)
  Speed 30 ft., fly 30 ft. (hover)
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 11 (7,200 XP) 
  Any Fall. The golem is immune to falling damage.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Meteor Impact. The golem can fall any distance and impact 
  the ground. Pick one creature below you. They and all 
  creatures within 5 feet of them must make a DC 15 
  Dexterity saving throw, taking 14 (4d6) bludgeoning damage 
  on a failed save, or half as much damage on a successful one. 
  The damage increases by 1d6 for every 30 feet the golem 
  falls, up to a maximum of 10d6 total. The golem can’t move 
  in the same turn after using this ability.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  109
  Mithral Golem 
  This humanoid construct is made of polished 
  silver that seems to flow as it moves. It moves with 
  surprising speed and grace.   
  Mithral Body. These golems are made of high quality 
  mithral. This grants them a level of speed not seen 
  among other golems. They can also assume a liquid 
  form, allowing them to slip between small spaces.
  Flashing Speed. Mithral golems can move very 
  quickly, darting around a battlefield in the blink of an 
  eye. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem darts around the battlefield, 
  attacking the creature that hit it last, regardless of the 
  distance. They disengage and move out of range of 
  melee attackers when possible, in the hope that they 
  can’t close the distance on their turn.  
  Construction
  Price: 250,000 gp 
  Crafting Cost: 125,500 gp 
  Crafting Time: 120 days 
  Skill Check: DC 25 smith’s tools 
  Spells: animate objects, geas, haste, polymorph, wish   
  Ingredients: 3,000 lbs. of pure mithral heated to  
  liquid form.
   
  Mithral Golem
  Huge construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 189 (18d12 + 72)
  Speed 50 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Evasion. If the golem is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, 
  the golem instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Liquid Form. The golem can move through a space as narrow 
  as 1 inch wide without squeezing. If the golem takes cold 
  damage, this ability is suppressed until the end of its next 
  turn and its speed is reduced to 15 feet.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Quicksilver. The golem can Dash or Disengage as a bonus 
  action.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  LegendARy Actions
  The golem 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 golem regains spent legendary actions at the start of its 
  turn.
  Dash. The golem can move up to twice its speed.
  Disengage. The golem can Disengage and move up to its 
  speed.
  Slam. The golem makes a slam attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  22 (+6)
  18 (+4)
  3 (-4)
  11 (+0)
  1 (-5)
  
  110
  Mud Golem 
  This humanoid mass of mud stands tall with a lumpy 
  humanoid body and simple facial features. 
  Mud Body. A mud golem’s body is made from magical 
  mud. Its body is soft and can flow over smaller 
  creatures, suffocating them.
  Preferred Environment. Although unintelligent, mud 
  golems prefer to exist near bodies of water. Their body 
  begins to crack and dry if not moistened. Without 
  liquid, they will eventually crumble away.
  Construct Nature. The construct doesn’t require air, 
  food, or sleep.
  Tactics. The golem attacks the nearest enemy, trying 
  to Engulf and suffocate them. It will use Mud Spray as 
  soon as possible.
  Construction
  Price: 40,000 gp 
  Crafting Cost: 20,000 gp 
  Crafting Time: 15 days 
  Skill Check: DC 15 potter’s tools 
  Spells: geas, transmute rock   
  Ingredients: Mud from a magically charged area.
  Mud Golem
  Large construct, unaligned
  Armor Class 12 (natural armor)  
  Hit Points 52 (8d10 + 8)
  Speed 20 ft., swim 20 ft. 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a 
  Large or smaller creature, they are grappled (escape DC 14). 
  The golem can only have one creature grappled at a time. 
  Engulf. One Large or smaller creature grappled by the 
  golem must succeed on a DC 14 Strength saving throw 
  or be engulfed. An engulfed creature can’t breathe and is 
  restrained. When the golem moves, the engulfed creature 
  moves with it.
  An engulfed creature can try to escape by taking an action 
  to make a DC 14 Strength check. On a success, the creature 
  escapes and enters a space of its choice within 5 feet of the 
  golem.
  Slippery Mud Spray. The golem sprays mud in a 15-foot cone. 
  All creatures in the area must succeed on a DC 11 Dexterity 
  saving throw or be blinded until the end of their next turn. 
  The ground in this area becomes slippery for 1 minute. All 
  creatures (except mud golems) that enter the area or end 
  their turn in it must succeed on a DC 11 Dexterity saving 
  throw or fall prone. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  12 (+1)
  3 (-4)
  11 (+0)
  1 (-5)
  
  111
  Obsidian Golem
  This humanoid figure is made of sharp, dark glass. 
  Razor-sharp spikes cover its body.
  Razor Slivers. Obsidian golems can willingly fracture 
  parts of their body to shoot a spray of tiny obsidian 
  splinters. Any damage they do to themselves with this 
  attack heals almost instantly.
  Internal Explosion. Obsidian golems were designed 
  to explode when killed. Their body fragments, sending 
  obsidian spikes flying.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature.  
  Construction
  Price: 130,000 gp 
  Crafting Cost: 65,000 gp 
  Crafting Time: 65 days 
  Skill Check: DC 24 mason’s tools 
  Spells: geas, stoneskin   
  Ingredients: 2,500 lbs. of obsidian.
   
  Obsidian Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 168 (16d10 + 80)
  Speed 20 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 11 (7,200 XP) 
  Death Burst. When the golem dies, it explodes in a burst 
  of obsidian shards. Each creature within 10 feet of it must 
  make a DC 17 Dexterity saving throw, taking 42 (12d6) 
  piercing damage on a failed save, or half as much damage on 
  a successful one. 
   
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) piercing 
  damage. 
  Obsidian Spray (Recharge 5-6). The golem shoots obsidian 
  shards in a 30-foot cone. All creatures in the area must 
  make a DC 17 Dexterity saving throw, taking 28 (8d6) 
  piercing damage on a failed save, or half as much damage 
  on a successful one. On a failed save, the target takes 3 
  (1d6) piercing damage at the start of each of their turns 
  from the bleeding for 1 minute, until they receive healing 
  or temporary hit points, or until a creature makes a DC 17 
  Wisdom (Medicine) check as an action while adjacent to the 
  bleeding creature.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  112
  Prismatic Golem
  A large orb of scintillating light floats toward you, 
  multicolored tendrils waving from its body like arcs of 
  lightning
  Body of Light. A prismatic golem’s body is made from 
  pure light. It has no physical body. 
  Celestial Construct. Celestial beings create these 
  golems, which are implanted with their creator’s 
  moral code. This code cannot be changed, even if their 
  creator later chooses a different path.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem uses Flash of Light to blind 
  as many people as possible, and then spreads its 
  Prismatic Tendrils among all available targets.     
  Construction
  Price: 600,000 gp 
  Crafting Cost: 300,000 gp 
  Crafting Time: 210 days 
  Skill Check: DC 22 mason’s or jeweler’s tools 
  Spells: planar binding, prismatic spray, wish   
  Ingredients: 50,000 gp of gems exposed to celestial 
  light that form the body.
  
  113
  Prismatic Golem
  Large construct, neutral good
  Armor Class 18 (natural armor) 
  Hit Points 225 (24d10 + 120) 
  Speed 0 ft., fly 50 ft. (hover)
  Damage Immunities poison, psychic, radiant; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, invisible, paralyzed, petrified, poisoned, 
  prone, restrained
  Senses darkvision 60 ft., blindsight 60 ft., passive Perception 
  10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 19 (22,000 XP) 
  Incorporeal Movement. The golem 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. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Moral Code. The golem is created with a moral code by its 
  creator. The golem is incapable of acting in opposition of 
  this code even if under a direct order to do so by its creator.
  Prismatic Body. The golem’s body is made from light, and 
  sheds light as per the daylight spell, which cannot be 
  suppressed. A creature that touches the golem or is hit by 
  a Prismatic Tendril takes damage depending on the color of 
  light the golem is flashing. 
  1: Red. 17 (5d6) fire damage.
  2: Orange. 17 (5d6) acid damage.
  3: Yellow. 17 (5d6) lightning.
  4: Green. 17 (5d6) poison damage.
  5: Blue. 17 (5d6) cold damage.
  6: Indigo. 17 (5d6) psychic damage. 
  7: Violet. 17 (5d6) thunder damage.
  8: White. 17 (5d6) force damage.
  Actions
  Multiattack. The construct makes four Prismatic Tendril 
  attacks.
  Prismatic Tendril. Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: roll randomly on the Prismatic Body table 
  to determine the damage. 
  Light Teleport. The golem teleports to an unoccupied space 
  within 60 feet. 
  LegendARy Actions
  The golem 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 golem regains spent legendary actions at the start of its 
  turn.
  Attack. The golem makes a Prismatic Tendril attack.
  Flash of Light. All creatures that can see and are within 20 
  feet of the golem must succeed on a DC 20 Constitution 
  saving throw or be blinded for 1 minute. A creature can 
  repeat the saving throw at the end of each of their turns, 
  ending the effect on themselves on a successful save.
  Teleport. The golem uses Light Teleport.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  22 (+6)
  20 (+5)
  3 (-4)
  11 (+0)
  10 (+0)
  
  114
  Pumpkin Golem
  This creature looks like a walking pumpkin patch. 
  Its head is a large jack-o’-lantern with a green flame 
  flickering inside.
  Horror Patch. Pumpkin golems exude a supernatural 
  aura of horror. The closer you are to one, the more 
  frightening it looks to you.
  Plant Food. The pumpkin golem’s body is still alive, 
  and it requires the normal nutrients a pumpkin 
  would need. It can also gain nutrients from decaying 
  creatures. You can often find skeletons in a pumpkin 
  golem’s patch.
  Construct Nature. The construct doesn’t require air 
  or sleep.
  Tactics. The golem attacks the closest creature with 
  Green Flame or Vine Slam attacks. It will use Rooting 
  Vines on melee fighters that are trying to get close. 
  Construction
  Price: 40,000 gp 
  Crafting Cost: 20,000 gp 
  Crafting Time: 25 days 
  Skill Check: DC 10 brewer’s supplies, carpenter’s, 
  cook’s, or woodcarver’s tools 
  Spells: entangle, fire bolt, plant growth   
  Ingredients: A pumpkin patch, a green candle, and a 
  jack-o’-lantern carved with a cursed knife.
   
  Pumpkin Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 136 (16d10 + 48)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The golem can use its Frightful Presence. It then 
  makes two attacks.
  Vine Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Green Flame. Ranged Spell Attack: +7 to hit, range 60/120 ft., 
  one target. Hit: 11 (2d10) fire damage. 
  Frightful Presence. Each creature of the golem’s choice that is 
  within 60 feet of the golem and aware of it must succeed on 
  a DC 14 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 golem’s Frightful Presence for 
  the next 24 hours. 
  LegendARy Actions
  The golem can take 1 legendary action, 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 golem regains spent legendary actions at the start of its 
  turn.
  Rooting Vines. One creature within 60 feet of the golem 
  must succeed on a DC 15 Dexterity saving throw or be 
  restrained by vines until the end of their next turn.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3)
  1 (-5)
  11 (+0)
  1 (-5)
  
  115
  Quantum Golem
  This humanoid creature flickers in and out of 
  existence, each version of it a separate color.
  Spatial Control. Quantum golems exhibit control over 
  time and space. They can be in multiple places at once 
  and change the position of other creatures. 
  Manipulate the Timeline. A quantum golem can 
  attempt to erase a creature from time. Even if the 
  power is resisted, the power tears at the target’s body 
  and soul. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem uses its teleportation powers to 
  keep dangerous fighters away from it. They will try 
  to use Disjunction when multiple creatures can be 
  affected by it. It uses Time Loop when it can be safe 
  from the repeated action of the target. 
  Construction
  Price: 300,000 gp 
  Crafting Cost: 150,000 gp 
  Crafting Time: 150 days 
  Skill Check: DC 26 tinker’s tools or Arcana 
  Spells: blink, geas, time stop   
  Ingredients: At least one object that has been affected 
  by time travel or time-warping magic.
   
  Quantum Golem
  Large construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 152 (16d10 + 64)
  Speed 30 ft.
  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 the languages of its creator but can’t 
  speak
  Challenge 15 (13,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the golem fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Time Displacement. The golem can teleport its movement 
  instead of physically moving.
  Actions
  Multiattack. The golem makes one Time Loop attack and one 
  Slam attack.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. 
  Time Loop. Ranged Spell Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 15 (2d8 + 6) force damage and the target 
  must succeed on a DC 19 Wisdom saving throw or be 
  forced to repeat the same action on their next turn as they 
  took on their last turn. If they can’t take the action, they 
  take no action. 
  Disjunction (Recharge 5-6). The golem displaces creatures 
  from time. All creatures within 20 feet of the golem must 
  make a DC 19 Constitution saving throw, taking 27 (6d8) 
  necrotic damage on a failed save, or half as much damage 
  on a successful one as their form loses cohesion. A creature 
  reduced to 0 hit points is erased from time. The Game 
  Master can decide how this manifests. 
  LegendARy Actions
  The golem 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 golem regains spent legendary actions at the start of its 
  turn.
  Displace. One creature within 100 feet of the golem is 
  teleported to an unoccupied space within 100 feet.
  Swap. The golem swaps the position of two creatures within 
  100 feet of it. The golem can target itself with this ability.
  Slam. The golem makes a slam attack.
  ReActions
  Dimensional Lock. When a creature within 100 feet teleports, 
  either the effect is cancelled, or the golem can change their 
  end destination to a point of its choice within 100 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  22 (+6)
  18 (+4)
  6 (-2)
  11 (+0)
  1 (-5)
  
  116
  Quintessence Golem
  This humanoid looks like it is made from smoky glass. 
  Its hair bobs and floats like rainclouds, and you can 
  catch glimpses of ghostly faces in its body.
  Soul Siphon. Quintessence is a material that longs 
  to live. Souls are made of this material, and the 
  quintessence golem possess the ability to draw souls 
  into its body. 
  Astral Doorway. A quintessence golem acts as a 
  portal between the world of the living and the afterlife. 
  Souls attempt to pass into the afterlife, but the golem 
  prevents any from escaping. As intelligent beings, they 
  typically guard places of power and act as shepherds 
  for lost souls.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Quintessence golems are intelligent and 
  fight accordingly. They will fly out of range if possible, 
  dipping in to use their Soul Pull ability. If stuck in a 
  melee fight, they focus their attacks on one creature in 
  an effort to take them down quickly.
  Construction
  Price: 750,000 gp 
  Crafting Cost: 375,000 gp 
  Crafting Time: 250 days 
  Skill Check: DC 35 glassblower’s tools 
  Spells: enervation, geas, soul cage, wish   
  Ingredients: Raw quintessence to fill a Huge glass 
  container.
   
  Quintessence Golem
  Huge construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 276 (24d12 + 120)
  Speed 30 ft., fly 60 ft. (hover)
  Saving Throws Wis +6, Cha +11 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Can speak the languages of its creator
  Challenge 19 (22,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Life Sense. The golem can detect the presence and location 
  of living creatures within 120 feet of it.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Soul Siphon. A living creature that is reduced to 0 hit points 
  while within 100 feet of the golem must succeed on a 
  DC 19 Constitution saving throw or die and have their 
  soul immediately sent to the afterlife. Whenever a soul is 
  siphoned in this way, the golem regains 50 hit points.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 26 (4d8 + 8) bludgeoning damage plus 9 (2d8) 
  necrotic damage. The target’s hit point maximum is reduced 
  by an amount equal to the necrotic damage taken. The 
  reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
  Soul Pull (Recharge 5-6). The golem exerts a strong pull on 
  all souls in the area. Any living creature with a soul within 
  30 feet of the golem must make a DC 19 Charisma saving 
  throw, taking 70 (20d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  20 (+5)
  20 (+5)
  18 (+4)
  10 (+0)
  20 (+5)
  
  117
  Robot Golem
  This clockwork humanoid shambles around but lacks 
  the whirring noise of moving gears.
  Robotic Zombie. When clockwork robots are badly 
  damaged, artificers sometimes turn to magic instead 
  of science to keep them functioning. Instead of their 
  internal mechanisms, they are animated through 
  magic.
  Lightning Discharge. Robot golems build up 
  electrical energy in their body over time and 
  occasionally need to discharge it.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature and 
  uses its Shockwave whenever it becomes available, 
  even if no creatures are in range.  
  Construction
  Price: 72,000 gp 
  Crafting Cost: 36,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: geas, mending, shatter   
  Ingredients: The body of a robot or clockwork 
  creature.
   
  Robot Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 136 (16d10 + 48)
  Speed 20 ft.
  Damage Resistances lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Shockwave (Recharge 5-6). The golem emits a pulse of 
  electricity in a 30-foot radius around it. All creatures in the 
  area must make a DC 14 Dexterity saving throw, taking 28 
  (8d6) lightning damage on a failed save, or half as much 
  damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  16 (+3)
  1 (-5)
  11 (+0)
  1 (-5)
  
  118
  Rope Golem
  A mass of rope wriggles into the shape of a tall 
  humanoid. 
  Swarm of Rope. Rope golems are made from 
  many piles of ropes. Although each of the ropes are 
  independent, they act together as one. 
  Hangman. Sometimes called hangman golems, these 
  constructs are exceptionally skilled at capturing and 
  restraining creatures. 
  Construct Nature. The construct doesn’t require air, 
  food, or sleep.
  Tactics. If the golem is ordered to capture or kill a 
  specific target, it focuses all of its attacks on them, 
  using its amorphous form to sneak around and get 
  close. Otherwise, it attacks the closest creature. 
  It uses rope whirlwind when possible and tries to 
  grapple as many creatures as it can. It uses constrict 
  on grappled creatures.
   
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 35 days 
  Skill Check: DC 12 weaver’s tools 
  Spells: animate objects, geas, rope trick   
  Ingredients: Rope treated with magical oils and 
  woven with mana-infused threads.
  Rope Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 121 (22d10)
  Speed 30 ft.
  Damage Vulnerabilities fire, slashing
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Rope Form. The golem can turn into a Large swarm of Tiny 
  ropes as an action. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through any 
  opening large enough for a Tiny rope. The golem can revert 
  to its normal form as an action.
  Writhing Ropes. The ropes that make up the golem’s body are 
  always grasping. A creature adjacent to the golem cannot 
  move away from it unless they take the Disengage action or 
  succeed on a DC 13 Dexterity (Acrobatics) check.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage and if the target is a 
  Large or smaller creature they are grappled (escape DC 16). 
  The golem can have up to two creatures grappled at a time. 
  For each creature it has grappled, it loses one slam attack. 
  Constrict. All creatures grappled by the golem must make a 
  DC 16 Strength saving throw, taking 27 (6d8) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Rope Whirlwind (Recharge 5-6). The golem unleashes its 
  ropes in a messy tangle. All creatures within 15 feet of the 
  golem must make a DC 16 Dexterity saving throw, taking 
  14 (2d8 + 5) bludgeoning damage on a failed save, or half 
  as much damage on a successful one. If the target fails the 
  saving throw, they also fall prone.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  10 (+0)
  3 (-4)
  11 (+0)
  1 (-5)
  
  119
  Ruby Golem
  The head of a ruby golem is often carved in the shape 
  of a lion, dragon, or other beast. The rest of its body is 
  humanoid in shape.
  Earthen Affinity. Ruby golems have a connection 
  to the earth and can heal while in contact with it. 
  They prefer to burrow over any other form of travel, 
  including walking.
  Gem Golem. Gem golems are a special type of golem. 
  The gemstone used in their construction influences 
  their nature, allowing them to act in ways that their 
  creator did not intend. When destroyed, only their 
  heart remains; the rest of the gemstones shatter into 
  dust. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The ruby golem burrows whenever possible. 
  When ordered to attack, they always attempt to 
  grapple a foe first. They tend to focus on one creature, 
  continuing to attack them even after they have been 
  knocked unconscious. 
  Construction
  Price: 55,000 gp 
  Crafting Cost: 27,500 gp 
  Crafting Time: 30 days 
  Skill Check: DC 15 jeweler’s tools 
  Spells: move earth, polymorph, stone shape   
  Ingredients: A ruby worth at least 6,000 gp and 2,000 
  gp of semiprecious stones for the body.
   
  Ruby Golem
  Large construct, unaligned
  Armor Class 14 (natural armor)  
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., burrow 10 ft.
  Damage Vulnerabilities thunder
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Regeneration. The golem regains 10 hit points at the start 
  of its turn if it is in contact with the ground. The golem dies 
  only if it starts its turn with 0 hit points.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3)
  5 (-3)
  12 (+1)
  1 (-5)
  
  120
  Sardorian Golem
  This large, red, crystalline dragon pulses with an 
  inner light.
  Sardior Guardian. These golems are crafted in 
  the likeness of the dragon Sardior. They serve as 
  guardians for their churches and holy sites.
  Blinding Breath. A sardorian golem stores up energy 
  in its core and can release it as a blast of energy that 
  blinds and burns. When the energy is expended, the 
  golem’s glow disappears, reappearing when it is ready 
  to unleash another blast.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem tries to catch as many targets 
  in its breath weapon as possible. It uses flight to its 
  advantage, staying out of range until its breath weapon 
  is ready to unleash again.
  Construction
  Price: 175,000 gp 
  Crafting Cost: 87,500 gp 
  Crafting Time: 65 days 
  Skill Check: DC 25 mason’s tools 
  Spells: burning hands, creation, fly   
  Ingredients: Blocks of quartz fashioned with bands of 
  polished brass weighing at least 5,000 lbs.
   
  Sardorian Golem
  Large construct, neutral evil
  Armor Class 20 (natural armor) 
  Hit Points 225 (18d10 + 126)
  Speed 30 ft., fly 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes four weapon attacks.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 17 (2d8 + 8) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage. 
  Breath Weapon (Recharge 5-6). The golem breathes fire in a 
  40-foot cone. All creatures in the area must make a DC 20 
  Dexterity saving throw, taking 22 (5d8) force damage and 22 
  (5d8) fire damage on a failed save, or half as much damage 
  on a successful one. A creature that fails this saving throw is 
  blinded until the end of their next turn. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  24 (+7)
  3 (-4)
  13 (+1)
  8 (-1)
  
  121
  Shadesteel Golem
  This construct appears to be made of a shimmering 
  steel that blends into shadows.
  Dark Materials. Shadesteel is found only on planes 
  of existence with a strong necrotic presence, like 
  the Shadowfell. This makes the construction of a 
  shadesteel golem very expensive.
  Shadow Metal. Shadesteel draws darkness to it, 
  blending in with shadows. The golem is practically 
  invisible in the darkness.
  Construct Nature. This creature doesn’t require air, 
  food, drink, or sleep.
  Tactics. Using Shadow Stealth, a shadesteel golem 
  will get as close to a group of enemies as possible 
  and unleash Death Pulse. While that is recharging, it 
  attacks viciously with melee attacks.
  Construction
  Price: 200,000 gp 
  Crafting Cost: 100,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 23 smith’s tools 
  Spells: circle of death, geas    
  Ingredients: 500 lbs. of shadesteel from the 
  Shadowfell.
  Shadesteel Golem
  Medium construct, unaligned
  Armor Class 18 (natural armor)  
  Hit Points 207 (18d8 + 126)
  Speed 30 ft., fly 30 ft. (hover) 
  Skills Stealth +8
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 14 (11,500 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Shadow Stealth. While in dim light or darkness, the golem 
  can take the Hide action as a bonus action.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 17 (3d6 + 7) bludgeoning damage.
  Death Pulse (Recharge 5-6). The golem unleashes a wave of 
  death energy. All living creatures within 30 feet of the golem 
  must make a DC 20 Dexterity saving throw, taking 35 (10d6) 
  necrotic damage on a failed save, or half as much damage on 
  a successful one. Any undead of the golem’s choice within 
  this area are healed by this amount of damage instead.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  16 (+3)
  24 (+7)
  3 (-4)
  11 (+0)
  4 (-3)
  
  122
  Snakeflesh Golem
  This creature has the large, inflated body of a snake, 
  longer than a person is tall. It has two arms made of 
  more snakes, each ending in a biting snake head. 
  Serpentine Golem. Snakeflesh golems were 
  originally created by the yuan-ti to guard their 
  temples. 
  Best of all Snakes. Snakeflesh golems can combine 
  the traits of multiple snakes. They can constrict 
  creatures with their long arms and deliver poisonous 
  bites with their primary head. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. It 
  grapples the two closest creatures with slam attacks, 
  and then bites them.  
  Construction
  Price: 40,000 gp 
  Crafting Cost: 20,000 gp 
  Crafting Time: 45 days 
  Skill Check: DC 13 leatherworker’s tools or Medicine 
  Spells: animate dead, enhance ability, geas    
  Ingredients: At least one Large, mostly intact snake- 
  like body per limb and two per torso.
   
  Snakeflesh Golem
  Large construct, neutral
  Armor Class 14  
  Hit Points 105 (14d10 + 28)
  Speed 40 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The construct makes three attacks: two with its 
  slam and one with its bite.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a 
  Huge or smaller creature they are grappled (escape DC 15). 
  The golem can have one creature grappled per arm (usually 
  2). 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage and the target must 
  succeed on a DC 13 Constitution saving throw or take 13 
  (3d8) poison damage. The golem has advantage on this 
  attack roll if attacking a creature it has grappled. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  2 (-4)
  11 (+0)
  1 (-5)
  
  123
  Spiderstone Golem
  Spiderstone golems are carved from a single block of 
  obsidian. They have four arms and look like tall drow.
  Demon Soul. Spiderstone golems are imbued with 
  a spirit from the Demonweb Pits. Although simple-
  minded, they carry the evil of the place with them.
  Spider Servant. These golems are favored by Lloth 
  and the drow that worship her. They are utterly loyal, 
  making them useful servants. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem will try to web and restrain 
  creatures before pummeling them with its arms. It 
  uses its climbing speed to outmaneuver foes. 
  Construction
  Price: 80,000 gp 
  Crafting Cost: 40,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 17 mason’s tools 
  Spells: freedom of movement, geas, polymorph, spider 
  climb   
  Ingredients: A single block of obsidian weighing at 
  least 3,000 lbs.
   
  Spiderstone Golem
  Large construct, neutral evil
  Armor Class 16 (natural armor)  
  Hit Points 153 (18d10 + 54)
  Speed 30 ft., climb 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Spider climb. The golem can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The construct makes four Spider Arm attacks.
  Spider Arm. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 
  range 30/90 ft., one target. Hit: The target is restrained by 
  webbing. As an action, the restrained target can make a DC 
  13 Strength check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 
  20; vulnerability to fire damage; immunity to bludgeoning, 
  poison, and psychic damage).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+3)
  3 (-4)
  11 (+0)
  3 (-4)
  
  124
  Stained Glass Golem
  The figure in the beautiful stained glass steps out of 
  the window and walks toward you, making a sound 
  like tinkling glass as it walks.
  Artistic Guardian. Stained glass golems are 
  designed to protect temples or areas of wealth. They 
  are often made in the likeness of another person, and 
  on rare occasions, a golem will begin to think it is 
  that person.
  Sharp Glass. These golems are flat but still able to 
  move in three dimensions. The edges of their bodies 
  are razor sharp, and they can cut their enemies to 
  ribbons. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem typically defends an area, 
  attacking the nearest foe until the area is cleared.     
  Construction
  Price: 10,000 gp 
  Crafting Cost: 5,000 gp 
  Crafting Time: 10 days 
  Skill Check: DC 13 glassblower’s tools 
  Spells: geas, polymorph   
  Ingredients: 50 lbs. of colored glass. 
  Stained Glass Golem
  Medium construct, unaligned
  Armor Class 12 (natural armor) 
  Hit Points 54 (12d8)
  Speed 30 ft.
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 2 (450 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two Glass Slash attacks.
  Glass Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  10 (+0)
  3 (-4)
  12 (+1)
  5 (-3)
  
  125
  Thayan Golem
  This golem is made from dark wood and carved in the 
  likeness of a soldier. 
  Made to be Sold. Thayan wizards can make a 
  luxurious living by creating and selling these 
  golems to merchants and fledgling spellcasters as 
  bodyguards. Although expensive, they are not hard to 
  find.
  Targeting Error. Most Thayan golems avoid targeting 
  spellcasters with attacks unless they are the only 
  target. This is a feature imbedded in the golems 
  during construction in case they went haywire. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem prefers to attack at range 
  whenever possible. It prefers to avoid targeting 
  spellcasters unless they are the only available option.
  Construction
  Price: 40,000 gp 
  Crafting Cost: N/A 
  Crafting Time: N/A 
  Skill Check: N/A 
  Spells: N/A   
  Ingredients: The construction of Thayan golems is a 
  carefully guarded secret.
   
  Thayan Golem
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 2 (450 XP) 
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two weapon attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  3 (-4)
  11 (+0)
  1 (-5)
  
  126
  Tombstone Golem
  This large golem is made from many tombstones 
  stacked in a humanoid form. One of the names on a 
  tombstone looks familiar…
  Gravedigger. Tombstone golems are usually found in 
  graveyards. They have the ability to raise bodies from 
  the ground to the surface, or vice versa. 
  Bad Omen. Every once in a while, a tombstone golem 
  will have the name of a still-living creature on it. The 
  golem is drawn to this person and feels a compulsion 
  to bury them.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem inters enemies at range and 
  focuses melee attacks on those nearby. It focuses 
  attacks on a creature if their name is on a tombstone.   
  Construction
  Price: 100,000 gp 
  Crafting Cost: 50,000 gp 
  Crafting Time: 45 days 
  Skill Check: DC 15 mason’s tools 
  Spells: geas, hallow, blight   
  Ingredients: Enough tombstones from active graves to 
  form a Large humanoid.
  Tombstone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 114 (17d10 + 85)
  Speed 30 ft.
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 9 (3,900 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Your Tombstone. One of the tombstones has the name of one 
  of the player characters on it, GM’s choice. The golem has 
  advantage on attack rolls against this character.
  Actions
  Multiattack. The construct can use Inter. It then makes two 
  slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. 
  Inter (Recharge 5-6). One creature the golem can see 
  within 60 feet must succeed on a DC 18 Strength saving 
  throw or be pulled underground 5 feet. A creature pulled 
  underground begins suffocating unless it has a burrow 
  speed. A creature can make a DC 18 Strength check as an 
  action to dig itself out, exiting prone.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  127
  Viridium Golem 
  This humanoid construct is made of a glowing green 
  material that looks like glass. One of its arms ends 
  in a shield, and the other in a sword. 
  Wasting Disease. Viridium golems are carriers of 
  disease. Their very presence can induce nausea over 
  extended periods of time, and a cut from their sword 
  can induce a wasting disease. 
  Biological Weapon. Viridium golems were created 
  to cause pain and suffering to living creatures. Only 
  oozes, plants, and extraplanar creatures are immune 
  to the golem’s toxic body, and they love to dispatch 
  viridium golems when possible. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature.
  Construction
  Price: 240,000 gp 
  Crafting Cost: 120,000 gp 
  Crafting Time: 80 days 
  Skill Check: DC 26 glassblower’s tools 
  Spells: contagion, geas, hallow, horrid wilting, poison 
  spray   
  Ingredients: At least 20,000 lbs. of viridium.
   
  Viridium Golem
  Huge construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 126 (12d12 + 48)
  Speed 30 ft.
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 8 (3,900 XP) 
  Disease Carrier. If the golem is targeted by a spell or ability 
  that removes diseases, the golem is stunned for 1 round.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Viridium Disease. This disease has a DC 15 Constitution 
  saving throw to resist. On a successful save, the target is 
  immune to the disease for the next 24 hours. On a failed 
  save, they contract the disease.  Their hit point maximum 
  is reduced by 1d6, and their Charisma is reduced by 1d4. 
  The target must repeat the saving throw at the end of each 
  long rest, reducing their hit point maximum and Charisma 
  further on a failed save. The target’s Charisma can’t be 
  reduced below 1, but if their hit point maximum becomes 0, 
  they die. On a successful saving throw, the target’s hit point 
  maximum and Charisma score are restored by 1d6 each, up 
  to their normal maximum value. After three successful saves, 
  the disease is cured. The target’s hit point maximum and 
  Charisma score increase by 1d6 after each long rest until 
  fully restored.
  Actions
  Multiattack. The construct makes a Shield Bash and 
  Diseased Sword attacks.
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (3d6 + 6) bludgeoning damage and the target 
  must succeed on a DC 17 Constitution saving throw or be 
  stunned until the end of their next turn.
  Diseased Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 19 (3d8 + 6) slashing damage and the target 
  must make a saving throw against Viridium Disease.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  2 (-4)
  11 (+0)
  1 (-5)
  
  128
  Wax Golem
  The person before you is monochrome and glistens 
  slightly. Their eyes are unblinking, but they move with 
  a natural grace. 
  Wax Replica. Wax golems are not generic. They are 
  made in the likeness of a specific person. Any attempt 
  to create a generic wax golem fails, the wax melting 
  into a useless puddle.
  Who is Real? Wax golems are replicas of existing 
  people. The magic that animates them gives them 
  life and intelligence. Because they are sentient, wax 
  golems believe themselves to be the real person, and 
  sometimes will go out of their way to remove the real 
  person. The magic that creates a wax golem bestows 
  them with some memories of the real creature.  
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem fights intelligently, taking on the 
  tactics of the person they are made in the likeness 
  of. If they don’t possess the same abilities, they adapt 
  accordingly. They are afraid of fire and will avoid it at 
  all costs. 
  Construction
  Price: 14,000 gp 
  Crafting Cost: 7,000 gp 
  Crafting Time: 7 days 
  Skill Check: DC 18 mason’s or potter’s tools 
  Spells: animate objects, geas, silent image   
  Ingredients: A single block of wax weighing at least 
  1,000 lbs.
   
  Wax Golem
  Medium construct, neutral
  Armor Class 14 (natural armor) 
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  Skills Deception +0, Persuasion +0, Stealth +1
  Damage Vulnerabilities fire
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands and can speak the languages of its 
  creator
  Challenge 1 (200 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem 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: 6 (1d8 + 2) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  9 (-1)
  12 (+1)
  10 (+0)
  11 (+0)
  6 (-2)
  
  129
  Web Golem
  This golem looks like it is wrapped in webs, before 
  you realize that its entire body is webbing.
  Sticky Webs. The webs that make up the golems body 
  are enchanted to always remain sticky. The golem can 
  even climb up walls using the stickiness of the webs.
  Spider Golem. The web golem is sometimes called a 
  spider golem, because of its spider-like features. It has 
  eight eyes and poisonous fangs. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem Webs creatures whenever 
  possible, and focuses its attacks on a creature stuck in 
  a web.     
  Construction
  Price: 65,000 gp 
  Crafting Cost: 32,500 gp 
  Crafting Time: 40 days 
  Skill Check: DC 20 weaver’s tools 
  Spells: geas, poison spray, spider climb   
  Ingredients: Layers of web from monstrous spiders to 
  wrap a Large humanoid.  
  Web Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., climb 30 ft.
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Spider Climb. The golem can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Actions
  Multiattack. The construct makes one slam attack and one 
  bite attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison 
  damage. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
  Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, 
  range 30/60 ft., one target. Hit: The target is restrained by 
  webbing. As an action, the restrained target can make a DC 
  12 Strength check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 
  5; vulnerability to fire damage; immunity to bludgeoning, 
  poison, and psychic damage).
  ReActions
  Adhesive Body. When a creature misses the golem with a 
  melee weapon attack, the golem uses its sticky body to 
  catch the weapon. The attacker must succeed on a DC 15 
  Strength saving throw, or the weapon becomes stuck to the 
  golem’s body. If the weapon’s wielder can’t or won’t let go 
  of the weapon, the wielder is grappled while the weapon is 
  stuck. While stuck, the weapon can’t be used. A creature can 
  pull the weapon free by taking an action to make a DC 15 
  Strength check and succeeding.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  17 (+3)
  18 (+4)
  3 (-4)
  11 (+0)
  1 (-5)
  
  130
  Wood Golem
  This humanoid construct is made from wood of 
  different types and sizes.
  Log Pile. Wood golems do not look like treants; rather, 
  they are very clearly cobbled together from different 
  types of wood. Druids are apparently able to create 
  more advanced versions of wood golems that have a 
  sleeker design. 
  Unnatural Magic. Wood golems are created with 
  arcane magic trying to mimic druidic magic. It isn’t 
  effective, but it does work. The magic creates friction 
  in the golem’s body, but their creators have managed 
  to turn this into a feature, allowing the golem to spray 
  splinters as an attack. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The golem attacks the closest creature, using 
  its Splinter attack when possible.  
  Construction
  Price: 19,000 gp 
  Crafting Cost: 9,500 gp 
  Crafting Time: 20 days 
  Skill Check: DC 17 carpenter’s or woodcarver’s tools 
  Spells: alarm, animate objects, enhance ability, geas, 
  silent image   
  Ingredients: Blocks of wood anointed with druidic 
  herbs to assemble a Medium body.
  Wood Golem
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Splinter (Recharge 5-6). The golem sprays razor sharp 
  splinters in a 20-foot radius around it. All creatures in the 
  area must make a DC 13 Dexterity saving throw, taking 
  14 (4d6) slashing damage on a failed save, or half as much 
  damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  16 (+3)
  3 (-4)
  17 (+3)
  1 (-5)
  
  131
  Grey Goo
  Grey goo either appears as a floating mass of grey goo 
  or as faint gray droplets.
  Nanites. Grey goo is actually a mass of nanites that 
  have run amok. These tiny robots are only designed 
  to disassemble matter, and they can reduce anything 
  they come across to dust. 
  Destruction. The nanites that make up grey goo 
  might have had a different purpose once, but now 
  all they seek to do is destroy. Their programming 
  might tell them to only focus on organic objects or on 
  anything they come across. There is nothing that they 
  can’t take apart, but harder objects like diamonds take 
  longer.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The grey goo begins in a dispersed form 
  unless it detects something to Dismantle. It attacks 
  the closest creature, trying to infest them at first if 
  possible. If it can’t Infest, it attempts to Dismantle.   
   
  Grey Goo
  Large swarm of Tiny constructs, unaligned
  Armor Class 15 
  Hit Points 77 (14d10)
  Speed 0 ft., fly 50 ft. (hover)
  Skills Stealth +8
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Disperse. As an action, the grey goo can spread itself over 
  a 30-foot cube area. The grey goo is hard to see when 
  dispersed, as it appears simply a very fine grey particles, like 
  dust. The grey goo can’t take any actions while dispersed 
  until it reverts to its normal form as an action.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening. 
  The swarm can’t regain hit points or gain temporary hit 
  points.
  Actions
  Dismantle. Melee Weapon Attack: +8 to hit, reach 0 ft., one 
  target. Hit: 21 (6d6) slashing damage, or 10 (3d6) slashing 
  damage if the swarm has half of its hit points or fewer. If 
  the target is a creature, they must make a DC 16 Dexterity 
  saving throw. On a failed save, a weapon, piece of armor, 
  or item they have of the grey goo’s choice begins to 
  disintegrate.
  If the object is a nonmagical piece of armor or a shield, it 
  takes a permanent and cumulative −1 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield that drops 
  to a +0 bonus is destroyed. 
  If the object is a nonmagical weapon, it takes a permanent 
  and cumulative −1 penalty to damage rolls. If its penalty 
  drops to −5, the weapon is destroyed. 
  If the object is a nonmagical item of another type, it is 
  destroyed.
  Infest. The grey goo can’t use this ability if it has half of its 
  hit points or fewer. One creature in the swarm’s space must 
  succeed on a DC 16 Constitution saving throw or the grey 
  goo enters their body. The target’s hit points are reduced by 
  10 (3d6) at the start of each of their turns. They can repeat 
  the saving throw at the end of each of their turns, expelling 
  the grey goo on a successful save. While inside a creature, 
  the grey goo can’t be targeted by attacks, spells, or abilities. 
  If the target the grey goo is inside is targeted by a lesser 
  restoration spell, the grey goo is immediately expelled.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  20 (+5)
  10 (+0)
  5 (-3)
  10 (+0)
  1 (-5)
  
  132
  Grisgol
  This humanoid figure is wrapped in scrolls, books, 
  and tattered clothes. Various magical implements are 
  incorporated to the body, and it audibly clinks as it 
  shuffles forward.
  Lich Fuel. A grisgol is powered by a lich’s spirit. A 
  lich’s phylactery must be incorporated into the grisgol 
  while the soul is still inside. If the phylactery is 
  removed from a defeated grisgol, the lich reforms as 
  normal.
  Spell Bound Construct. A grisgol possesses 
  spellcasting powers due to the lich animating it, but it 
  can only use the spells bound to its body when it was 
  created. The grisgol is intelligent and crafty.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The grisgol is intelligent, but still serves its 
  creator. It uses its spells as intelligently as possible, 
  and prefers to remain out of melee combat.   
  Construction
  Price: 220,000 gp 
  Crafting Cost: 110,000 gp 
  Crafting Time: 130 days 
  Skill Check: DC 25 calligrapher’s supplies or Arcana 
  Spells: animate dead, geas, illusory script, mending, 
  polymorph, and each of the spells incorporated into its 
  body.   
  Ingredients: A collection of magical wands, scrolls, 
  books, and other magical implements costing 10,000 
  gp. A lich’s phylactery with the soul of the lich still 
  inside must be present when construction begins. The 
  soul is destroyed after three days of construction.
   
  
  133
  Grisgol
  Large construct, any evil alignment
  Armor Class 17 (natural armor)  
  Hit Points 161 (16d10 + 96)
  Speed 30 ft. 
  Saving Throws Con +8, Int +10, Wis +7
  Skills Arcana +10, History +10, Insight +7, Perception +7
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 17 
  Languages Common plus up to five other languages
  Challenge 16 (15,000 XP) 
  Imbedded Spells. The grisgol has a number of spells 
  imbedded into its body that it can cast. Its spellcasting 
  ability is Intelligence (spell save DC 18, +10 to hit with spell 
  attacks). The grisgol has the following spells prepared:
  Cantrips (at will): ray of frost
  1st level (1 slot): shield
  2nd level (1 slot): mirror image
  3rd level (1 slot): counterspell
  4th level (1 slot): blight
  5th level (1 slot): cloudkill
  6th level (1 slot): disintegrate
  7th level (1 slot): finger of death
  8th level (1 slot): dominate monster
  9th level (1 slot): power word kill
  Incite Obsession. When the grisgol is killed, if any creature 
  tries to read any of the scrolls or paper on its body, they 
  must succeed on a DC 19 Wisdom saving throw or gain a 
  long-term obsession. They are convinced they are on the 
  verge of a breakthrough or revelation and dedicate all of 
  their time to studying and deciphering the scraps. Their 
  Intelligence score is reduced by 1 on a failed save and is 
  reduced by an additional 1 every week. The obsession can 
  be cured with the greater restoration spell.
  Legendary Resistance (3/Day). If the grisgol fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The grisgol has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. If it has a phylactery, a destroyed grisgol gains 
  a new body in 1d10 days, regaining all its hit points and 
  becoming active again. The new body appears within 5 feet 
  of the phylactery.
  Actions
  Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 
  ft., one target. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 18 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  LegendARy Actions
  The grisgol 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 grisgol regains spent legendary actions at the start of its 
  turn.
  Cantrip. The grisgol casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). The grisgol uses its 
  Paralyzing Touch.
  Frightening Gaze (Costs 2 Actions). The grisgol fixes its gaze 
  on one creature it can see within 10 feet of it. The target 
  must succeed on a DC 18 Wisdom saving throw against this 
  magic or become frightened for 1 minute. The frightened 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the target 
  is immune to the grisgol’s gaze for the next 24 hours.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  20 (+5)
  14 (+2)
  11 (+0)
  
  134
  Graven Guardian
  This clay statue has a jackal head and holds a heavy 
  scimitar.
  Religious Guardian. Graven guardians are tied to a 
  specific deity. They can recognize honest worshipers 
  and those that gain divine powers from their deity. 
  Hierarchy of Orders. Graven guardians only accept 
  orders from the person that created them or those of a 
  higher rank. They have an innate understanding of the 
  hierarchy of their religious order, although they can be 
  deceived by particularly charismatic individuals. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. 
  It ignores creatures tied to its deity unless they 
  specifically attack the graven guardian.   
  Construction
  Price: 18,000 gp 
  Crafting Cost: 9,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 15 potter’s tools 
  Spells: haste, magic weapon, mending, stone shape   
  Ingredients: Clay infused with rare oils, precious 
  stones, and metal inlays.
  Graven Guardian
  Medium construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  Skills Religion -2
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Faith Bound. Each graven guardian is tied to a specific 
  religious order or deity. The graven guardian can’t attack a 
  creature that openly wears a holy symbol of their bound 
  faith unless they first attack the guardian.
  Guardian Domain. The graven guardian’s melee attacks deal 
  an extra 3 (1d6) damage of an element tied to their bound 
  faith. For example, a graven tied to a deity of the sun would 
  deal an extra 3 (1d6) fire damage.
  Magic Weapons. The construct’s weapon attacks are magical.
  Actions
  Multiattack. The construct makes two keen scimitar attacks.
  Keen Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 3) slashing damage plus 3 (1d6) 
  guardian domain damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2)
  3 (-4)
  12 (+1)
  1 (-5)
  
  135
  Scroll Guardian
  A scroll filled with arcane runes flits through the air 
  toward you.
  Knowledge Guardian. Scroll guardians are designed 
  to protect libraries and places of forbidden knowledge. 
  Entering their domain without first speaking their 
  password will cause them to attack.
  The Worst Paper Cuts. Scroll guardians are 
  enchanted to have sharper and more durable edges 
  than normal parchment. They always cut in the most 
  uncomfortable places.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature, 
  preferring to Smother them.   
  Construction
  Price: 5,000 gp 
  Crafting Cost: 2,500 gp 
  Crafting Time: 4 days 
  Skill Check: DC 15 calligrapher’s supplies 
  Spells: enhance ability, false life, fly, magic weapon   
  Ingredients: A scroll made from living wood, such as 
  a treant.
  Scroll Guardian
  Tiny construct, unaligned
  Armor Class 12 
  Hit Points 21 (14d4 - 14)
  Speed 10 ft., fly 40 ft. (hover)
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic; bludgeoning
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/2 (100 XP) 
  Actions
  Paper Cut. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Smother. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: A Large or smaller creature is grappled (escape 
  DC 12). While grappled, the target is blinded, can’t speak, 
  and begins to suffocate. Attacks against the scroll guardian 
  while it is grappling a creature deal half of the damage to 
  the scroll guardian, and half of the damage to the grappled 
  creature. A creature grappled by the scroll guardian must 
  make a DC 12 Strength save at the beginning of each of 
  their turns, taking 3 (1d6) bludgeoning damage on a failed 
  save.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  8 (-1)
  4 (-3)
  10 (+0)
  12 (+1)
  
  136
  Headsman’s Scythe
  A pair of spectral, skeletal hands manifest from thin 
  air and hoist the scythe. 
  Haunted Object. This scythe is haunted, possessed 
  by magical spirits that attack the living.  
  The Headsman. The Reaper. The Headless Rider. 
  These are names for a mythical figure that decapitates 
  the living with a scythe. This is rumored to be one of 
  those scythes. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The headsman’s scythe attacks the nearest 
  foe.  
  Construction
  Price: 16,000 gp 
  Crafting Cost: 8,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 13 smith’s tools 
  Spells: animate objects, unseen servant   
  Ingredients: A two-handed scythe.
  Headsman’s Scythe
  Small construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 42 (12d6)
  Speed 0 ft., fly 50 ft. (hover)
  Saving Throws Dex +5
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindisght 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages -
  Challenge 2 (450 XP) 
  Antimagic Susceptibility. The headman’s scythe is 
  incapacitated while in the area of an antimagic field. If 
  targeted by dispel magic, the headman’s scythe must 
  succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute.
  False Appearance. While the headman’s scythe remains 
  motionless, it is indistinguishable from a scythe.
  Actions
  Multiattack. The construct makes two scythe attacks.
  Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  11 (+0)
  1 (-5)
  5 (-3)
  1 (-5)
  
  137
  Ioun Wyrd
  This shiny gemstone floats in the air. Smaller rocks 
  and gems orbit around it.
  Ioun Familiar. Ioun wyrds are created by spellcasters 
  familiar with ioun stones. They have an affinity with 
  the stones and can manipulate their magical energy to 
  affect both themselves and their creator. 
  Ioun Personality. Ioun wyrds possess personalities 
  that change slightly depending on the stones that 
  currently make up their body. An ioun wyrd without 
  any ioun stones becomes very passive. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct prefers to avoid combat and 
  assist its creator.    
  Construction
  Price: 3,000 gp 
  Crafting Cost: 1,500 gp 
  Crafting Time: 2 days 
  Skill Check: DC 18 mason’s, or potter’s tools 
  Spells: animate objects, geas   
  Ingredients: Stones, gemstones, and a single ioun 
  stone, which is incorporated into the body but isn’t 
  consumed.
   
  Variant: Ioun Wyrd Familiar
  Familiar. The ioun wyrd can serve 
  another creature as a familiar, forming a 
  magic, telepathic bond with that willing 
  companion. While the two are bonded, 
  the companion can sense what the ioun 
  wyrd senses as long as they are within 1 
  mile of each other. While the ioun wyrd 
  is within 30 feet of its companion, it 
  shares its Share Stones trait with them. 
  At any time and for any reason, the ioun 
  wyrd can end its service as a familiar, 
  ending the telepathic bond.
  Ioun Wyrd
  Tiny construct, neutral
  Armor Class 12 
  Hit Points 15 (6d4)
  Speed 0 ft., fly 30 ft. (hover)
  Damage Immunities poison
  Condition Immunities blinded, deafened, petrified, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 12 
  Languages Understands Common but can’t speak
  Challenge 1/4 (50 XP) 
  Ioun Integration. The ioun wyrd can store up to three ioun 
  stones in its body. An ioun stone can’t be removed from the 
  ioun wyrd unless it is unconscious or helpless.
  Share Stones. The ioun wyrd can share the benefits of any 
  ioun stones integrated inside it with a creature of its choice 
  within 30 feet of it.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2)
  12 (+1)
  3 (-4)
  14 (+2)
  5 (-3)
  
  138
  Iron Defender
  This ironclad construct has the vague appearance of a 
  dog. It barks at you.
  Loyal Homunculi. Iron defenders are absolutely loyal 
  to their creator. It’s hard to tell if this is because of the 
  blood used in their construction, or their canine traits. 
  Iron Breeds. Iron defenders come in all shapes and 
  sizes. Some are the size of a poodle, others the size of 
  a mastiff. They’re all good dogs.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, or 
  whichever was the last to attack its creator.
  Construction
  Price: 1,200 gp 
  Crafting Cost: 600 gp 
  Crafting Time: 4 days 
  Skill Check: DC 14 smith’s tools 
  Spells: arcane eye, mending, mirror image   
  Ingredients: Iron and a pint of the creator’s blood.
   
  Iron Defender
  Small construct, neutral
  Armor Class 13  
  Hit Points 27 (6d6 + 6)
  Speed 50 ft. 
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities charmed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages -
  Challenge 1/4 (50 XP) 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  12 (+1)
  8 (-1)
  11 (+0)
  7 (-2)
  
  139
  Jade Spider
  This massive spider is carved from stone. Sharp 
  pieces of jade line its legs like the teeth of a saw. 
  Guardian. Jade spiders are used as guardians of 
  temples to Lloth. They can remain motionless for 
  decades. 
  Magic Web. Jade spiders are infused with magical 
  energy, which their jade pulls from the environment. 
  Their webs are made of pure magical force and are 
  resistant to all damage. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The jade spider uses its forcecage web 
  whenever possible. It will attack one creature, 
  changing targets once they have failed a saving throw 
  against their bite. 
  Construction
  Price: 80,000 gp 
  Crafting Cost: 40,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 17 mason’s tools 
  Spells: bestow curse, flesh to stone, forcecage   
  Ingredients: Blocks of stone and jade weighing 
  50,000 lbs.
  Jade Spider
  Gargantuan construct, unaligned
  Armor Class 17 (natural armor)  
  Hit Points 248 (16d20 + 80)
  Speed 30 ft., climb 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP) 
  Immutable Form. The spider is immune to any spell or effect 
  that would alter its form.
  See Invisible. The spider can see invisible creatures and 
  objects as if they were visible and into the Ethereal 
  Plane. Ethereal creatures and objects appear ghostly and 
  translucent.
  Actions
  Multiattack. The construct makes three attacks: two with its 
  legs and one with its bite.
  Leg. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 21 (4d6 + 7) slashing damage.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 25 (4d8 + 7) piercing damage and the target 
  must succeed on a DC 17 Constitution saving throw or 
  begin turning to stone. A creature that fails the save begins 
  to turn to stone and is restrained. The restrained creature 
  must repeat the saving throw at the end of its next turn, 
  becoming petrified on a failure or ending the effect on a 
  success. The petrification lasts until the creature is freed by 
  the greater restoration spell or other magic.
  Forcecage Web (recharge 5-6). The jade spider fires a magical 
  web at a target within 100 feet. The target must succeed on 
  a DC 17 Dexterity saving throw or be captured in a magical 
  web and restrained. The web can’t be destroyed.
  If the target uses teleportation magic to escape, they 
  must succeed on a DC 17 Charisma saving throw or the 
  teleportation doesn’t work, and the spell or effect is 
  expended. The web extends into the ethereal plane,
  blocking ethereal travel as well. The web lasts for 1 minute.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  13 (+1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  
  140
  Juggernaut 
  This tall stone block has a face carved onto the front. 
  It moves around on large rollers that can crush a 
  person.
  Mobile Shrine. Juggernauts are animated with divine 
  magic and act in service to the deity that they draw 
  power from. They radiate divine energy and can act as 
  a mobile holy site devoted to the deity.
  Soul Fuel. Juggernauts absorb energy from the 
  souls of recently slain creatures. They do not trap or 
  consume these souls, but the energy does boost their 
  abilities temporarily.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct uses trampling attacks 
  whenever possible. It uses enervation if it can’t get into 
  melee range.    
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 80 days 
  Skill Check: DC 22 mason’s tools 
  Spells: magic weapon, mending, stone shape   
  Ingredients: At least 20,000 lbs. of stone and 
  other building materials. The juggernaut must be 
  consecrated like a shrine.
   
  Juggernaut
  Gargantuan construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 259 (14d20 + 112)
  Speed 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 13 
  Languages -
  Challenge 13 (10,000 XP) 
  Soul Powered. If a creature is killed by the juggernaut, the 
  juggernaut gains a cumulative +1 bonus to attack and 
  damage rolls for the next 24 hours, up to a maximum bonus 
  of +5. This bonus lasts until the juggernaut finishes a long 
  rest.
  Trample. If the construct moves at least 20 feet straight 
  toward a creature and then hits it with a slam attack on the 
  same turn, that target takes an extra 17 (5d6) damage.
  Actions
  Multiattack. The construct makes two slam attacks.
  Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 28 (4d8 + 10) bludgeoning damage.
  Enervation. One creature the juggernaut can see within 120 
  feet must make a DC 23 Constitution saving throw, taking 
  35 (10d6) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  8 (-1)
  26 (+8)
  2 (-4)
  16 (+3)
  1 (-5)
  
  141
  Kibakuna
  A whale’s skeleton is attached to a loose wooden 
  frame. A pair of powerful legs were added to provide 
  ground mobility.
  Scrimshaw Magic. The bones of a kibakuna are 
  carved with magical runes. These runes are integral 
  to its creation, and if the runes are ruined, the 
  kibakuna goes on a rampage and attacks everything 
  until stopped.
  Slayer. Kibakuna are created to exact vengeance upon 
  a specific creature. They use their abilities to viciously 
  murder their mark, at which point they act freely.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct focuses on the target it was 
  assigned to kill, using its magic as needed. The 
  kibakuna fights intelligently, preferring to fight in 
  melee combat and rip into one creature at a time. 
  Construction
  Price: 145,000 gp 
  Crafting Cost: 72,500 gp 
  Crafting Time: 65 days 
  Skill Check: DC 25 leatherworker’s tools or Arcana 
  Spells: geas, hallow  
  Ingredients: A whale skeleton with a set of leg bones 
  from another Huge creature. Magical runes must be 
  carved into the bones.
  Kibakuna
  Huge construct, neutral evil
  Armor Class 17 (natural armor) 
  Hit Points 252 (24d12 + 96)
  Speed 40 ft., swim 60 ft.
  Damage Vulnerabilities bludgeoning
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common
  Challenge 11 (7,200 XP) 
  Rune Magic. The kibakuna’s bones are carved with runes, 
  granting it innate spellcasting. Its spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  can innately cast the following spells:
  At will: dimension door, enervation, invisibility
  Actions
  Multiattack. The construct makes two claw attacks and one 
  bite attack.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 16 (3d6 + 6) slashing damage. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 24 (4d8 + 6) piercing damage. 
  Frightful Presence. Each creature of the construct’s choice 
  that is within 60 feet of the construct 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 
  construct’s Frightful Presence for the next 24 hours.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  18 (+4)
  12 (+1)
  16 (+3)
  16 (+3)
  
  142
  Living Wall
  This wall is made from bodies and skeletons tightly 
  packed together. It drags itself forward on grasping 
  hands that reach for you.
  Linked Walls. An individual living wall fills a 
  10x10 cube. They can connect to other living walls, 
  becoming an even larger wall in the process. 
  Crushing Wall. Living walls crush their enemies 
  against other walls, adding their dead bodies to their 
  construction. A creature crushed to death between 
  two living walls becomes interred within.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The living wall interlocks with other living 
  walls to prevent creatures from getting past them. 
  They advance slowly towards living creatures, 
  crushing them against other living walls or solid 
  objects. 
  Construction
  Price: 18,000 gp 
  Crafting Cost: 9,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 13 Medicine 
  Spells: animate dead, geas   
  Ingredients: Enough humanoid corpses to fill a 
  10x10x10 cube. A solution is added that turns the 
  flesh into a gelatinous substance and binds the bodies 
  together.
  Living Wall
  Large construct, unaligned
  Armor Class 16 (natural armor)  
  Hit Points 93 (11d10 + 33)
  Speed 10 ft.
  Damage Resistances acid, cold, fire
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 3 (700 XP) 
  Crush. If a creature is hit by a living wall’s slam attack while 
  adjacent to another living wall, they take an extra 4 (1d8) 
  damage from the attack.
  Link Walls. Living walls adjacent to each other can link up 
  as a bonus action, becoming one larger entity. They move 
  as one, combine their hit point totals, and gain a number of 
  actions equal to the number of linked walls. For example, 
  two linked walls can make two attacks.
  Linked walls can unlink as a bonus action. Up to three linked 
  walls count as a Huge entity, and four or more linked walls 
  count as a Gargantuan creature.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a 
  Large or smaller creature, they are grappled by the living wall 
  (escape DC 14).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  3 (-4)
  16 (+3)
  2 (-4)
  10 (+0)
  1 (-5)
  
  143
  Necrophidius 
  A long skeletal snake slithers toward you, rearing 
  up to reveal a humanoid skull with long fangs as the 
  head. 
  Assassin Snakes. These constructs are adept 
  assassins. They can immobilize targets with their 
  venom or dance of death while they slowly kill them. 
  Personal Death. A necrophidius can be outfitted with 
  different heads. Particularly cruel creators will use 
  the head of a person dear to the assassination target. 
  They preserve the flesh for as long as possible, so the 
  lifeless head of a friend or loved one is the last thing 
  the target sees. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The necrophidius prefers to attack from 
  stealth. It will use Dance of Death to lock down as 
  many creatures as possible, and then Bite anyone that 
  resists. Once all creatures are charmed or paralyzed, 
  they focus on killing one creature at a time, focusing 
  on their designated assassination target.  
  Construction
  Price: 7,500 gp 
  Crafting Cost: 3,750 gp 
  Crafting Time: 7 days 
  Skill Check: DC 15 Medicine 
  Spells: enhance ability, hypnotic pattern, vampiric 
  touch   
  Ingredients: The skeleton of a Medium sized 
  constrictor snake and the skull of a humanoid.
     
  Necrophidius
  Medium construct, unaligned
  Armor Class 13 
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  Skills Stealth +5
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1 (200 XP) 
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage and the target 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1d4 rounds. While poisoned, the target is 
  paralyzed.
  Dance of Death. The construct moves in a hypnotic pattern. 
  All creatures that can see it and are within 30 feet of it must 
  succeed on a DC 12 Wisdom saving throw or be charmed by 
  the construct for 1 minute. A creature charmed in this way 
  will stand in place and just stare at the construct, taking no 
  actions. The target can repeat the saving throw at the end of 
  each of their 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 construct’s Dance of Death 
  for the next 24 hours.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  14 (+2)
  2 (-4)
  12 (+1)
  1 (-5)
  
  144
  Nimblewright 
  A lithe figure clad in armor flicks its wrist, drawing 
  two thin rapiers in the blink of an eye.
  Any Appearance. Nimblewrights possess the ability 
  to generate illusions that disguise their true form. 
  They often conceal their true nature, using it to 
  surprise foes at a pivotal moment.
  Infiltrators. Although they serve as effective 
  bodyguards, nimblewrights are also used to infiltrate 
  secret organizations. Nimblewrights are intelligent 
  and have unique personalities, so they can operate in 
  secret for extended periods of time.
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. Nimblewrights are agile fighters. They dash 
  round the battlefield quickly, attacking the most 
  vulnerable while keeping themselves safe. They are 
  intelligent and will retreat to save their own life.  
  Construction
  Price: 35,000 gp 
  Crafting Cost: 17,500 gp 
  Crafting Time: 14 days 
  Skill Check: DC 16 smith’s tools 
  Spells: alter self or disguise self, haste, polymorph   
  Ingredients: A body made from a hollow shell of 
  flexible metal weighing 500 lbs.
   
  Nimblewright
  Medium construct, any alignment
  Armor Class 16 (natural armor)  
  Hit Points 52 (8d8 + 16)
  Speed 40 ft.
  Saving Throws Dex +6
  Skills Acrobatics +6, Deception +3, Insight +4, Perception +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 2 (450 XP) 
  Appearance Illusion. As an action, the nimblewright creates 
  an illusion that changes its appearance. The nimblewright 
  can look like a specific person. The illusion lasts for 1 hour or 
  until dismissed as an action. 
  Cunning Action. The nimblewright can use a bonus action to 
  Dash, Dodge, or Disengage.
  Evasion. If the nimblewright is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the nimblewright instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it fails.
  Incorporated Weapons. The nimblewright’s rapiers are a 
  part of its body. When not wielded, they can be stored in 
  its arms. The nimblewright can draw its weapons as a free 
  action.
  Actions
  Multiattack. The construct makes two rapier attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  ReActions
  Tripping Thrust. When the nimblewright hits a creature with 
  a rapier attack, it can force the target to make a DC 14 
  Dexterity saving throw, falling prone on a failed save.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  19 (+4)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  
  145
  Packmate
  This chest grows a tiny pair of legs and arms and 
  scuttles away.
  Storage. Packmates are mobile chests. They 
  accompany their creator, stashing away anything they 
  are given. They only give items to their creator.
  Assistant. Packmates are helpful constructs and will 
  offer items to their creator that they think would be of 
  assistance.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct avoids combat but will 
  stay near its creator to provide items if needed. 
  If something tries to take an item from it without 
  permission, it will attack them until they give up. 
  Construction
  Price: 1,200 gp 
  Crafting Cost: 600 gp 
  Crafting Time: 1 day 
  Skill Check: DC 14 carpenter’s or woodcarver’s tools 
  Spells: arcane eye, leomund’s secret chest  
  Ingredients: A small chest and a pint of the creator’s 
  blood.
  Packmate
  Small construct, neutral
  Armor Class 12 (natural armor) 
  Hit Points 10 (3d6)
  Speed 30 ft.
  Skills Athletics +3
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/8 (25 XP) 
  Quick Draw. The packmate can draw or stow multiple 
  objects as part of its movement or action.
  Telepathic Bond. While the packmate is on the same plane 
  of existence as its master, it can magically convey what 
  it senses to its master, and the two can communicate 
  telepathically.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  10 (+0)
  8 (-1)
  12 (+1)
  7 (-2)
  
  146
  Persistent Harrier
  This construct looks like a tiny ball covered in spikes 
  with muscular arms and legs.
  Distraction. A persistent harrier’s job is to distract 
  their creator’s enemies. They may not do a lot of 
  damage, but they are annoying. 
  Trouble Seeker. Persistent harriers get bored easily 
  and seek out fights.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy.
  Construction
  Price: 1,200 gp 
  Crafting Cost: 600 gp 
  Crafting Time: 2 days 
  Skill Check: DC 14 smith’s tools 
  Spells: arcane eye, expeditious retreat    
  Ingredients: Spikes of metal and a pint of the 
  creator’s blood.
  Persistent Harrier
  Small construct, neutral
  Armor Class 13  
  Hit Points 16 (4d6 + 4)
  Speed 30 ft.
  Skills Acrobatics +5, Stealth +5
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1/4 (50 XP) 
  Nimble. As a bonus action, the harrier can Dash, Disengage, 
  or Dodge.
  Sneak Attack (1/Turn). Once per turn, the harrier deals an 
  extra 3 (1d6) 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 harrier that isn’t 
  incapacitated and the harrier doesn’t have disadvantage on 
  the attack roll.
  Actions
  Spiky Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  12 (+1)
  11 (+0)
  10 (+0)
  7 (-2)
  
  147
  Poppet
  This tiny doll-like creature has a body made from a 
  burlap sack. It has buttons for eyes and stitches for a 
  mouth.
  Simple Companion. Poppets are simple constructs 
  with very limited intelligence. They mostly function 
  as emotional companions and pets, but they have a 
  strong sense of protection toward their owner. 
  Command Token. A poppet follows the orders of 
  whoever holds their command token. They follow 
  orders literally and simply, as they have a very limited 
  capacity to problem solve. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The poppet doesn’t do anything unless 
  commanded to. 
  Construction
  Price: 620 gp 
  Crafting Cost: 310 gp 
  Crafting Time: 1 day 
  Skill Check: DC 10 weaver’s tools 
  Spells: mending   
  Ingredients: Wood, filling, and a cloth sack for the 
  body.
    
  Variant: Poppet Familiar
  A poppet can be summoned as a 
  familiar through the find familiar spell.
  Familiar. The poppet can serve another 
  creature as a familiar, forming a magic, 
  telepathic bond with that willing 
  companion. At any time and for any 
  reason, the poppet can end its service 
  as a familiar, ending the telepathic bond.
  Poppet
  Tiny construct, neutral
  Armor Class 12 
  Hit Points 5 (2d4)
  Speed 25 ft.
  Damage Immunities poison, psychic
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 7 
  Languages Understands commands given in any language but 
  can’t speak
  Challenge 1/8 (25 XP) 
  Token. The poppet is magically bound to a token. As long as 
  the poppet and its token are on the same plane of existence, 
  the token’s holder can telepathically call the poppet to travel 
  to it or issue commands, and the poppet knows the distance 
  and direction to the token. If the poppet is within 30 feet of 
  the token’s holder it can use its reaction when the holder is 
  damaged to take half (rounded up) of the damage taken. The 
  poppet cannot mitigate or avoid this damage.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 2 bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  14 (+2)
  10 (+0)
  4 (-3)
  5 (-3)
  1 (-5)
  
  148
  Psychic Asteroid
  This massive rock nearly the size of an island floats 
  lazily in the sky. Tinier chunks of rock orbit around it. 
  Psychic Gravity. Psychic asteroids possess incredible 
  psychic energy. They emit so much power that smaller 
  objects are pulled into their orbit, which they can later 
  hurl as an attack. 
  Astral Destroyer. These constructs float through the 
  Astral Sea, attacking any ships that come near them. 
  They have been known to destroy entire squadrons of 
  lightly defended ships. 
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. The psychic asteroid lies in wait until prey 
  comes close. It then moves to engage with its gravity 
  field and crush attack. It hurls telekinetic boulders at 
  creatures outside of its range. The psychic asteroid 
  is unlikely to flee, as it does not believe that it can be 
  destroyed.
    
  Psychic Asteroid
  Gargantuan construct, neutral evil
  Armor Class 20 (natural armor) 
  Hit Points 287 (14d20 + 140)
  Speed 40 ft., fly 100 ft. (hover)
  Damage Resistances acid, fire
  Damage Immunities cold, poison, lightning
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 400 ft., darkvision 240 ft., passive 
  Perception 14 
  Languages telepathy 1000 ft.
  Challenge 15 (13,000 XP) 
  Gravity Field. All creatures that start their turn within 15 feet 
  of the asteroid must succeed on a DC 23 Strength saving 
  throw or be pulled by the asteroid’s gravity. A creature that 
  fails the saving throw is pulled adjacent to the asteroid and 
  takes 7 (2d6) force damage. This area is considered difficult 
  terrain. 
  Ranged attacks against the psychic asteroid have 
  disadvantage.
  Psionic Force. The psychic asteroid can cast the telekinesis 
  spell (save DC 17) at will. 
  Colossal size. The psychic asteroid can share the same space 
  as other creatures and does not provoke opportunity attacks 
  for leaving a creature’s reach. 
  Actions
  Multiattack. The construct makes four telekinetic boulder 
  attacks.
  Crush. All creatures in the psychic asteroid’s space must 
  make a DC 23 Dexterity saving throw, taking 39 (6d12) 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. A creature that fails this saving 
  throw is knocked prone. 
  Telekinetic Boulder. Ranged Weapon Attack: +15 to hit, range 
  150/600 ft., one target. Hit: 16 (1d12 + 10) bludgeoning 
  damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  6 (-2)
  30 (+10)
  16 (+3)
  18 (+4)
  15 (+2)
  
  149
  
  150
  Raging Rubble
  A loose collection of rocks and rubble begin to stir. 
  Animate Object. Raging rubble is the result of a 
  powerful animate objects spell. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The raging rubble attacks the nearest foe.  
  Construction
  Price: 500 gp 
  Crafting Cost: 250 gp 
  Crafting Time: 5 days 
  Skill Check: DC 10 mason’s tools 
  Spells: animate objects   
  Ingredients: A small pile of rocks.
   
  Raging Rubble
  Small swarm of Tiny constructs, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
  Damage Vulnerabilities bludgeoning
  Damage Resistances acid, piercing, slashing
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 5 
  Languages -
  Challenge 1/2 (100 XP) 
  Antimagic Susceptibility. The raging rubble is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the raging rubble must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the raging rubble remains 
  motionless, it is indistinguishable from a normal group of 
  rocks. 
  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 rock. The swarm can’t regain hit 
  points or gain temporary hit points. 
  Actions
  Rocks. Melee Weapon Attack: +3 to hit, reach 0 ft., one target 
  in the swarm’s space. Hit: 8 (2d6 + 1) bludgeoning damage, 
  or 4 (1d6 + 1) bludgeoning damage if the swarm has half of 
  its hit points or fewer.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  14 (+2)
  1 (-5)
  1 (-5)
  1 (-5)
  
  151
  Retriever 
  This spider-like creature is as tall as an elephant 
  and clad in jagged pieces of armor. It has four 
  different colored eyes.
  Fetch for Demons. Retrievers are formed by 
  powerful demons, who mold the fabric of chaos 
  and demonflesh into this spidery form.
  Collect. Retrievers are dispatched to collect creatures 
  that have fled from or slighted their masters. A 
  retriever can innately detect the direction to their 
  quarry and won’t stop until killed.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The retriever focuses on its target above 
  all other enemies. It will use its Eye Rays on other 
  creatures, preferring the petrification ray against its 
  quarry. One its target is unconscious or petrified, it 
  attempts to flee with them. 
   
  Retriever
  Huge construct, lawful evil
  Armor Class 17 (natural armor) 
  Hit Points 171 (18d12 + 54)
  Speed 50 ft., climb 50 ft.
  Saving Throws Dex +7, Wis +4
  Skills Survival +4
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands Abyssal but can’t speak
  Challenge 11 (7,200 XP) 
  Eye Rays. The retriever can fire magical rays from its eyes 
  as a bonus action. The retriever has a +7 to hit with this 
  spell attack, and a range of 100 feet. On a hit, the retriever 
  chooses one of the following options.
  Fire (Recharge 5-6). The target must make a DC 15 Dexterity 
  saving throw, taking 35 (10d6) fire damage on a failed save, 
  or half as much damage on a successful one.
  Cold (Recharge 5-6). The target must make a DC 15 Dexterity 
  saving throw, taking 35 (10d6) cold damage on a failed save, 
  or half as much damage on a successful one.
  Lightning (Recharge 5-6). The target must make a DC 15 
  Dexterity saving throw, taking 35 (10d6) lightning damage 
  on a failed save, or half as much damage on a successful one.
  Petrification (Recharge 5-6). The target must make a DC 
  15 Constitution saving throw. If the saving throw fails by 
  5 or more, the creature is instantly petrified. Otherwise, a 
  creature that fails the save begins to turn to stone and is 
  restrained. The restrained creature must repeat the saving 
  throw at the end of its next turn, becoming petrified on a 
  failure or ending the effect on a success. The petrification 
  lasts until the creature is freed by the greater restoration spell 
  or other magic.
  Relentless. The retriever is always under the effects of water 
  walk and can cast locate creature at will.
  Actions
  Multiattack. The construct makes two claw attacks and one 
  bite attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6 + 5) slashing damage. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 5) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  16 (+3)
  3 (-4)
  11 (+0)
  1 (-5)
  
  152
  Robots
  Robots are advanced constructs created with cutting-
  edge technology or by ancient civilizations. Robots 
  are intelligent constructs with unique personalities. 
  Although they may be programmed to act or behave 
  a certain way, over time they develop their own 
  techniques and preferences. 
  Robots as a template have some common forms of 
  technology that can be found across most models, 
  but it’s not unheard of for certain constructs to have 
  unique forms of technology.  
  Robot Template
  Any creature can be a robot. A robot retains all the 
  statistics of a normal creature of its type except as 
  noted below
  • Alignment. The robot’s alignment can become 
  anything.
  • Type. The robot’s type becomes construct.
  • Ability Scores. The robot’s Intelligence becomes 
  10 unless it was already higher.
  • Damage Vulnerabilities. The robot has 
  vulnerability to lightning damage.
  • Damage Immunities. The creature gains 
  immunity to poison damage. An unintelligent 
  robot likely has immunity to psychic damage.
  • Condition Immunities. The creature gains 
  immunity to the poisoned conditions. An 
  unintelligent robot likely has immunity to the 
  charmed and frightened conditions.
  • Technology. The robot may have some of the 
  following abilities.
  Force Field. The robot gains temporary hit points 
  equal to its number of hit dice. The robot regains 
  all of these temporary hit points after a short or 
  long rest. 
  Integrated Weapons. The robot’s attacks cannot be 
  disabled or disarmed. 
  Laser Weapons. The robot gains a ranged weapon 
  attack, range 100/400 ft., (2d10) radiant damage. 
  Plasma Weapons. The robot gains a ranged 
  weapon attack, range 100/400 ft., (2d10) fire 
  damage. 
  • Darkvision. The robot gains darkvision 60 ft. If it 
  already had darkvision, the range is increased by 
  30 ft.
   
  
  153
  Annihilator
  This towering scorpion-like robot has two chain guns 
  for fangs and a long tail that ends in a powerful laser 
  cannon.
  Destruction. Annihilators destroy everything they 
  come across, leaving nothing but ruins in their wake. 
  They attack without the calculated logic commonly 
  found in other robots.
  Collection. If an annihilator finds a creature that has 
  survived its rampage, instead of finishing them off, the 
  annihilator collects them. It transports these survivors 
  to an unknown location. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The annihilator attacks randomly, using its 
  most powerful abilities when possible. 
   
  Annihilator
  Gargantuan construct, unaligned
  Armor Class 19 (natural armor) 
  Hit Points 222 (12d20 + 96) plus 40 temporary hit points
  Speed 50 ft., climb 30 ft., fly 30 ft.
  Saving Throws Str +13, Wis +7
  Damage Vulnerabilities lightning
  Damage Resistances fire
  Damage Immunities cold, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., tremorsense 60 ft., passive 
  Perception 11 
  Languages Common
  Challenge 18 (20,000 XP) 
  Booster Jets. The robot can fly, but it must end its turn on 
  the ground, or it begins falling.
  Legendary Resistance (3/Day). If the robot fails a saving throw, 
  it can choose to succeed instead. 
  Force Field. The robot has 40 temporary hit points, which it 
  recovers when it finishes a short or long rest.
  Actions
  Multiattack. The robot makes two claw attacks.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 21 (4d6 + 7) slashing damage. 
  Integrated Chain Gun. Ranged Weapon Attack: +8 to hit, range 
  100/400 ft., one target. Hit: 16 (4d6 + 2) piercing damage. 
  Plasma Lance (Recharge 5-6). The robot fires plasma from its 
  tail, filling a line 5 feet wide and 120 feet long. Any creature 
  in the area must make a DC 21 Dexterity saving throw, 
  taking 42 (12d6) fire damage on a failed save, or half as 
  much damage on a successful one. 
  Suppressing Fire (Recharge 5-6). The robot unloads its chain 
  gun in a 100-foot cone. The robot makes an integrated chain 
  gun attack against all creatures in the area. 
  LegendARy Actions
  The robot 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 robot regains spent legendary actions at the start of its 
  turn.
  Recharge Force Field (Costs 2). The robot regains all of its 
  temporary hit points from its force field.
  Chain Gun. The robot makes an integrated chain gun attack.
  Move. The robot can move, fly, or climb up to its speed.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  15 (+2)
  26 (+8)
  14 (+2)
  13 (+1)
  4 (-3)
  
  154
  Arachnid
  Robot arachnids look like a mix between a spider, 
  scorpion, and crab. They have eight legs that end 
  in grasping claws and a tail with a laser cannon 
  attached.
  Lab Assistant. Arachnid robots are helpful 
  companions because of their numerous legs. They 
  can comprehend complicated requests and assist with 
  tinkering.
  Overload. As a last resort, an arachnid robot can 
  overload its core and self-destruct. This can also 
  happen if the robot takes enough damage and also 
  destroys any evidence the robot might have carried.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot tries to stay out of melee combat, 
  using its plasma torch on enemies and climbing on 
  walls to remain above foes.  
  Robot Arachnid
  Small construct, unaligned
  Armor Class 12 (natural armor) 
  Hit Points 13 (3d6 + 3)
  Speed 40 ft., climb 20 ft.
  Skills Stealth +3
  Damage Vulnerabilities lightning
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common
  Challenge 1/4 (50 XP) 
  Volatile Core. When the robot is reduced to 5 hit points 
  or fewer, it must succeed on a DC 11 Constitution saving 
  throw or explode, dying. If the robot explodes, all creatures 
  within 5 feet of it must make a DC 11 Dexterity saving 
  throw, taking 3 (1d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Ranged Plasma Torch. Ranged Weapon Attack: +3 to hit, range 
  15 ft., one target. Hit: 3 (1d6) fire damage. 
  Plasma Torch (Recharge 5-6). The robot sprays plasma in 
  a 15-foot cone. All creatures in the area must make a DC 
  11 Dexterity saving throw, taking 2 (1d4) fire damage on a 
  failed save, or half as much damage on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  13 (+1)
  12 (+1)
  10 (+0)
  12 (+1)
  1 (-5)
  
  155
  Gearsman 
  This robotic humanoid is clad in heavy armor and has 
  a single glass orb for an eye.
  Hidden Orders. Gearsmen are willing serve other 
  creatures, but they all have a secret set of orders from 
  their original creator. These orders take priority, and 
  they will attempt to fulfill these secret orders when 
  possible.
  Adaptive Learning. Gearsmen are very perceptive. 
  They can pick up small details and process the data 
  over a short period of time, gaining proficiency in 
  specific skills. However, they can only focus on one 
  type of skill at a time.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot fights intelligently, typically 
  attacking the closest creature.  
  Gearsman
  Medium construct, unaligned
  Armor Class 16 (natural armor)  
  Hit Points 52 (8d8 + 16)
  Speed 20 ft.
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common
  Challenge 1 (200 XP) 
  Adaptive Learning. The gearsman is proficient in any one 
  skill or tool of its choice. During a long rest, it can change its 
  proficiency to another skill or tool of its choice.
  Actions
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 
  (1d6) lightning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  13 (+1)
  4 (-3)
  
  156
  Guard
  This mechanical guard holds a shield and has a spear 
  fused to its arm.
  Guards. Robotic guards are the simplest types of 
  robots, but the fact that they don’t need to sleep makes 
  them very valuable. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The guard attacks the closest enemy. 
    
  Robot Guard
  Medium construct, unaligned
  Armor Class 16 (chain shirt, shield)  
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  Skills Perception +2
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 1/2 (25 XP) 
  Actions
  Integrated Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60, one target. Hit: 5 (1d8 + 1) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  
  157
  Mannequin 
  This humanoid has pale, shiny skin and a blank 
  expression.
  Uncanny Valley. Mannequin robots were designed 
  to look as human-like as possible and are meant 
  for mundane, physical labor. Their original design 
  was more mechanical, but it was off-putting to their 
  humanoid companions, so future designs applied a 
  synthetic flesh to them.
  Stepping Stone. The mannequin production line 
  was short lived, as they were succeeded by a superior 
  model, the androids.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot attacks the closest creature.  
   
  Robot Mannequin
  Medium construct, unaligned
  Armor Class 10 
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  Skills Insight +2, Perception +2
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 1/8 (25 XP) 
  False Flesh. The mannequin appears like a human. Touching 
  it reveals that its flesh is instead plastic or metal.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  12 (+1)
  10 (+0)
  10 (+0)
  3 (-4)
  
  158
  Myrmidon 
  This robot is fashioned like a humanoid torso without 
  legs. It has a single red eye that glows with power, and 
  a series of spectral tentacles dangle from its face. Its 
  arms end in claws, and it hovers off the ground.
  Aerial Interception. Myrmidons are used as an aerial 
  defense force, flying through the skies in designated 
  patrols. They typically attack first. 
  Versatile Firepower. Myrmidons are armed with a 
  variety of weaponry to defeat any foe they face. They 
  can unleash a volley of rockets, fire laser beams, or 
  disintegrate magic spells with their plasma lashes.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot weakens foes at range with 
  Rockets and its Integrated Laser Eye, using their 
  superior flying speed to avoid attacks. If an enemy 
  has comparable ranged firepower, they rush in to trap 
  them with their strong claws.  
   
  Robot Myrmidon
  Large construct, unaligned
  Armor Class 17 (natural armor)  
  Hit Points 153 (18d10 + 54) plus 75 temporary hit points
  Speed 20 ft., fly 90 ft. (hover)
  Skills Perception +10
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses truesight 60 ft., darkvision 60 ft., passive Perception 
  20 
  Languages Common
  Challenge 11 (7,200 XP) 
  Force Field. The robot has 75 temporary hit points, which it 
  recovers when it finishes a short or long rest.
  Magic Resistance. The myrmidon has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The robot makes two Plasma Lash attacks, and 
  then either two claw or integrated laser eye attacks. It can 
  replace one claw attack with crush.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large 
  or smaller creature, they are grappled (escape DC 17). The 
  myrmidon can have one creature grappled at a time.
  Plasma Lash. Melee Weapon Attack: +9 to hit, reach 15 ft, one 
  target. Hit: 21 (3d10 + 5) force damage. Magical objects like 
  a wall of force are subjected to a dispel magic effect, with a 
  +6 spellcasting ability bonus.
  Integrated Laser Eye. Ranged Weapon Attack: +6 to hit, range 
  100/400 ft, one target. Hit: 11 (2d10) radiant damage. 
  Rockets (Recharge 5-6). The myrmidon fires a rocket at a 
  point within 600 feet. All creatures within 30 feet of the 
  point must make a DC 17 Dexterity saving throw, taking 21 
  (6d6) fire damage and 21 (6d6) bludgeoning damage on a 
  failed save, or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+6)
  12 (+1)
  14 (+2)
  4 (-3)
  
  159
  Scrapyard
  This robot is made from the scraps and pieces of other 
  robots. They typically have a humanoid torso on four 
  legs, and one of their arms ends in a spinning rotary 
  saw.
  Makeshift Construction. Scrapyard robots were 
  created by those that couldn’t afford new pieces of 
  tech. They have inferior programming and motor 
  skills. 
  Shoddy. The various pieces that make up a scrapyard 
  robot aren’t well connected. Important systems can 
  easily become detached or damaged.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot attacks the closest creature.  
   
  Scrapyard
  Medium construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 99 (22d8)
  Speed 20 ft.
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common
  Challenge 1 (200 XP) 
  Fall to Pieces. If the robot is hit with a critical hit, it suffers an 
  additional penalty. Roll a d6 to determine the effect.
  1: Targeting Error. The robot attacks the closest creature on 
  its turn, regardless of whether they are friends or foes. If the 
  robot can’t attack anything, it instead attacks itself.
  2: Fractured Armor. Attacks against the robot have advantage. 
  3: Exposed Core. Attacks against the robot deal an extra 3 
  (1d6) lightning damage. If the attack is with a melee weapon 
  while within 5 feet of the robot, the attacker also takes 3 
  (1d6) lightning damage.
  4: Disabled Weapon. The robot can’t make rotary saw attacks.
  5: Movement Servos. The robot can only move by taking the 
  Dash action. It can only move up to 20 feet.
  6: Sensors. The robot is blinded until repaired.
  Poor Programing. The robot has disadvantage on any 
  Intelligence checks or saving throws.
  Actions
  Rotary Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d12 + 2) slashing damage. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  10 (+0)
  10 (+0)
  10 (+0)
  1 (-5)
  
  160
  Terraformer 
  This hovering orb has an array of arms that end in 
  drills, saws, lasers, and other vicious implements.
  Builders. Terraformer robots are dispatched ahead 
  of a larger force of robots. Their job is to create 
  infrastructure for bases, forts, and towns. 
  Long-Term Terraforming. If the terraformer 
  stays in one location for a long period of time, the 
  terrarforming becomes more pronounced. Eventually, 
  the entire planet becomes shaped to the liking of the 
  robots.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot likes to alter the terrain to place 
  enemies in disadvantageous positions. It will then use 
  its Corrosive Spread before moving in to personally 
  dismantle the opposition.  
   
  Terraformer
  Large construct, unaligned
  Armor Class 16 (natural armor)  
  Hit Points 153 (18d10 + 54)
  Speed 30 ft., burrow 20 ft., climb 30 ft., fly 10 ft., swim 20 ft.
  Skills Nature +5
  Damage Vulnerabilities lightning
  Damage Resistances acid, cold, fire
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common
  Challenge 6 (2,300 XP) 
  Alter Terrain. As an action, the terraformer can alter the 
  terrain near it in some way. This is not a magical effect, and 
  it cannot be dispelled.
  Actions
  Multiattack. The robot makes one each of its claw, drill, and 
  laser attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a 
  Medium or smaller creature, they are grappled (escape DC 
  16).
  Integrated Drill. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage.
  Integrated Laser. Ranged Weapon Attack: +6 to hit, range 
  100/400 ft., one target. Hit: 11 (2d10) radiant damage.
  Corrosive Spread (Recharge 5-6). The terraformer sprays a 
  caustic chemical in a 30-foot cone. All creatures in the area 
  must make a DC 16 Dexterity saving throw, taking 10 (3d6) 
  acid damage plus 10 (3d6) poison damage on a failed save, 
  or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  16 (+3)
  15 (+2)
  11 (+0)
  5 (-3)
  
  161
  Torturer
  This orb-like robot glides smoothly through the air. 
  Arms tipped in needles, saws, and other implements 
  of torture cover its surface. It has a single glowing eye. 
  Torture. Torturer robots, sometimes called 
  “murderballs,” are designed to maximize the amount 
  of suffering they can extract from a creature before 
  they die. 
  Surgeon. Torturer robots are skilled surgeons, 
  although they are rarely used in this capacity. They 
  carry around nanites that can repair damaged tissue 
  or weaken a creature’s internal integrity.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The robot gets in close to attack with its 
  melee weapons. If fighting a single creature, it will 
  attempt to inject them with nanites first.   
   
  Torturer
  Small construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 110 (20d6 + 40) plus 40 temporary hit points
  Speed 5 ft., fly 30 ft. (hover)
  Skills Medicine +5
  Damage Vulnerabilities lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 7 (2,900 XP) 
  Force Field. The robot has 40 temporary hit points. It regains 
  these temporary hit points when it finishes a short or long 
  rest.
  Interrogator. The torturer is skilled at inflicting pain. 
  When the torturer deals damage to a creature, they have 
  disadvantage on any concentration checks caused by the 
  attack.
  Actions
  Multiattack. The robot makes four weapon attacks.
  Rotary Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage. 
  Surgical Laser. Ranged Weapon Attack: +6 to hit, range 
  100/400 ft., one target. Hit: 11 (2d10) radiant damage. 
  Nanosurgeon. The torturer can insert nanites into a creature 
  within 5 feet of it. If the target is unwilling, the torturer must 
  succeed on an attack against them. The torturer can choose 
  to have the nanites replicate the cure wounds spell, lesser 
  restoration spell, inflict them with the poisoned condition, or 
  inflict them with a level of exhaustion (DC 14 Constitution 
  saving throw resists). A creature poisoned by this ability is 
  poisoned for 1 hour, and can make a DC 14 Constitution 
  saving throw at the end of each of their turns, ending the 
  effect on themselves on a successful save. These are not 
  magical effects.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  14 (+2)
  10 (+0)
  15 (+2)
  1 (-5)
  
  162
  Rune Guardian
  Rune guardians are tiny floating rocks with a single 
  rune carved into them.
  Runic Magic. Rune guardians utilize an older form 
  of magic: rune magic. A simple rune provides a single 
  magical effect. More complicated spells are creature 
  by combining runes.
  Sinful Magic. A particular branch of rune magic 
  sorted runic effects into certain schools of magic. 
  These schools are very similar to the current schools 
  of magic but were sorted by sins of mankind.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The rune guardian attacks with its magic. It 
  tries to avoid melee combat, leveraging its magic to 
  the best of its abilities. 
  Construction
  Price: 6,500 gp 
  Crafting Cost: 3,250 gp 
  Crafting Time: 7 days 
  Skill Check: DC 16 mason’s tools 
  Spells: fly and whatever spell the rune guardian can 
  cast    
  Ingredients: A Tiny stone carved with a rune of sin 
  and painted with magical paint.
   
  Rune Guardian
  Tiny construct, any alignment
  Armor Class 13 (natural armor)  
  Hit Points 40 (16d4) 
  Speed 0 ft., fly 30 ft. (hover)
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 1 (200 XP) 
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects.
  School Vulnerability. Each rune is vulnerable to certain 
  schools of magic, based on which one of the seven deadly 
  sins it is tied to. The rune guardian does not have magic 
  resistance against spells from these schools.
  Envy. evocation and necromancy
  Gluttony. abjuration and enchantment
  Greed. enchantment and illusion
  Lust. necromancy and transmutation
  Pride. conjuration and transmutation
  Sloth. evocation and illusion
  Wrath. abjuration and conjuration
  Sin Magic. Each rune guardian is tied to one of the seven 
  deadly sins, granting it a spell that can be cast at will, 
  requiring no components. The rune guardian’s spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks).
  Envy: hold person
  Gluttony: ray of enfeeblement
  Greed: enlarge/reduce (reduce only)
  Lust: sleep
  Pride: color spray
  Sloth: conjure animals
  Wrath: burning hands
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  10 (+0)
  11 (+0)
  14 (+2)
  12 (+1)
  
  163
  Runic Guardian
  This metal-plated humanoid is covered in glowing 
  arcane runes. 
  Upgraded Guardian. Runic guardians are more 
  powerful and versatile models of shield guardians. 
  They can even teleport to their owner’s side across 
  great distances. 
  Lead-Lined Punch. The arms of a runic guardian are 
  filled with lead in order to deliver powerful punches. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The runic guardian prioritizes protecting its 
  owner above all else. When its owner dies, it flies into 
  a rage, and won’t stop until the killer is slain, even if 
  they obtain the control amulet. 
  Construction
  Price: 150,000 gp 
  Crafting Cost: 75,000 gp 
  Crafting Time: 70 days 
  Skill Check: DC 20 mason’s tools 
  Spells: shield and whatever runic spells the guardian 
  has   
  Ingredients: A humanoid shell constructed out of 
  metal and wood inscribed with magical runes.
  Runic Guardian
  Large construct, unaligned
  Armor Class 18 (natural armor)  
  Hit Points 210 (20d10 + 100)
  Speed 30 ft. 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  11 
  Languages Understands commands given in any language but 
  can’t speak
  Challenge 9 (5,000 XP) 
  Bound. The runic 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 1500 
  feet of the amulet’s wearer, half of any damage the wearer 
  takes (rounded up) is transferred to the guardian. The runic 
  guardian knows if its master dies. 
  Regeneration. The guardian regains 10 hit points at the start 
  of its turn. The golem dies only if it starts its turn with 0 hit 
  points.
  Runic Spells. The guardian can store up to 6 spells, bound 
  in runes inscribed on its limbs when it is created. It can cast 
  each spell once per day, and the spell can be of 1st or 2nd 
  level. The guardian can instead have a single 6th or 7th level 
  spell inscribed across its entire body. It uses these spells 
  when commanded by its owner or when predetermined 
  conditions are met.
  Stunning Strike (1/Turn). Once per turn when the guardian 
  hits a creature with a fist attack, it can force them to make a 
  DC 17 Constitution saving throw. If the saving throw fails by 
  5 or more, the target is stunned until the end of their next 
  turn. Otherwise, a creature that fails the saving throw has 
  disadvantage on all attack rolls and saving throws until the 
  end of their next turn.
  Actions
  Multiattack. The construct makes two fist attacks.
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (4d6 + 5) bludgeoning damage.
  Teleport to Master (Recharges After a Long Rest). The guardian 
  teleports to its master as long as they are both on the same 
  plane.
  ReActions
  Shield. When a creature makes an attack against the wearer 
  of the guardian’s amulet, the guardian grants a +4 bonus to 
  the wearer’s AC if the guardian is within 5 feet of the wearer.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  8 (-1)
  12 (+1)
  3 (-4)
  
  164
  Scouring Slinger 
  A twisted, gnarled tree stump is surrounded by 
  a swarm of insects. Long tendrils made of roots 
  and vines extend from the stump, clutching large 
  scorpions. 
  Druid Construct. Scouring creatures are created 
  by druids utilizing powerful, ancient rituals. These 
  constructs are infused with primal magic, and they 
  defend natural lands from the encroachment of 
  civilization.
  Swarms. Scouring creatures magically create 
  swarms of insects around them. The size of the 
  swarm indicates the health of all nearby scouring 
  creatures. As their pool of hit points is depleted, fewer 
  insects are visible.
  Construct Nature. The construct doesn’t require 
  sleep.
  Tactics. The scouring slinger stays at range, hurling 
  scorpions at foes from a great distance. If engaged in 
  melee, it overwhelms with its slam attacks until it can 
  begin throwing more scorpions.   
  This scorpion-like creature has overlarge claws with 
  serrated edges.
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 20 Nature 
  Spells: contagion   
  Ingredients: The bodies of 3 shambling mounds 
  bound together with a druidic ritual. The corpses of 
  scorpions are sprinkled on the bodies.
  Scouring Slinger
  Huge construct, unaligned
  Armor Class 15 (natural armor)  
  Hit Points 161 (14d12 + 70)
  Speed 30 ft. 
  Senses darkvision 60 ft., passive Perception 7 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 9 (5,000 XP) 
  Collective Health. All scouring creatures with this ability 
  within 100 feet of each other share a pool of hit points. The 
  hit points of all creatures with this ability is added together, 
  and any damage one of them receives is subtracted from 
  this total. A scouring creature is not defeated until the pool 
  of hit points reaches 0, at which point all scouring creatures 
  with this ability are defeated.
  If a scouring creature is separated from the range of this 
  ability, divide the damage taken proportionally among 
  the creatures within the pool. For example, if 5 scouring 
  creatures have lost 100 hit points, each creature that is 
  separated from the pool takes 20 points of damage.
  Actions
  Multiattack. The construct makes three Scorpion Slam 
  attacks.
  Scorpion Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Scorpion Throw. The scouring slinger throws a scorpion 
  to a point within 250 feet. A scouring slinger scorpion is 
  summoned at that space. The scorpion lasts for up to 1 hour 
  or until killed.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  20 (+5)
  3 (-4)
  4 (-3)
  4 (-3)
  Scouring Slinger Scorpion
  Small construct, unaligned
  Armor Class 13 
  Hit Points 28 (8d6)
  Speed 20 ft.
  Senses darkvision 60 ft., passive Perception 6 
  Languages -
  Challenge 1 (200 XP) 
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 3) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  10 (+0)
  1 (-5)
  3 (-4)
  4 (-3)
  
  165
  Scouring Stanchion 
  A tall tree trunk of twisted wood is surrounded by a 
  swarm of insects. The tree lurches as it moves, and 
  the insects surrounding it flash with bright lights.
  Tactics. The scouring stanchion wades into combat 
  and whales on a creature with attacks until they are 
  unconscious. They do not kill unless specifically 
  ordered to do so. 
  Construction
  Price: 140,000 gp 
  Crafting Cost: 70,000 gp 
  Crafting Time: 85 days 
  Skill Check: DC 25 Nature 
  Spells: contagion   
  Ingredients: The Huge trunk of a dead tree filled with 
  insects.
  Scouring Stanchion
  Huge construct, unaligned
  Armor Class 15 (natural armor)  
  Hit Points 310 (20d12 + 180)
  Speed 30 ft.
  Saving Throws Str +13, Dex +5, Con +14, Int +5, Wis +5, 
  Cha +9
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 14 (11,500 XP) 
  Collective Health. All scouring creatures with this ability 
  within 100 feet of each other share a pool of hit points. The 
  hit points of all creatures with this ability is added together, 
  and any damage one of them receives is subtracted from 
  this total. A scouring creature is not defeated until the pool 
  of hit points reaches 0, at which point all scouring creatures 
  with this ability are defeated.
  If a scouring creature is separated from the range of this 
  ability, divide the damage taken proportionally among 
  the creatures within the pool. For example, if 5 scouring 
  creatures has lost 100 hit points, each creature that is 
  separated from the pool takes 20 points of damage.
  Insect Swarm. The scouring stanchion is surrounded by a 
  swarm of insects. Any creature that attempts to cast a spell 
  while within 10 feet of the stanchion must succeed on a DC 
  22 Concentration check or the spell is lost.
  Unstoppable Movement. The scouring stanchion can move 
  through the space of other creatures, but it can’t end its turn 
  in the space of another creature.
  Actions
  Multiattack. The construct makes two Awesome Blow 
  attacks.
  Awesome Blow. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 27 (3d12 + 8) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  28 (+9)
  10 (+0)
  10 (+0)
  19 (+4)
  
  166
  Sentinel Hut 
  This hut stands atop a pair of knobby, chicken-like 
  legs. It has a single door and no windows.
  Huts Don’t Dance. These huts are modeled after the 
  infamous dancing huts of powerful witches. These 
  huts are not as powerful, and they certainly don’t 
  dance.
  Haunted Hut. Walking into the hut or being 
  swallowed by it traps the creature inside the hut, with 
  no way out. The walls of the hut seem to shift and 
  warp, shredding the mind of any creature inside.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The hut attacks the largest creatures, kicking 
  and biting it. It then tries to swallow the target. 
  Construction
  Price: 33,000 gp 
  Crafting Cost: 16,500 gp 
  Crafting Time: 60 days 
  Skill Check: DC 18 carpenter’s tools 
  Spells: animate objects, confusion, enhance ability, 
  jump 
  Ingredients: A hut or house made from winter wood 
  and large enough to fit 4 Medium creatures.
  Sentinel Hut
  Huge construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 115 (10d12 + 50)
  Speed 30 ft.
  Saving Throws Wis -1, Cha -1
  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 6 (2,300 XP) 
  Antimagic Susceptibility. The hut is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the hut 
  must succeed on a Constitution saving throw against the 
  caster’s spell save DC or fall unconscious for 1 minute.
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects.
  Siege Monster. The hut deals double damage to objects and 
  structures.
  Actions
  Multiattack. The construct makes a kick and bite attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage. If the target is a Large or 
  smaller creature, they are grappled (escape DC 17). Until this 
  grapple ends, the hut can’t bite another target. 
  Kick. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage. 
  Swallow. The hut makes a bite attack against one Large or 
  smaller creature it is grappling. If the attack hits, the target 
  takes the bite’s damage, and the target is swallowed. The 
  target finds itself in a 10x10 foot room, and is no longer 
  grappled. It has total cover against attacks and other effects 
  outside the hut, and it takes 7 (2d6) psychic damage at the 
  start of each of the hut’s turns. 
  If the hut takes 10 damage or more on a single turn 
  from a creature inside it, the hut must succeed on a DC 
  16 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in a 
  space within 5 feet of the hut. If the hut dies, a swallowed 
  creature can escape it by using 15 feet of movement.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  7 (-2)
  20 (+5)
  1 (-5)
  3 (-4)
  3 (-4)
  
  167
  Bronze Sentinel 
  A bronze sentinel is a simple bronze humanoid head 
  that sits atop six mechanical spider-like legs. A simple 
  circle is carved into its forehead.
  Watchers. A bronze sentinel in sentry mode looks 
  like a normal bronze statue head. Their creators often 
  place headless statues around their homes, so the 
  sentinels can hide in plain sight atop them.
  Fire Sigil. Bronze has innate fire-resistant properties. 
  The sigil carved into the forehead of a bronze sentinel 
  allows them to focus magical energy into a beam and 
  fire it. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The bronze sentinel only engages if ordered 
  to attack, preferring to watch and alert its creator 
  about any intruders. If it must fight, it prefers to climb 
  out of reach while shooting Fiery Bolts at enemies 
  below. 
  Construction
  Price: 21,000 gp 
  Crafting Cost: 10,500 gp 
  Crafting Time: 15 days 
  Skill Check: DC 18 smith’s tools 
  Spells: alarm, detect magic, scorching ray  
  Ingredients: A bronze humanoid head carved with a 
  magical sigil.
  Bronze Sentinel
  Small construct, neutral
  Armor Class 14 (natural armor)  
  Hit Points 99 (18d6 + 36)
  Speed 30 ft., climb 20 ft.
  Skills Perception +2
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 3 (700 XP) 
  Alert. The sentinel can form a mental bond with one 
  creature, usually its creator. The sentinel can send a mental 
  alert telepathically anywhere on the same plane of existence 
  when certain conditions are met, or sound a loud alarm that 
  can be heard by anyone up to 500 feet away.
  False Appearance. While the sentinel remains motionless, it 
  is indistinguishable from a normal bronze statue head. 
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Fiery Bolt. Ranged Spell Attack: +5 to hit, range 60/120 ft., 
  one target. Hit: 16 (3d10) fire damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  14 (+2)
  1 (-5)
  11 (+0)
  5 (-3)
  
  168
  Marble Sentinel
  A marble sentinel is a simple marble humanoid head 
  that sits atop six mechanical spider-like legs. A simple 
  rune is carved into its forehead.
  Watchers. A marble sentinel in sentry mode looks 
  like a normal marble statue head. Their creators often 
  place headless statues around their homes, so the 
  sentinels can hide in plain sight atop them.
  Paralyzing Sigil. The sigil carved into the forehead 
  of a marble sentinel allows them to focus paralyzing 
  magical energy into a beam and fire it. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The marble sentinel only engages if ordered 
  to attack, preferring to watch and alert its creator 
  about any intruders. If it must fight, it prefers to 
  climb out of reach while shooting Paralyzing Bolts at 
  enemies below. 
  Construction
  Price: 24,000 gp 
  Crafting Cost: 12,000 gp 
  Crafting Time: 20 days 
  Skill Check: DC 20 mason’s tools 
  Spells: alarm, detect magic, stone shape 
  Ingredients: A marble humanoid head carved with a 
  magical sigil.
  Sentinel Marble
  Small construct, neutral
  Armor Class 15 (natural armor) 
  Hit Points 110 (20d6 + 40)
  Speed 30 ft., climb 20 ft.
  Skills Perception +2
  Damage Immunities acid, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Alert. The sentinel can form a mental bond with one 
  creature, usually its creator. The sentinel can send a mental 
  alert telepathically anywhere on the same plane of existence 
  when certain conditions are met, or sound a loud alarm that 
  can be heard by anyone up to 500 feet away.
  False Appearance. While the sentinel remains motionless, it 
  is indistinguishable from a normal marble statue head. 
  Magic Resistance. The construct has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The construct makes a two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage. 
  Paralyzing Bolt. Ranged Spell Attack: +5 to hit, range 60/120 
  ft., one target. Hit: The target must succeed on a DC 12 
  Constitution saving throw or be paralyzed for 1d6 rounds. A 
  paralyzed creature can repeat the saving throw at the end 
  of each of their turns, ending the effect on themselves on a 
  successful save.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  14 (+2)
  1 (-5)
  11 (+0)
  5 (-3)
  
  169
  Ship Sentinel
  The ship figurehead detaches itself and clambers 
  onto the deck of the ship, holding a spear covered in 
  barnacles.
  Ship Guardian. Ship sentinels protect the ship they 
  are attached to. They are always watching and aware 
  of everyone on their ship. In times of dire need, or 
  when activated by the captain, they throw anyone that 
  doesn’t belong on the ship.  
  Secret Defender. A ship’s captain usually keeps the 
  presence of a ship sentinel secret. In case of a mutiny, 
  the sentinel will defend the captain until a new captain 
  takes their place.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. When activated, the ship sentinel attacks the 
  closest enemy until they are unconscious, at which 
  point it throws them overboard and moves onto the 
  next. They fight until destroyed or ordered to stop by 
  the captain.   
  Construction
  Price: 21,000 gp 
  Crafting Cost: 10,500 gp 
  Crafting Time: 20 days 
  Skill Check: DC 20 woodworker’s tools 
  Spells: animate objects, water breathing 
  Ingredients: A wooden ship figurehead treated with 
  water-resistant varnish.
    
  Ship Sentinel
  Large construct, unaligned
  Armor Class 14 (natural armor)  
  Hit Points 120 (16d10 + 32)
  Speed 30 ft., swim 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Understands the languages of its captain but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Captain Bound. The ship sentinel serves the captain of the 
  ship it is bound to, not its creator. 
  Ship Sight. The ship sentinel can see and knows the location 
  of any creature in contact with the ship the sentinel is bound 
  to.
  Actions
  Multiattack. The construct makes two salty spear attacks.
  Salty Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 13 (2d8 + 4) piercing 
  damage and the target must succeed on a DC 14 
  Constitution saving throw or have disadvantage on their 
  next attack roll. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  2 (-4)
  15 (+2)
  16 (+3)
  
  170
  Smoke Sentinel
  A cloud of dark smoke moves through the air, 
  crackling with lightning. It emanates an aura of dread 
  and horror.
  Physical Tether. Smoke sentinels are bound to a 
  tether that they retract into when not active. The 
  sentinel appears to have no physical body. 
  Deterrent. Smoke sentinels guard specific areas from 
  invaders. Long ago they were rumored to be able to 
  take physical forms, but now they can only take an 
  amorphous smoky shape. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct uses magic to confuse or 
  frighten the opposition. If they do not leave, it then 
  moves to Engulf them until dead. 
   
  Smoke Sentinel
  Huge construct, lawful neutral
  Armor Class 14 
  Hit Points 102 (12d12 + 24)
  Speed 0 ft., fly 40 ft. (hover)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities grappled, petrified, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 15 
  Languages all
  Challenge 7 (2,900 XP) 
  Amorphous. The construct can occupy another creature’s 
  space and vice versa, and the construct can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Innate casting: The smoke sentinel’s innate spellcasting 
  ability is Charisma (spell save DC 16). It can innately cast the 
  following spells:
  At will: alter self, cause fear, detect thoughts
  3/day each: major image
  Tether. The smoke sentinel is bound to a token, usually a box 
  or totem. The smoke sentinel must stay within 1 mile of this 
  token. Anyone that holds this token gains control over the 
  smoke sentinel. 
  Actions
  Engulf. All creatures in the smoke sentinel’s space must 
  make a DC 15 Constitution saving throw, taking 28 (8d6) 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  18 (+4)
  14 (+2)
  10 (+0)
  20 (+5)
  20 (+5)
  
  171
  Shardsoul Slayer 
  This creature has a slender, sharp body made of 
  prismatic metal.
  Shattered Being. Shardsoul slayers are made in 
  groups of three. Each one contains a fragment of an 
  elemental’s soul. 
  Distressful Existence. The process that shattered 
  the elemental’s essence causes their distress to echo 
  around the golems for eternity. If a shardsoul slayer 
  is killed, its essence attempts to reform with the other 
  fragments.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature. It 
  focuses all of its attacks on one target.
  Construction
  Price: 70,000 gp 
  Crafting Cost: 35,000 gp 
  Crafting Time: 30 days 
  Skill Check: DC 15 smith’s tools 
  Spells: animate objects, planar binding, shatter 
  Ingredients: Three shardsoul slayers must be made at 
  the same time. Their bodies must be constructed with 
  special alloys mixed with quicksilver. An elemental 
  must be bound into a crystal prism worth 1,000 gp, 
  and then shattered into three pieces. Each fragment is 
  placed into one of the bodies.
  Shardsoul Slayer
  Medium construct, chaotic evil
  Armor Class 16 (natural armor) 
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 6 
  Languages Understands but can’t speak Undercommon
  Challenge 5 (1,800 XP) 
  Disorienting Aura. Creatures that end their turn within 5 feet 
  of the construct must succeed on a DC 13 Wisdom saving 
  throw or be confused as per the confusion spell until the end 
  of their next turn.
  Immutable Form. The construct is immune to any spell or 
  effect that would alter its form.
  Reuniting Death. When the shardsoul slayer is destroyed, if 
  another shardsoul slayer is within 120 feet, the fragments of 
  their souls combine. The living shardsoul slayer gains one of 
  the following benefits for 1 minute.
  1. Gains the benefit of the haste spell.
  2. Has advantage on all attack rolls.
  3. Gains a +2 bonus to AC
  Actions
  Multiattack. The construct makes two claw attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  6 (-2)
  3 (-4)
  8 (-1)
  
  172
  Ship in a Bottle 
  A model of a sailing ship sits inside of a corked glass 
  bottle. Upon closer inspection, you see the ballista 
  begin to arm themselves. 
  Labor of Love. . It takes even wizards a long time 
  to create a ship in a bottle. They manually craft the 
  ship, piece by piece, never resorting to using magic to 
  shrink or enlarge pieces to make it easier. 
  Living Ship. While the ship is constructed, small 
  sigils are carved on pieces of it. Once completed, 
  the arcane sigils connect, animating the ship. It 
  automatically repairs itself over time and can even 
  defend itself if needed.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The ship prefers to ram enemies, so as to not 
  break the bottle. Once the bottle is broken, it tries to 
  fly out of reach and fire ballista bolts.  
  Construction
  Price: 6,000 gp or 30,000 gp for an armada 
  Crafting Cost: 3,000 gp or 15,000 for an armada  
  Crafting Time: 3 days or 15 days for an armada 
  Skill Check: DC 25 woodworker’s tools 
  Spells: animate objects, magic jar 
  Ingredients: A model ship created by hand and carved 
  with arcane sigils, inside a bottle.
   
  Ship in a Bottle
  Tiny construct, chaotic neutral
  Armor Class 11  
  Hit Points 10 (4d4)
  Speed 0 ft., fly 30 ft. (hover)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Aquan
  Challenge 1/8 (25 XP) 
  Shattered Glass. The first time the construct takes damage 
  or makes a ballista attack, the bottle shatters. All creatures 
  within 5 feet of the construct must make a DC 11 Dexterity 
  saving throw, taking 3 (1d6) piercing damage on a failed 
  save, or half as much damage on a successful one.
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage. 
  Ballista. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  10 (+0)
  5 (-3)
  10 (+0)
  13 (+1)
  Ship in a Bottle Armada
  Medium swarm of Tiny constructs, chaotic neutral
  Armor Class 13 
  Hit Points 54 (12d8)
  Speed 0 ft., fly 30 ft. (hover)
  Damage Resistances slashing, piercing
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Aquan
  Challenge 3 (700 XP) 
  Shattered Glass. Whenever the construct takes damage 
  or makes a ballista attack, one of the bottles shatters. All 
  creatures within 5 feet of the construct must make a DC 13 
  Dexterity saving throw, taking 3 (1d6) piercing damage on a 
  failed save, or half as much damage on a successful one.
  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 bottle. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage, or 6 (1d6 + 3) 
  bludgeoning damage if the swarm has half of its hit points 
  or fewer. 
  Ballista. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage, or 6 (1d6 + 
  3) piercing damage if the swarm has half of its hit points or 
  fewer. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  10 (+0)
  5 (-3)
  14 (+2)
  15 (+2)
  
  173
  Shredstorm 
  Hundreds of adamantine blades whirl around in a 
  tight, twister-like cloud. Lightning flickers within the 
  swarm as it emits a sound like a grinder.
  Shrapnel Swarm. A shredstorm is made from 
  adamantine shuriken and sawblades magically bound 
  to each other. The entire swarm can be commanded at 
  once.
  Anti-Infantry. These swarms are made to rip people 
  to shreds and cause chaos. They are unleashed in 
  the back lines of their enemies or used to break into 
  barracks where the targets are unprepared.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The shredstorm moves over the nearest 
  enemy and cuts them until they are dead. It will 
  unleash a lightning bolt if it is able to get more than 1 
  target in the area. They fight until destroyed.   
  Construction
  Price: 85,000 gp 
  Crafting Cost: 42,500 gp 
  Crafting Time: 60 days 
  Skill Check: DC 20 smith’s tools 
  Spells: fly, lightning bolt, magic weapon 
  Ingredients: 100 adamantine blades.
   
  Shredstorm
  Large swarm of Tiny constructs, unaligned
  Armor Class 13 
  Hit Points 107 (14d10)
  Speed 0 ft., fly 90 ft. (hover)
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Adamantine Weapons. The shredstorm’s weapon attacks are 
  considered magical and adamantine.
  Discharge. If the shredstorm uses its Lightning Bolt action, it 
  no longer deals additional lightning damage on Cut attacks 
  until the Lightning Bolt recharges.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a shuriken. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Cut. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 
  in the swarm’s space . Hit: 17 (4d6 + 3) slashing damage plus 
  7 (2d6) lightning damage, or 10 (2d6 + 3) slashing damage 
  plus 3 (1d6) lightning damage if the swarm has half of its hit 
  points or fewer. 
  Lightning Bolt (Recharge 5-6). The shredstorm fires a lightning 
  bolt in a line 100 feet long and 5 feet wide. All creatures in 
  the area must make a DC 14 Dexterity saving throw, taking 
  28 (8d6) lightning damage on a failed save, or half as much 
  damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  16 (+3)
  10 (+0)
  1 (-5)
  11 (+0)
  1 (-5)
  
  174
  Silvereye Marauder  
  Two glowing, silver eyes appear in the darkness. The 
  rest of the body becomes clear, a metal-plated beast 
  with sharp claws and fangs. 
  Divine Dogs. These constructs are made in the shape 
  of wolves and are imbued with divine energy. They 
  can unleash blasts of radiant energy from their body.
  Harasser. Silvereye marauders are often released 
  near enemy supply lines, where they can spend 
  months attacking vulnerable caravans. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. Silvereye marauders often travel in packs. 
  They will try to flank their enemy using their superior 
  speed and target the most vulnerable. They will also 
  try to herd their foes into groups where they can be 
  targeted by their divine breath. 
  Construction
  Price: 30,000 gp 
  Crafting Cost: 15,000 gp 
  Crafting Time: 15 days 
  Skill Check: DC 15 smith’s tools or Religion 
  Spells: creation, guiding bolt   
  Ingredients: Plates of polished steel, and holy fire 
  summoned during construction.
   
  Silvereye Marauder
  Medium construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 67 (9d8 + 27)
  Speed 50 ft., climb 30 ft.
  Skills Perception +2
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned
  Senses darkvision 120 ft., passive Perception 12 
  Languages Understands Common but can’t speak
  Challenge 2 (450 XP) 
  Keen Hearing and Smell. The silvereye marauder has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell.
  Pounce. If the silvereye marauder moves at least 30 feet 
  straight toward a creature and then hits it with a claw attack 
  on the same turn, that target must succeed on a DC 13 
  Strength saving throw or be knocked prone. If the target 
  is prone, the silvereye marauder can make one bite attack 
  against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. If the target is a Huge 
  or smaller creature, it must succeed on a DC 14 Strength 
  saving throw or be knocked prone. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage. 
  Breath Weapon (Recharge 5-6). The silvereye marauder 
  breathes energy in a line 30 feet wide and 5 feet wide. All 
  creatures in the area must make a DC 14 Dexterity saving 
  throw, taking 10 (3d6) radiant damage on a failed save, or 
  half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  2 (-4)
  11 (+0)
  11 (+0)
  
  175
  Skinstitch  
  This large figure is made from the flesh of different 
  creatures stitched together and stuffed with straw.
  Skin Scarecrow. A skinstitch shares similarities with 
  scarecrows, except their bodies are made from rotting 
  flesh. They are sometimes used by necromancers in 
  place of scarecrows.
  Vermin Haven. The body of a skinstitch is a home 
  to snakes, spiders, and other vermin. It calls to these 
  creatures, and they find themselves rejuvenated while 
  nearby.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy.   
  Construction
  Price: 6,000 gp 
  Crafting Cost: 3,000 gp 
  Crafting Time: 7 days 
  Skill Check: DC 11 leatherworker’s tools 
  Spells: false life, gentle repose 
  Ingredients: Leather made from the skin of 
  humanoids.
   
  Skinstitch
  Large construct, unaligned
  Armor Class 9 
  Hit Points 59 (7d10 + 21)
  Speed 30 ft.
  Damage Resistances cold, lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 8 
  Languages -
  Challenge 2 (450 XP) 
  Vermin Nest. Swarms of vermin like snakes and bugs can 
  share the same space as the skinstitch. When they end their 
  turn in a space with a skinstitch, they regain 5 (1d10) hit 
  points.
  Actions
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  16 (+3)
  1 (-5)
  7 (-2)
  1 (-5)
  
  176
  Skull Ripper 
  Scuttling toward you is an oversized scorpion made 
  of skulls, some old, and some fresh with still-rotting 
  skin. It has a wicked curved stinger dripping in 
  poison.
  Old Ossuaries. Skull rippers were created to guard 
  ossuaries. Most of these locations have fallen into ruin 
  and ancient history, but occasionally an opening to 
  these places appears and the skull rippers crawl out.
  Beheader. Skull rippers get their name from their 
  preferred way of dispatching victims. They grasp them 
  in their large pincers, applying pressure until the head 
  pops off. They then add the head to their body. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy. If 
  it has a creature grappled in its claws, it attempts to 
  Behead them. 
  Construction
  Price: 50,000 gp 
  Crafting Cost: 25,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 Medicine 
  Spells: animate dead, fear, geas 
  Ingredients: Enough skulls to form a Large body.
   
  Skull Ripper
  Large construct, chaotic neutral
  Armor Class 14 (natural armor)  
  Hit Points 171 (18d10 + 72)
  Speed 30 ft., climb 30 ft. 
  Skills Stealth +7
  Damage Vulnerabilities bludgeoning
  Damage Resistances cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Common but can’t speak
  Challenge 9 (5,000 XP) 
  Actions
  Multiattack. The construct can use its Frightful Presence. It 
  then makes two claw attacks or one behead, and then one 
  sting attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage. If the target is a Large 
  or smaller creature, they are grappled (escape DC 17). The 
  construct can have one creature grappled at a time.
  Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage and the target must 
  succeed on a DC 16 Constitution saving throw or take 21 
  (6d6) poison damage.
  Behead. One creature grappled by the skull ripper must 
  make a DC 17 Strength saving throw, taking 26 (6d6 + 5) 
  slashing damage on a failed save, or half as much damage 
  on a successful one. If a creature is reduced to 0 hit points 
  or lower from this ability, they are beheaded and instantly 
  killed (assuming they can’t survive without a head).
  Frightful Presence. Each creature of the construct’s choice 
  that is within 30 feet of the construct and aware of it must 
  succeed on a DC 13 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 
  construct’s Frightful Presence for the next 24 hours.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  5 (-3)
  13 (+1)
  12 (+1)
  
  177
  Slaughterstone Behemoth  
  This towering construct resembles a large, six-legged 
  beast carved from stone. The ground trembles with 
  each step.
  Thundering Steps. Slaughterstone behemoths are 
  incredibly dense and heavy. Each step they take 
  shakes the ground, and they can be felt moving from a 
  mile away.
  Dwarven Origin. Dwarves were the original creators 
  of these creatures, although the secret of their 
  creation has spread. Despite their large size, they can 
  maneuver in tight spaces.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The slaughterstone behemoth is very simple. 
  It moves toward the first enemy it sees and attacks 
  until they are no longer a threat.  
  Construction
  Price: 170,000 gp 
  Crafting Cost: 85,000 gp 
  Crafting Time: 55 days 
  Skill Check: DC 25 mason’s tools 
  Spells: geas, stoneskin 
  Ingredients: A single block of hard stone weighing at 
  least 10,000 lbs.
   
  Slaughterstone Behemoth
  Huge construct, unaligned
  Armor Class 18 (natural armor)  
  Hit Points 232 (16d12 + 128)
  Speed 20 ft.
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 11 (7,200 XP) 
  Magic Resistance. The behemoth has advantage on saving 
  throws against spells and other magical effects.
  Thunder Step. Any creature within 5 feet of the behemoth 
  while it moves must succeed on a DC 19 Dexterity saving 
  throw or fall prone. A creature only makes this save once per 
  turn, regardless of how much the behemoth moves.
  Tunnel Fighting. The behemoth doesn’t suffer any penalties 
  for squeezing into smaller spaces.
  Actions
  Multiattack. The construct makes two Crushing Claw attacks.
  Crushing Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 23 (3d10 + 7) bludgeoning damage and the 
  target must succeed on a DC 19 Constitution saving throw 
  or have disadvantage on their next attack roll during their 
  next turn.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (-1)
  26 (+8)
  3 (-4)
  11 (+0)
  1 (-5)
  
  178
  Slaughterstone Eviscerator   
  The large construct has six squat legs and four large, 
  serrated blades as arms. They whirl around in a 
  dervish as the creature bounds forward.
  Stronghold Defender. These constructs were 
  originally created by the dwarves to defend their 
  homes, but now the other civilizations of the 
  underground are creating their own versions. 
  Bladed Death. Slaughterstone eviscerators are skilled 
  at tearing through infantry. They have no ability to 
  deal with ranged attacks, so they are often supported 
  with archers and spellcasters.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The slaughterstone eviscerator attacks the 
  nearest creature until it is no longer a threat.   
  Construction
  Price: 170,000 gp 
  Crafting Cost: 85,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 25 mason’s tools 
  Spells: geas, stoneskin 
  Ingredients: A single block of hard stone weighing at 
  least 5,000 lbs.
   
  Slaughterstone Eviscerator
  Large construct, unaligned
  Armor Class 16 (natural armor)  
  Hit Points 184 (16d10 + 96)
  Speed 30 ft.
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 10 (5,900 XP) 
  Magic Resistance. The eviscerator has advantage on saving 
  throws against spells and other magical effects.
  Tunnel Fighting. The eviscerator doesn’t suffer any penalties for 
  squeezing into smaller spaces.
  Actions
  Multiattack. The construct makes four attacks with its serrated 
  blades.
  Serrated Blades. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  22 (+6)
  3 (-4)
  11 (+0)
  1 (-5)
  
  179
  Soul Guardian 
  This towering construct has runes carved into its 
  metallic body and glowing blue eyes.
  Soul-based Guardian. Soul guardians are similar 
  to shield guardians, but are animated by the souls 
  trapped inside. Their creators hold little regard for life 
  and sacrifice prisoners and slaves as the fuel.
  Assigned Command Charm. Each soul guardian 
  is connected to a specific command amulet. The 
  personal information of each owner is inscribed 
  into the amulet and possessing another person’s 
  amulet is a serious crime. They operate as a form of 
  identification among the wealthy.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The soul guardian prioritizes defending its 
  owner. It uses Soul Shriek whenever possible and 
  obeys orders from the person holding the command 
  amulet.   
  Construction
  Price: 80,000 gp 
  Crafting Cost: 40,000 gp 
  Crafting Time: 70 days 
  Skill Check: DC 18 smith’s tools 
  Spells: geas, hold monster, magic jar 
  Ingredients: A body made of metal and soulstones 
  filled with at least a dozen souls.
   
  Soul Guardian
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 189 (15d10 + 90)
  Speed 30 ft.
  Damage Vulnerabilities radiant
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, paralyzed, 
  poisoned
  Senses blindisght 10 ft., darkvision 60 ft., passive Perception 
  10 
  Languages understands commands given in any language but 
  can’t speak
  Challenge 10 (5,900 XP) 
  Bound. The soul 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.
  Immutable Form. The guardian is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The guardian has advantage on saving 
  throws against spells and other magical effects.
  Necrotic Absorption. Whenever the guardian is subjected to 
  necrotic damage, it takes no damage and instead regains a 
  number of hit points equal to the necrotic damage dealt. 
  Regeneration. The soul guardian regains 10 hit points at the 
  start of its turn if it has at least 1 hit point.
  Actions
  Multiattack. The construct makes two fist attacks.
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 12 (2d6 + 5) bludgeoning damage.
  Soul Shriek (Recharge 5-6). The soul guardian unleashes a 
  thunderous shriek in a 15-foot cone. All creatures in the 
  area must make a DC 17 Wisdom saving throw, taking 35 
  (10d6) thunder damage and being stunned until the end 
  of the soul guardian’s next turn on a failed save, or half as 
  much damage and no stun on a successful one.
  ReActions
  Shield. When a creature makes an attack against the wearer 
  of the guardian’s amulet, the guardian grants a +2 bonus to 
  the wearer’s AC if the guardian is within 5 feet of the wearer.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  20 (+5)
  8 (-1)
  11 (+0)
  3 (-4)
  
  180
  Soulbound Doll  
  The small doll moves around on its own, holding a 
  dull knife.
  Soul Fragments. Soulbound dolls straddle the line 
  between magical construction and necromancy. They 
  require a fragment of a soul, which is imbedded into 
  the doll and animates it. 
  Scrubbed Personality. Only a fragment of a soul can 
  be used in a soulbound doll, as larger pieces of souls 
  are too powerful to be bound. The process of creating 
  a soulbound doll erases any personality the soul once 
  had, although echoes of it still emerge occasionally.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, 
  using its spells intelligently. It will flee if badly injured.
  Construction
  Price: 4,000 gp 
  Crafting Cost: 2,000 gp 
  Crafting Time: 2 days 
  Skill Check: DC 15 tinker’s tools 
  Spells: false life, geas, magic jar 
  Ingredients: A doll body and a fragment of a soul 
  trapped in a gem.
  Soulbound Doll
  Tiny construct, any neutral
  Armor Class 11  
  Hit Points 20 (8d4)
  Speed 20 ft.
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common
  Challenge 1/4 (50 XP) 
  Alignment Variation. The soulbound has one additional spell 
  they can cast 1/day based on their alignment:
  Chaotic Neutral. enhance ability
  Lawful Neutral. suggestion
  Neutral. sleep
  Neutral Evil. inflict wounds
  Neutral Good. heroism
  Fragile Mind. The soulbound has disadvantage on any checks 
  to resist mind affecting abilities. 
  Innate casting: The soulbound’s innate spellcasting ability 
  is Wisdom (spell save DC 10, +2 to hit with spell attacks). It 
  can innately cast the following spells:
  At will: light, mage hand, prestidigitation
  1/day: levitate
  Soul Focus. The soulbound’s soul is something incorporated 
  into the doll’s design, like its eye. As long as the focus is not 
  destroyed, it can be used to animate a new doll with the 
  same soul. 
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  9 (-1)
  
  181
  Soulbound Mannequin  
  The mannequin wears a mask on its face.
  Improved Soulbound. Soulbound mannequins are 
  improvements on the designs of soulbound dolls. They 
  are built with an entire soul instead of a fragment. 
  Whole Personality. Mannequins keep the personality 
  of the soul that was used in their construction. 
  They don’t retain memories, but hey can alter their 
  appearance to look like the person whose soul they 
  contain. They also carry masks to conceal their blank 
  faces.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, 
  using its spells intelligently. It will flee if badly injured.
  Construction
  Price: 16,000 gp 
  Crafting Cost: 8,000 gp 
  Crafting Time: 10 days 
  Skill Check: DC 17 tinker’s tools 
  Spells: disguise self, false life, magic jar 
  Ingredients: A mannequin body and a whole soul 
  trapped in a gem.
  Soulbound Mannequin
  Medium construct, any neutral
  Armor Class 13 
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  Skills Intimidation +1, Perception +2
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common
  Challenge 3 (700 XP) 
  Alignment Variation. The soulbound has one additional spell 
  they can cast 1/day based on their alignment:
  Chaotic Neutral. confusion
  Lawful Neutral. fear
  Neutral. hold monster
  Neutral Evil. enervation
  Neutral Good. greater invisibility
  Fragile Mind. The soulbound has disadvantage on any checks 
  to resist mind affecting abilities. 
  Innate casting: The soulbound’s innate spellcasting ability 
  is Wisdom (spell save DC 10, +2 to hit with spell attacks). It 
  can innately cast the following spells:
  At will: light, mage hand, prestidigitation
  1/day each: disguise self (only the appearance of the bound 
  soul), levitate
  Soul Focus. The soulbound’s soul is something incorporated 
  into the mannequin’s design, like its eye. As long as the 
  focus is not destroyed, it can be used to animate a new 
  mannequin with the same soul. 
  Actions
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
  11 (+0)
  10 (+0)
  9 (-1)
  
  182
  Soulbound Shell   
  A soulbound shell is a humanoid figure with a sleek 
  porcelain body. Small cracks appear on its body, 
  revealing a glowing energy beneath.
  Perfected Soulbound. Soulbound shells are the 
  ultimate soulbound creatures, perfectly merging the 
  soul and body into a new entity. 
  Unique Personality. A soulbound shell creates a new, 
  unique personality when it is formed. It is a master of 
  magic and is able to use the soul bound inside it to fuel 
  its magical spells.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks intelligently, using its 
  spells to overwhelm foes. It will flee if badly injured or 
  clearly outmatched. 
  Construction
  Price: 120,000 gp 
  Crafting Cost: 60,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 20 tinker’s tools 
  Spells: false life, magic jar, mending, stoneskin 
  Ingredients: A Medium-sized porcelain body and a 
  whole soul trapped in a gem.
   
  Soulbound Shell
  Medium construct, any alignment
  Armor Class 11 (14 with mage armor)  
  Hit Points 110 (20d8 + 20)
  Speed 30 ft. 
  Skills Arcana +8, Deception +4, Perception +3
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Deep Speech, Draconic
  Challenge 6 (2,300 XP) 
  Alignment Variation. The soulbound has one additional spell 
  they can cast 1/day based on their alignment. They can use 
  their spellcasting DC or to hit bonus for this spell:
  Chaotic Neutral. confusion
  Lawful Neutral. fear
  Neutral. hold monster
  Neutral Evil. enervation
  Neutral Good. greater invisibility
  Fragile Mind. The soulbound has disadvantage on any checks 
  to resist mind affecting abilities. 
  Spellcasting: The soulbound is an 11th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 to hit 
  with spell attacks). The soulbound has the following spells 
  prepared:
  Cantrips (at will): acid splash, mage hand
  1st level (4 slots): charm person, grease, mage armor, unseen 
  servant, hideous laughter
  2nd level (3 slots): mirror image 
  3rd level (3 slots): fly, lightning bolt, stinking cloud 
  4th level (3 slots): black tentacles, fire shield
  5th level (2 slots): cloudkill, dominate person, passwall 
  6th level (1 slots): disintegrate
  Soul Focus. The soulbound’s soul is something incorporated 
  into the shell’s design, like its eye. As long as the focus is not 
  destroyed, it can be used to animate a new shell with the 
  same soul. 
  Actions
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  12 (+1)
  20 (+5)
  10 (+0)
  13 (+1)
  
  183
  Steel Kraken  
  Writhing steel tentacles rise from the water. The 
  metallic body of this squid-like construct appears soon 
  after. 
  Aquatic Patrols. These machines were designed 
  to patrol the sea during war and attack any foreign 
  ships. When the war ended, there wasn’t an easy way 
  to reclaim these kraken, so they still patrol certain 
  waters.  
  Broken Programming. In the years since their 
  original construction, the internal programming of 
  these machines has degraded, and they now attack 
  any ship, regardless of their colors. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The steel kraken lurks underwater, only 
  making its presence known when it attacks. It keeps 
  most of its body underwater and tries to grab as 
  many creatures as possible to get the most use out of 
  Constrict. 
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 smith’s tools 
  Spells: Evard’s black tentacles, water breathing 
  Ingredients: Waterproof steel plates and the beak of a 
  giant squid.
   
  Steel Kraken
  Huge construct, unaligned
  Armor Class 17 (natural armor)  
  Hit Points 150 (12d12 + 72)
  Speed 10 ft., swim 50 ft. 
  Damage Resistances cold, fire
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 7 (2,900 XP) 
  Actions
  Multiattack. The construct makes two tentacle attacks.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 17 (3d6 + 7) bludgeoning damage and if the 
  target is a Huge or smaller creature, they are grappled 
  (escape DC 118). Until this grapple ends, the target is 
  restrained. The steel kraken has ten tentacles, each of which 
  can grapple one target.
  Constrict. All targets grappled by the steel kraken must make 
  a DC 18 Strength saving throw, taking 14 (4d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  22 (+6)
  3 (-4)
  11 (+0)
  1 (-5)
  
  184
  Taozin   
  This stone figure is carved into the likeness of a lion 
  or tiger and is covered in runes.
  Gluttonous Guardian. Taozin represent gluttony. 
  Their stomach is a portal to an extradimensional 
  space, which grows to fit whatever is swallowed. 
  Skeletons, armor, and other items from centuries ago 
  can be found inside.
  Prowler. Taozin were formed in the likeness of  and 
  behave like tigers. They are still used to guard areas, 
  but they rarely stay still for long.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct prefers to pounce on enemies 
  from stealth, biting them and swallowing them into its 
  extradimensional stomach. 
  Construction
  Price: 100,000 gp 
  Crafting Cost: 50,000 gp 
  Crafting Time: 70 days 
  Skill Check: DC 25 mason’s tools 
  Spells: geas, plane shift 
  Ingredients: 1,200 lbs. of marble.
   
  Taozin
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 247 (26d10 + 104)
  Speed 40 ft.
  Skills Perception +6
  Damage Vulnerabilities thunder
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities poison
  Condition Immunities petrified, poisoned
  Senses darkvision 60 ft., passive Perception 16 
  Languages -
  Challenge 10 (5,900 XP) 
  Pounce. If the taozin 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 17 Strength saving throw 
  or be knocked prone. If the target is prone, the
  taozin can make one bite attack against it as a bonus action.
  Actions
  Multiattack. The construct makes two claw attacks and a 
  bite or swallow attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 5) piercing damage and if the target is a Large 
  or smaller creature, they are grappled (escape DC 17). 
  Swallow. The taozin makes a bite attack against a Large or 
  smaller creature it is grappling. If the attack hits, the target 
  takes the bite’s damage, and the target is swallowed, and 
  the grapple ends. While swallowed, the creature finds itself 
  inside a small pocket dimension shaped like a stone prison. 
  There is no air inside the pocket dimension, and creatures 
  inside begin suffocating.
  If the taozin takes 25 damage or more on a single turn 
  from a creature inside it, the taozin must succeed on a 
  DC 16 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in a 
  space within 5 feet of the taozin. If the taozin dies, its
  body bursts open, spilling everything it swallowed around it.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  18 (+4)
  3 (-4)
  14 (+2)
  6 (-2)
  
  185
  Tattoo Guardian  
  The glowing runes covering the dwarf’s body rise off 
  of their skin.
  Useful Tattoo. Tattoo guardians are more than 
  decorative: they act as surprise defenders of the 
  person they are bound to.
  Shifting Form, Unchanging Design. Tattoo 
  guardains are magically animated ink, and therefore 
  are able to bend and morph. However, they always 
  revert back to their original design. Tattoos are 
  permanent, after all.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct remains worn on its bound 
  companion unless ordered to perform an action or if 
  it senses danger. It will attack whatever is threatening 
  its companion, and prioritizes their safety over all else. 
   
  Construction
  Price: 14,000 gp 
  Crafting Cost: 7,000 gp 
  Crafting Time: 1 day 
  Skill Check: DC 11 calligrapher’s supplies 
  Spells: darkness, illusory script   
  Ingredients: Magically treated ink.
   
  Tattoo Guardian
  Medium construct, unaligned
  Armor Class 12  
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., fly 10 ft.
  Saving Throws Dex +4
  Skills Perception +3
  Condition Immunities charmed, exhaustion, grappled, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 13 
  Languages Understands Common but can’t speak
  Challenge 1/4 (50 XP) 
  Amorphous. The construct can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Worn. The tattoo guardian is bound to a specific creature 
  and worn like a tattoo. The construct can share the space of 
  the creature it is bound to. When it does so, it moves with 
  the creature it is bound to, and when they take damage, the 
  tattoo guardian takes half of their damage. 
  Actions
  Ink Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  12 (+1)
  6 (-2)
  12 (+1)
  13 (+1)
  
  186
  Taxidermy Grizzly Bear   
  The grizzly bear’s movements are stiff, and you can 
  see obvious stitching across its body.
  Not Quite Necromancy. Individuals that create 
  taxidermy animals don’t want to bring an animal back 
  to life, but rather want to preserve part of what made it 
  unique. It doesn’t turn out very well.
  Lifeless. It is quickly obvious that taxidermy animals 
  are not real. They only act when ordered and move 
  unnaturally.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct only does what it is ordered to 
  do. It has no sense of self. 
  Construction
  Price: 5,000 gp 
  Crafting Cost: 2,500 gp 
  Crafting Time: 5 days 
  Skill Check: DC 13 leatherworker’s tools 
  Spells: animate objects, enhance ability 
  Ingredients: A taxidermy of the creature being 
  created.
   
  Taxidermy Grizzly Bear
  Large construct, unaligned
  Armor Class 11 (natural armor) 
  Hit Points 34 (4d10 + 12)
  Speed 40 ft., climb 30 ft.
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Common but can’t speak
  Challenge 1 (200 XP) 
  Actions
  Multiattack. The construct makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  2 (-4)
  13 (+1)
  7 (-2)
  
  187
  Terra-Cotta Soldier  
  A terra-cotta soldier is made from terracotta and 
  shaped into the form of a soldier.
  Guardian Legion. Terra-cotta soldiers are always 
  made in groups and are usually left to protect the tomb 
  of a powerful ruler.
  Bane of Tomb Robbers. Terra-cotta soldiers can 
  stand vigil for hundreds of years. When archaeologists 
  or tomb raiders stumble upon the soldiers, they 
  activate and destroy the intruders.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The soldiers work together to destroy the 
  closest foes. 
  Construction
  Price: 19,000 gp 
  Crafting Cost: 9,500 gp 
  Crafting Time: 10 days 
  Skill Check: DC 14 potter’s tools 
  Spells: animate objects, enhance ability, magic 
  weapon, geas 
  Ingredients: 600 lbs. of clay covered in red glaze.
   
  Terra-Cotta Soldier
  Medium construct, unaligned
  Armor Class 13  
  Hit Points 88 (16d8 + 16)
  Speed 30 ft. 
  Damage Vulnerabilities bludgeoning, thunder
  Damage Immunities fire, poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands Common but can’t speak
  Challenge 3 (700 XP) 
  Keen Weapons. At the start of each of the terra-cotta 
  soldier’s turns, their critical hit range increases by 1. Once 
  the terra-cotta soldier scores a critical hit, their range resets 
  back to its normal value. 
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  12 (+1)
  1 (-5)
  11 (+0)
  1 (-5)
  
  188
  Tiberloith   
  This towering stone figure is held together by roots 
  and vines and leaks a green fluid.
  Leaky. Tiberloith are filled with a strange alchemical 
  liquid similar to acid. It leaks through the cracks 
  that have appeared in their body over years. It also 
  generates electricity.
  Aquatic Disaster. The civilizations that created 
  tiberloith appear to have suffered from an ancient 
  flood. Most of their old cities are found underwater, 
  with just the heads of the tiberloith peeking through.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, 
  using Shockwave when possible. 
  Construction
  Price: 48,000 gp 
  Crafting Cost: 24,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 18 mason’s tools 
  Spells: acid arrow, stone shape 
  Ingredients: 10,000 lbs. of stone with roots and vines 
  covered in a preserving solution.
   
  Tiberloith
  Huge construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 210 (20d12 + 80)
  Speed 30 ft.
  Damage Resistances lightning
  Damage Immunities acid, psychic
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Common but can’t speak
  Challenge 10 (5,900 XP) 
  Leaking Acid. When the tiberloith is reduced to half of its hit 
  points or fewer (105), it begins leaking acid. It deals an extra 
  14 (4d6) acid damage on all of its melee attacks.
  Spell Trap. When the tiberloith fails a saving throw against 
  a spell that it is the only target of, the spell is cancelled and 
  its power is stored in the tiberloith’s runes. The tiberloith 
  can only have 1 spell stored at a time. When a new spell is 
  stored, the first one affects the tiberloith as if it had failed 
  the saving throw. Trapped spells dissipate after a short rest.
  Actions
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 18 (3d8 + 5) bludgeoning damage. 
  Shockwave (Recharge 5-6). The tiberloith unleashes a burst 
  of electricity in a 30-foot radius around it. All creatures in 
  this area must make a DC 16 Dexterity saving throw, taking 
  21 (6d6) lightning damage on a failed save, or half as much 
  damage on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  18 (+4)
  1 (-5)
  12 (+1)
  1 (-5)
  
  189
  Tophet 
  This humanoid figure made of bronze has a distended 
  jaw. As it moves toward you, the jaw continues to open 
  even further, taking up most of the creature’s body.
  Punishment. Tophets are used as implements of 
  torture or punishment. The victim is swallowed by the 
  tophet, which is then placed over a fire. The tophet is 
  immune to the fire, but the creature inside begins to 
  burn.
  Locked Door. Tophets have a special door that 
  prevents swallowed creatures from escaping. It only 
  opens when the lock is picked, or when the tophet 
  swallows another creature.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest enemy, 
  swallowing them when possible. 
  Construction
  Price: 45,000 gp 
  Crafting Cost: 22,500 gp 
  Crafting Time: 25 days 
  Skill Check: DC 14 smith’s tools 
  Spells: absorb elements, enhance ability 
  Ingredients: 3,000 lbs. of bronze heated by fire from 
  the Plane of Fire.
   
  Tophet
  Large construct, unaligned
  Armor Class 15 (natural armor)  
  Hit Points 123 (13d10 + 52)
  Speed 20 ft.
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Common but can’t speak
  Challenge 3 (700 XP) 
  Conduct Heat. The tophet is immune to fire damage, but any 
  creature swallowed by it takes the fire damage the tophet 
  would have taken instead. 
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage and if the target is a Large 
  or smaller creature, they are grappled (escape DC 15). The 
  tophet can have one creature grappled at a time. 
  Swallow. The tophet makes a bite attack against a Large or 
  smaller creature it is grappling. If the attack hits, the target 
  takes the bite’s damage, the target is swallowed, and the 
  grapple ends. While swallowed, the creature is blinded and 
  restrained, and it has total cover against attacks and other 
  effects outside the tophet. The inside of the tophet has a 
  small locked latch that prevents escape. A successful DC 15 
  check with thieves’ tools can unlock the door and allow the 
  creature to escape using 10 feet of movement, ignoring the 
  restrained condition. The door then locks once again.
  If the tophet takes 15 damage or more on a single turn 
  from a creature inside it, the tophet must succeed on a 
  DC 15 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in 
  a space within 5 feet of the tophet. If the tophet dies, a 
  swallowed creature is no longer restrained by it and can 
  escape from the corpse by using 10 feet of movement, 
  ending prone.
  The tophet can have one creature swallowed at a time.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  18 (+4)
  2 (-4)
  12 (+1)
  1 (-5)
  
  190
  Topiary Guardian (Template)  
  This bush is trimmed into the likeness of an animal.
  Plant-Based Construct. Topiary guardians are both 
  plants and constructs. They are created from natural, 
  still-living plants, but are animated with arcane magic. 
  Druids find these creatures abhorrent. 
  Garden Guardians. Topiary guardians serve two 
  purposes. They are both beautiful to look at and 
  effective guards. They can feel footsteps from far away 
  and will attack intruders.
  Construct Nature. The construct doesn’t require 
  sleep.
  Tactics. Topiary guardians remain motionless unless 
  a trespasser comes within reach. They attack until a 
  target is unconscious and only deal lethal damage if 
  ordered to. 
  Topiary Guardian Template
  Any beast can be a topiary guardian. A topiary 
  guardian retains all the statistics of a normal beast of 
  its type except as noted below.
  • Alignment. The topiary guardian’s alignment 
  becomes unaligned.
  • Type. The topiary guardian’s type becomes 
  construct.
  • Damage Vulnerabilities. The topiary guardian 
  has vulnerability to fire damage.
  • Condition Immunities. The topiary guardian 
  gains immunity to the charmed, exhaustion, and 
  poisoned conditions. 
  • Plant-Based. The topiary guardian also counts 
  as a plant for any spells or abilities that target or 
  affect plant creatures.
  • False Appearance. While the topiary guardian 
  remains motionless, it is indistinguishable from a 
  normal topiary bush.
  • Tremorsense. The topiary guardian gains 
  tremorsense 90 ft.
  Construction
  Price: 8,000 gp (boar), 10,000 gp (lion), 40,000 gp 
  (triceratops) 
  Crafting Cost: 4,000 gp (boar), 5,000 gp (lion), 20,000 
  gp (triceratops) 
  Crafting Time: 2 days (boar), 4 days (lion), 10 days 
  (triceratops) 
  Skill Check: DC 10 (boar), DC 13 (lion), or DC 15 
  (triceratops) herbalism kit 
  Spells: awaken, geas 
  Ingredients: A bush trimmed into a topiary of the size 
  and shape of the creature the template is being applied 
  to. The topiary must be treated with a miraculous type 
  of fertilizer to help it grow.
  Boar Topiary Guardian
  Medium construct, unaligned
  Armor Class 11 (natural armor)  
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  Damage Vulnerabilities fire
  Condition Immunities charmed, exhaustion, frightened
  Senses tremorsense 90 ft., passive Perception 9 
  Languages -
  Challenge 1/4 (50 XP) 
  Charge. If the topiary guardian 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.
  False Appearance. While the topiary guardian remains 
  motionless, it is indistinguishable from a topiary bush.
  Plant-Based. The topiary guardian also counts as a plant and 
  is affected by abilities that target or affect plants.
  Relentless (Recharges after a Short or Long Rest). If the topiary 
  guardian takes 7 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-4)
  9 (-1)
  5 (-3)
  
  191
  Lion Topiary Guardian
  Large construct, unaligned
  Armor Class 12  
  Hit Points 26 (4d10 + 4)
  Speed 50 ft. 
  Skills Perception +3, Stealth +4
  Damage Vulnerabilities fire
  Condition Immunities charmed, exhaustion, frightened
  Senses tremorsense 90 ft., passive Perception 13 
  Languages -
  Challenge 1 (200 XP) 
  False Appearance. While the topiary guardian remains 
  motionless, it is indistinguishable from a topiary bush.
  Keen Smell. The topiary guardian has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The topiary guardian has advantage on an 
  attack roll against a creature if at least one of the guardian’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Plant-Based. The topiary guardian also counts as a plant and 
  is affected by abilities that target or affect plants.
  Pounce. If the topiary guardian 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 13 
  Strength saving throw or be knocked prone. If the target is 
  prone, the topiary guardian can make one bite attack against 
  it as a bonus action. 
  Running Leap. With a 10-foot running start, the topiary 
  guardian can long jump up to 25 feet.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1)
  3 (-4)
  12 (+1)
  8 (-1)
  Triceratops Topiary 
  Guardian
  Huge construct, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 95 (10d12 + 30)
  Speed 50 ft.
  Damage Vulnerabilities fire
  Condition Immunities charmed, exhaustion, frightened
  Senses tremorsense 90 ft., passive Perception 11 
  Languages -
  Challenge 5 (1,800 XP) 
  False Appearance. While the topiary guardian remains 
  motionless, it is indistinguishable from a topiary bush.
  Plant-Based. The topiary guardian also counts as a plant and 
  is affected by abilities that target or affect plants.
  Trampling Charge. If the topiary guardian moves at least 20 
  feet straight toward a creature and then hits it with a gore 
  attack on the same turn, that target must succeed on a DC 
  13 Strength saving throw or be knocked prone. If the target 
  is prone, the topiary guardian can make one stomp attack 
  against it as a bonus action.
  Actions
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 24 (4d8 +68) piercing damage. 
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 22 (3d10 + 6) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  17 (+3)
  2 (-4)
  11 (+1)
  5 (-3)
  
  192
  Tupit   
  This small creature is made from carved bone. 
  It clatters as it moves, and it is decorated with 
  scrimshaw.
  Built in Secrecy. Tupit are built in secret and are 
  designed to eradicate their creator’s enemies and 
  rivals. Secrecy is required, for if anyone discovers the 
  tupit while it is being made, the process fails.
  Speedy Assassin. Tupit are possessed by nearby 
  spirits when their construction is complete. This 
  grants them a supernatural speed, which they use to 
  quickly tear their enemies apart.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks from stealth, using 
  invisibility to get close to its target. It focuses attacks 
  on one creature at a time, and will flee if badly injured, 
  typically turning invisible and running to the nearest 
  body of water. 
  Construction
  Price: 60,000 gp 
  Crafting Cost: 30,000 gp 
  Crafting Time: 50 days 
  Skill Check: DC 20 woodcarver’s tools 
  Spells: geas, locate creature 
  Ingredients: 30 lbs. of bone and scrimshaw carvings. 
  The tupit must be built in secrecy. If the construction 
  is discovered, it fails.
   
  Tupit
  Small construct, chaotic evil
  Armor Class 15 (natural armor) 
  Hit Points 156 (24d6 + 72)
  Speed 30 ft., swim 60 ft.
  Skills Perception +4, Stealth +7, Survival +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP) 
  Scrimshaw Magic. When the tupit is created, it can have a 
  single spell of 2nd level or lower scribed onto its body as
  runes if the creator knows the spell. The tupit can cast this 
  spell 3 times per day. Invisibility is a common spell.
   
  Seek Target. The tupit can be given a piece of another 
  creature (hair, blood, etc.) to identify as a target. The tupit 
  knows the location of this creature and can identify them 
  upon sight. It can’t have a new target until the current one 
  is dead. The tupit has advantage on any checks made to find 
  this target. 
  Actions
  Multiattack. The construct makes three attacks: two with its 
  claws and one with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 17 (3d8 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 4) slashing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  10 (+0)
  12 (+1)
  8 (-1)
  
  193
  Umbral Spy  
  Umbral spies are made of living shadow. They appear 
  like a three-dimensional shadow of whoever their 
  creator was.
  Body of Shadows. Umbral spies have bodies made of 
  physical shadow. They can become nearly invisible in 
  darkness and can attach themselves to the shadow of 
  another creature.
  Fear the Light. Umbral spies are afraid of the day in 
  the same way that other creatures are afraid of the 
  night. They find comfort when attached to the shadow 
  of their creator.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct tries to attack from stealth. It 
  will sneak in close to deliver an incorporeal touch, and 
  then retreat to set up another attack. They can keep 
  up this tactic until the target is dead or the umbral spy 
  fears for its safety. 
  Construction
  Price: 11,000 gp 
  Crafting Cost: 5,500 gp 
  Crafting Time: 20 days 
  Skill Check: DC 15 alchemist’s supplies 
  Spells: animate dead, shadow blade or shadow of moil 
  Ingredients: Shadowstuff from the Shadowfell, 
  powdered onyx, and the bones of a creature with the 
  shapechanger subtype.
   
  Umbral Spy
  Small construct, neutral
  Armor Class 14  
  Hit Points 54 (12d6 + 12)
  Speed 0 ft., fly 50 ft. (hover) 
  Skills Perception +3, Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Damage Immunities poison
  Condition Immunities grappled, paralyzed, petrified, 
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 13 
  Languages knows one language of its creator
  Challenge 4 (1,100 XP) 
  Amorphous. The umbral spy can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Bond. The umbral spy can attempt to meld into 
  the shadow of another creature. The spy must be hidden 
  and adjacent to a creature with a shadow. The target must 
  make a DC 11 Charisma saving throw. On a failed save, 
  the spy bonds with their shadow. Once bonded, the spy is 
  undetectable by scrying and normal vision. It still keeps its 
  senses, and can leave at any time. The target can repeat the 
  saving throw at the end of each of their long rests, expelling 
  the spy from their shadow on a successful save. 
  Shadow Stealth. While in dim light or darkness, the umbral 
  spy can take the Hide action as a bonus action. 
  Actions
  Incorporeal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) necrotic damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  12 (+1)
  5 (-3)
  12 (+1)
  13 (+1)
  
  194
  Urannag   
  The rusty iron cage unfolds like a flower, revealing 
  mechanical arms ending in shears, spears, and saws.
  Abyssal Trap. Urannag are a mix between a 
  mechanical ambush predator and a living trap. They 
  sprout like weeds in the Abyss.
  Consume Prey. As a mechanical creature, urannag 
  don’t need to eat to function, but they act like they 
  do. When they trap a creature, they close up until the 
  victim dies and decomposes, before lying in wait for 
  the next victim.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks from surprise, 
  triggering its Encage ability when something enters 
  its space. It then tries to grab as many creatures 
  as possible to pull them into its space before using 
  Encage again. 
  Construction
  Price: 70,000 gp 
  Crafting Cost: 35,000 gp 
  Crafting Time: 60 days 
  Skill Check: DC 18 mason’s tools 
  Spells: geas, planar binding 
  Ingredients: 2,000 lbs. of iron treated with Abyssal 
  ointments. The iron must be heated above an Abyssal 
  fire, which imbues the urannag with the properties of 
  the Abyss.
   
  Urannag
  Huge construct, chaotic evil
  Armor Class 17 (natural armor)  
  Hit Points 207 (18d12 + 90)
  Speed 10 ft. 
  Skills Perception +6, Stealth +4
  Damage Immunities poison
  Condition Immunities blinded, charmed, frightened, 
  petrified, poisoned
  Senses tremorsense 60 ft. (blind beyond this radius), passive 
  Perception 16 
  Languages Understands Common and Abyssal but can’t speak
  Challenge 10 (5,900 XP) 
  Living Trap. Abilities or spells that work on traps also work 
  on the urannag. The urannag can occupy another creature’s 
  space and vice versa. A successful DC 12 thieves tools check 
  as an action against the urannag imposes disadvantage on 
  all of its checks and attacks until the end of the urannag’s 
  next turn. 
  Actions
  Multiattack. The construct makes three claw attacks.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 16 (3d6 + 6) slashing damage and if the target 
  is a Huge or smaller creature, it is grappled (escape DC 18). 
  The urannag loses one claw attack for every creature it has 
  grappled. 
  Pull. All creatures grappled by the urannag must succeed 
  on a DC 18 Strength saving throw or be pulled into the 
  urannag’s space. 
  ReActions
  Encage. When a creature enters the urannag’s space, it 
  closes around them like a trap. All creatures in its space 
  must succeed on a DC 18 Dexterity saving throw or be 
  restrained by the urannag. While restrained in this way, the 
  target takes 7 (2d6) slashing damage at the start of each of 
  its turns. A restrained creature can attempt a DC 12 thieves’ 
  tools check to escape or deal 20 damage to the urannag to 
  break through and escape.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  20 (+5)
  2 (-4)
  15 (+2)
  2 (-4)
  
  195
  Warforged Titan  
  These massive war machines charge through the 
  battlefield, one arm with an embedded axe and the 
  other a maul. 
  Early Warforged. These constructs were among the 
  earliest of warforged designs. They possess a simple 
  level of intelligence, similar to that of a beast.  
  Line Breaker. Warforged titans were designed to 
  break the lines of an enemy. They charge through 
  their foes without a thought to the damage they take in 
  return.
  Construct Nature. The construct doesn’t require air, 
  food, or drink.
  Tactics. The titan charges through as many creatures 
  as possible. It tries to utilize its Charge frequently and 
  doesn’t avoid opportunity attacks. 
  Construction
  Price: 150,000 gp 
  Crafting Cost: 75,000 gp 
  Crafting Time: 90 days 
  Skill Check: DC 25 smith’s tools 
  Spells: heat metal, investiture of stone 
  Ingredients: 30,000 lbs. of steel and iron forged in a 
  diamond press.
   
  Warforged Titan
  Huge construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 162 (12d12 + 84)
  Speed 50 ft.
  Saving Throws Str +12, Con +11
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages -
  Challenge 9 (3,900 XP) 
  Charge. If the warforged titan moves at least 25 feet straight 
  toward a target and then hits it with a weapon attack on the 
  same turn, the target takes an extra 10 (3d6) damage. 
  Heavy Plating. The warforged titan has resistance to all 
  damage from opportunity attacks.
  Actions
  Multiattack. The construct makes two Axe and Maul attacks.
  Axe and Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 18 (3d6 + 8) bludgeoning or slashing damage. 
  Trample. The warforged titan can move up to its speed in a 
  straight line, moving through the space of Huge or smaller 
  creatures. All Huge or smaller creatures the warforged titan 
  moves through must make a DC 20 Dexterity saving throw, 
  taking 17 (5d6) bludgeoning damage on a failed save, or half 
  as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
  24 (+7)
  3 (-4)
  11 (+0)
  1 (-5)
  
  196
  Warmonger   
  This towering war machine is covered in heavy metal 
  plating and has arms ending in a scythe, flail, pick, 
  and crossbow.
  Battle Ender. Warmongers are deployed to put an end 
  to a long conflict. They methodically tear across the 
  battlefield, killing all in their way. 
  Battle Master. Although warmongers possess only 
  a simple intelligence, they have an uncanny grasp of 
  battlefield tactics and maneuvers. They adapt their 
  fighting style to overcome anyone that stands against 
  them.
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct begins by assuming that its 
  enemies are weak and easily killed, spreading its 
  attack against all available targets. Once it realizes 
  that it faces a serious threat, it changes tactics 
  accordingly. 
  Construction
  Price: 350,000 gp 
  Crafting Cost: 175,000 gp 
  Crafting Time: 160 days 
  Skill Check: DC 18 mason’s tools 
  Spells: fabricate, geas, wish 
  Ingredients: The materials to create a warmonger 
  must be taken from a battlefield. The contents of an 
  armory must be provided during construction.
   
  Warmonger
  Huge construct, unaligned
  Armor Class 20 (natural armor) 
  Hit Points 270 (20d12 + 140)
  Speed 40 ft.
  Saving Throws Dex +8, Wis +9
  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 the languages of its creator but can’t 
  speak
  Challenge 16 (15,000 XP) 
  Actions
  Multiattack. The construct makes three attacks: one with 
  each of its melee attacks or three heavy crossbow attacks.
  Flail. Melee Weapon Attack: +14 to hit, reach 20 ft., one 
  target. Hit: 22 (3d8 + 9) bludgeoning damage. 
  Pick. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 22 (3d8 + 9) piercing damage. 
  Scythe. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 28 (3d12 + 9) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +14 to hit, range 
  100/400 ft., one target. Hit: 16 (3d8 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  16 (+3)
  24 (+7)
  3 (-4)
  18 (+4)
  10 (+0)
  
  197
  Warmonger Wasp  
  This construct has metal plating but an organic body. 
  It buzzes as it flies, and lightning crackles around its 
  body.
  Abyssal Grown. Warmonger wasps are from the 
  Abyss and are grown instead of created. Their bodies 
  feature both biological and mechanical parts.
  Air Support. Warmonger wasps are often used in 
  large scale battles in the Abyss, firing lightning bolts 
  from high in the sky. Few demons have resistances to 
  lightning, so they have taken to fleeing for cover when 
  a squadron of wasps appear.
  Papers Please. When deployed to the mortal plane, 
  warmonger wasps patrol large areas and kill anyone 
  they see. They will spare creatures traveling with 
  demons, that have a symbol of a demon lord, or that 
  can speak Abyssal.
  Tactics. Warmonger wasps prefer to fly at a distance 
  and dip down to fire a static discharge, then retreat 
  back into the air. If they are up against serious ranged 
  firepower, they will zoom into melee to sting the 
  enemy. 
   
  Warmonger Wasp
  Large construct, chaotic evil
  Armor Class 14  
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., fly 30 ft.
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 11 
  Languages Understands Abyssal but can’t speak
  Challenge 3 (700 XP) 
  Actions
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage and the target must make 
  a DC 12 Constitution saving throw, taking 21 (6d6) 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 stabilized by poisoned for 1 hour. 
  While poisoned in this way, the target is also paralyzed. 
  Static Discharge (Recharge 5-6). If the warmonger wasp 
  moves at least 10 feet, it can fire a bolt of lightning at a 
  point it can see up to 60 feet away. All creatures within a 
  20-foot radius of the point must make a DC 14 Dexterity 
  saving throw, taking 21 (6d6) lightning damage on a failed 
  save, or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  3 (-4)
  13 (+1)
  3 (-4)
  
  198
  Wickerman   
  This wooden effigy stretches into the sky, illuminating 
  the area from the fire that surrounds its body. Its 
  chest is shaped like a cage, and you can see burned 
  skeletons inside.
  Sacrifices. Wickermen are used in evil rituals to 
  murder sacrifices to primal spirits. A sacrifice is put 
  into the burning cage, trapped until they die.
  Fire Effigy. Wickermen can control the flames 
  surrounding their body, dampening them when 
  necessary. They usually maintain a small fire at all 
  times. 
  Construct Nature. The construct doesn’t require air, 
  food, drink, or sleep.
  Tactics. The construct attacks the closest creature, 
  trying to grab them and place them in its cage. 
  Construction
  Price: 110,000 gp 
  Crafting Cost: 55,000 gp 
  Crafting Time: 75 days 
  Skill Check: DC 25 carpenter’s or woodcarver’s tools 
  Spells: barkskin, wall of fire 
  Ingredients: 12,000 lbs. of wicker and wood. A living 
  humanoid must be sacrificed in a burning cage at the 
  end of the construction, at which point the wickerman 
  animates.
   
  Wickerman
  Gargantuan construct, unaligned
  Armor Class 18 (natural armor) 
  Hit Points 279 (18d20 + 90)
  Speed 30 ft.
  Damage Vulnerabilities cold
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 13 (10,000 XP) 
  Fire Absorption. Whenever the wickerman is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt. 
  Fire Body. Any creature that starts its turn within 5 feet of 
  the wickerman or hits it with a melee attack while within 5 
  feet of it takes 9 (2d8) fire damage. 
  Wicker Cage. The wickerman’s chest is a large, burning cage 
  that can hold 1 huge, 4 large, or 8 medium creatures. A 
  creature inside takes 9 (2d8) fire damage at the start of each 
  of the wickerman’s turns.
  If the wickerman takes 20 damage or more on a single turn 
  from a creature inside it, the wickerman must succeed 
  on a DC 18 Constitution saving throw or the cage breaks. 
  Creatures inside can escape the cage by using 20 feet of 
  movement. Once the cage has been broken, it can’t be used 
  again until the wickerman finishes a long rest.
  Actions
  Multiattack. The construct makes two slam attacks. It can 
  replace one slam attack with a Cage attack.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 25 (4d8 + 7) bludgeoning damage plus 9 (2d8) fire 
  damage. If the target is a Huge or smaller creature, they are 
  grappled (escape DC 20). 
  Burning Branches. Ranged Weapon Attack: +12 to hit, range 
  60/240 ft., one target. Hit: 40 (6d10 + 7) bludgeoning 
  damage plus 9 (2d8) fire damage. 
  Cage. The wickerman attempts to put a creature it has 
  grappled in its cage. One creature grappled by the 
  wickerman must succeed on a DC 20 Strength saving throw 
  or be put into the cage. A creature in the cage is no longer 
  grappled by the wickerman. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  20 (+5)
  1 (-5)
  10 (+0)
  7 (-2)
  
  199
  Woodborn  
  Woodborn are living constructs born from primal 
  magic. Wizards created the woodborn to assist them 
  in mundane tasks, never intending for them to gain 
  sentience.
  Woodborn Racial Traits
  Woodborn share certain traits as a result of their 
  constructed heritage.
  • Ability Score Increase. Your Constitution score 
  increases by 1.
  • Age. A typical woodborn is between 2 and 100 
  years old. The maximum lifespan of a woodborn 
  depends on the maximum lifespan of their origin 
  tree.
  • Alignment. Woodborn value independence as a 
  result of their origin, and often resist tyranny or 
  unjust rule.  
  • Size. A woodborn’s size is Medium. Most stand 
  between 5 and 7 feet tall.  
  • Speed. Your base walking speed is 30 feet. 
  • Wooden Nature. Due to your wooden body, you 
  gain the following benefits:
  You don’t need to eat, drink, or breathe the same 
  amounts of food or air that other creatures do. 
  You gain sustenance from the sun and can subsist 
  on very small amounts of water. You can go 
  without air for up to 24 hours before beginning to 
  suffocate.
  • Languages. You can speak, read, and write 
  Common and Sylvan. 
  • Origin Tree. You gain additional features 
  depending on the type of tree you were born from.
  Ironwood
  Sturdy and hard, you gain the following features.
  • Ability Score Increase. Your Constitution and 
  Wisdom scores increase by +1.
  • Ironwood Armor. Your skin is made from nearly 
  unbreakable wood. When you aren’t wearing 
  armor, your AC is 13 + your Dexterity modifier. 
  You can use your ironwood armor to determine 
  your AC if the armor you wear would leave you 
  with a lower AC. A shield’s benefits apply as 
  normal when you use your natural armor. 
  • Rooted Resistance. You can endure attacks 
  that would knock over lesser beings. When you 
  take damage, you can use your reaction to gain 
  resistance to that instance of damage. After you 
  use this trait, your speed becomes 0 until the 
  end of your next turn. You can’t use this ability 
  again until you finish a short or long rest.  
  Willow
  Flexible and quick, you gain the following features
  • Ability Score Increase. Your Wisdom score 
  increases by +2.
  • Nimble. Your walking speed is increased by 5 feet. 
  • Bend with It. You may reroll a saving throw you 
  just made, but you must take the second result. 
  You must use this before you find out the result of 
  the roll. Once you use this ability, you can’t use it 
  again until you finish a short or long rest.  
  
  200
  Fruitful
  You are filled with primal magic and can grow healing 
  fruit. 
  • Ability Score Increase. Your Wisdom score 
  increases by +2.
  • Restorative Fruit. You can grow fruit that 
  contains restorative primal magic. A creature that 
  consumes the fruit as an action regains hit points 
  as if you had cast the cure wounds spell on them. 
  Wisdom is your spellcasting ability for this spell. 
  You can only use this ability once and regain the 
  ability to do so when you finish a long rest. If a 
  fruit has been removed from your person, the 
  magic remains until you finish a long rest. 
  Because wyrwood have no mouth, you can consume 
  the magic in your fruit as an action, gaining the 
  benefits yourself.
  • Attuned to Nature. You know the druidcraft 
  cantrip. You gain proficiency with the Medicine 
  skill.  
     
  The woodborn, sometimes called wyrwood, are 
  wooden humanoids. They were created from trees 
  and share some physical traits with the trees they 
  were created from. Their faces lack typical humanoid 
  features like eyes or a mouth.
  Wizard Servants. Wizards created the first woodborn 
  as servants to assist with simple tasks. Over time 
  the wizards place more and more duties on the 
  constructs. 
  Rebellion. When the wizards decided to use the 
  woodborn as proxies in their battles, the constructs 
  decided enough was enough. They rebelled against 
  their creators, killing them and claiming their homes 
  as their own. 
  Tree Traits. The appearance of woodborn differ 
  drastically depending on the type of tree they were 
  formed from. Wyrwood have been found all around 
  the world. Their faces are generally featureless, but 
  sometimes incorporate designs or decorations. 
  Tactics. The woodborn fight intelligently depending 
  on their skills. 
   
  Woodborn
  Medium construct, any alignment
  Armor Class 14 (leather armor)  
  Hit Points 22 (4d8 + 4)
  Speed 30 ft. 
  Saving Throws Dex +5, Int +4
  Skills Acrobatics +5, Perception +3, Sleight of Hand +5, 
  Stealth +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common
  Challenge 1/2 (100 XP) 
  Sneak Attack (1/Turn). Once per turn, the woodborn deals 
  an extra 3 (1d6) 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 woodborn that isn’t 
  incapacitated and the woodborn doesn’t have disadvantage 
  on the attack roll.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  12 (+1)
  14 (+2)
  12 (+1)
  8 (-1)
  
  201
  CR Index
  1/8
  Clockwork Spy .....................................................46
  Dedicated Wright ................................................59
  Mannequin ..........................................................157
  Packmate ............................................................145
  Poppet  ................................................................147
  Ship In A Bottle .................................................172
  1/4
  Animated Manacles ............................................11
  Arachnid ..............................................................154
  Arbalester .............................................................13
  Clockwork Servant .............................................44
  Expeditious Messenger......................................65
  Furtive Filcher .....................................................66
  Ioun Wyrd ...........................................................137
  Iron Cobra ............................................................48
  Iron Defender.....................................................138
  Persistent Harrier .............................................146
  Soulbound Doll ..................................................180
  Tattoo Guardian .................................................185
  Topiary Guardian (Template) ..........................190
  1/2
  Alchemy Beetle ......................................................4
  Animated Jack-O’-Lantern .................................10
  Animated Robe ....................................................12
  Clockroach ............................................................26
  Clockwork Familiar ............................................32
  Clockwork Mender..............................................40
  Guard  ................................................................156
  Scroll Guardian .................................................135
  Raging Rubble ...................................................150
  Woodborn ...........................................................199
  1
  Celedon .................................................................22
  Clockwork Steed .................................................47
  Dread Guard ........................................................61
  Effigy Creature (Template) ................................62
  Gearsman ...........................................................155
  Lion Topiary Guardian .....................................191
  Necrophidius ......................................................143
  Rune Guardian ..................................................162
  Scouring Slinger Scorpion .............................164
  Scrapyard ...........................................................159
  Silvereye Marauder ..........................................174
  Skinstitch ............................................................175
  Taxidermy Grizzly Bear ...................................186
  Wax Golem .........................................................128
  2
  Clockwork Hound ...............................................36
  Headsman’s Scythe ...........................................136
  Mithral Cobra .......................................................49
  Nimblewright .....................................................144
  Stained Glass Golem .......................................124
  Thayan Golem....................................................125
  3
  Adamantine Spider ...............................................2
  Arcane Ballista ....................................................14
  Bronze Sentinel .................................................167
  Caryatid Column .................................................21
  Clockwork Soldier ..............................................45
  Blood Golem ........................................................71
  Graven Guardian ...............................................134
  Ice Golem ..............................................................98
  Living Wall ..........................................................142
  Magma Golem ...................................................106
  Mask Golem .......................................................107
  Mud Golem .........................................................110
  Ship in a Bottle Armada ..................................172
  Soulbound Mannequin ....................................181
  Terra-Cotta Soldier ...........................................187
  Tophet  ................................................................189
  Warmonger Wasp..............................................197
  4
  Animated Chains ...................................................9
  Clockwork Guardian ..........................................35
  Carrion Golem .....................................................78
  Force Golem .........................................................90
  Junk Golem .........................................................103
  Marble Sentinel .................................................168
  Ship Sentinel .....................................................169
  Umbral Spy ........................................................193
  Wood Golem .......................................................130
  5
  Angelic Guardian...................................................7
  Alter Ego, Annis Hag (template)   ......................5
  Bone Golem..........................................................73
  Cannon Golem .....................................................77
  Clockwork Mage ..................................................38
  Clockwork Overseer ...........................................42
  Cutlass Spider .....................................................58
  Grey Goo .............................................................131
  Pumpkin Golem ................................................114
  Shardsoul Slayer ...............................................171
  Triceratops Topiary Guardian.........................191
  6
  Aballonian ...............................................................1
  Blood of Hextor Golem ......................................72
  Brain Golem .........................................................74
  Gloom Golem .......................................................93
  Gravestone Golem ..............................................96
  Robot Golem ......................................................117
  Ruby Golem ........................................................119
  Sentinel Hut .......................................................166
  Shredstorm ........................................................173
  Snakeflesh Golem .............................................122
  Soulbound Shell ................................................182
  Terraformer ........................................................160
  Web Golem .........................................................129
  7
  Alchemical Golem ...............................................69
  Brass Juggernaut .................................................18
  Brass Steed ..........................................................19
  Cryptguard ............................................................57
  Emerald Golem ...................................................88
  Fang Golem ..........................................................89
  Rope Golem ........................................................118
  Smoke Sentinel .................................................170
  Steel Kraken ......................................................183
  Torturer ...............................................................161
  Tupit 
   ................................................................192
  8
  Adamantine Cobra ..............................................49
  Argent Warden .....................................................15
  Battle Horror ........................................................16
  Cephalophore.......................................................23
  Coral Golem .........................................................80
  Glass Golem .........................................................92
  Viridium Golem .................................................127
  9
  Grave Dirt Golem ................................................95
  Incarnum Golem .................................................99
  Runic Guardian .................................................163
  Scouring Slinger ...............................................164
  Skull Ripper .......................................................176
  Tombstone Golem .............................................126
  Warforged Titan ................................................195
  10
  Cadaver Collector ...............................................20
  Clockwork Excavator .........................................30
  Clockwork Leviathan ..........................................37
  Cadaver Golem ....................................................76
  Clockwork Golem ...............................................79
  Crystal Golem ......................................................81
  Diamond Golem ..................................................84
  Jade Spider .........................................................139
  Slaughterstone Eviscerator ............................178
  Soul Guardian....................................................179
  Spiderstone Golem ...........................................123
  Taozin  ................................................................184
  Tiberloith ............................................................188
  Urannag ..............................................................194
  11
  Clockwork Assassin ............................................28
  Kibakuna  ............................................................141
  Lead Golem ........................................................104
  Meteor Golem ....................................................108
  Myrmidon ............................................................158
  Obsidian Golem .................................................111
  Retriever ..............................................................151
  Slaughterstone Behemoth ..............................177
  12
  Akaruzug .................................................................3
  Dragonbone Golem ............................................85
  Fossil Golem ........................................................91
  13
  Hellfire Golem......................................................97
  Juggernaut ..........................................................140
  Wickerman .........................................................198
  14
  Brass Golem .........................................................75
  Clockwork Nautiloid ...........................................41
  Scouring Stanchion ..........................................165
  Shadesteel Golem .............................................121
  15
  Clockwork Angel .................................................27
  Dragonflesh Golem .............................................86
  Flesh Colossus ....................................................51
  Psychic Asteroid ................................................148
  Quantum Golem ................................................115
  16
  Clockwork Dragon ..............................................29
  Drakestone Golem ..............................................87
  Gold Golem ..........................................................94
  Grisgol  ................................................................132
  Iron Archer Golem ............................................101
  Mithral Golem ....................................................109
  Sardorian Golem ...............................................120
  Warmonger .........................................................196
  Wood Colossus ....................................................... 56
  17
  Clockwork Fiend .................................................33
  Ironwyrm Golem ...............................................102
  18
  Annihilator ..........................................................153
  Behemoth Golem ................................................70
  Ioun Golem .........................................................100
  Magebane Golem ..............................................105
  19
  Adamantine Golem .............................................67
  Demonflesh Golem .............................................82
  Prismatic Golem ...............................................112
  Quintessence Golem ........................................116
  22
  Blackstone Gigant ...............................................17
  Devastator .............................................................60
  23
  Charnel God ........................................................24
  Elder Eidolon (Template) .................................63
  Stone Colossus ...................................................54
  24
  Clockwork Goliath ..............................................34
  25
  Clockwork Reliquary ..........................................43
  Iron Colossus ......................................................52
  
  202
  © 2019 Tim Gonzalez and Pirate Gonzalez Games
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pirate Gonzalez/Pirate Gonzalez Games - The Book of Constructs, A Construct Bestiary.pdf