Category: Construct

  • Swarm of Prisms

    Large swarm of Tiny Constructs, Unaligned

    Armor Class: 16 (natural armor)

    Hit Points: 68 (8d10 + 24)

    Speed: 0 ft., fly 30 ft. (hover)


    STR   8 (-1)

    DEX   16 (+3)

    CON   17 (+3)

    INT    1 (-5)

    WIS   8 (-2)

    CHA   1 (-5)


    Damage Resistances: Bludgeoning, Piercing, Slashing

    Damage Immunities: Poison, Psychic

    Condition Immunities: Blinded, Charmed, Exhausted, Deafened, Frightened, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Stunned

    Senses: Blindsight 60 ft., Passive Perception 8

    Languages:

    Challenge: 3 (700 XP)

    Traits


    Construct Nature. A swarm of prisms doesn’t require air, food, drink, or sleep.

    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 chandelier prism. The swarm can’t regain Hit Points or gain temporary Hit Points.

    False Appearance. While the swarm remains motionless, it is indistinguishable from a regular pile of chandelier prisms.

    Sharp Surroundings. Any creature that starts its turn in the swarm’s space must make a DC 13 Dexterity saving throw, taking 7 (2d6) Slashing damage on a failed save, or half as much damage on a successful one. 

    Actions


    Buffet. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 24 (6d6 + 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if the swarm has half its Hit Points or fewer. 

    Credit: Ivo Hoying

  • Plaster Dragon

    A construct brought to life by the magic of cunning and artistically inclined spellcasters, the plaster dragon is a powerful guardian and servant. Its high weight and plaster nature keep it grounded, but offer it no shortage of dangerous abilities. It’s plaster breath batters and slows opponents before it petrifies them with a glare. 

    Large Construct, Unaligned

    Armor Class: 17 (natural armor)

    Hit Points: 119 (14d10 + 42)

    Speed: 40 ft.


    STR   19 (+4)

    DEX   13 (+1)

    CON   17 (+3)

    INT    3 (-4)

    WIS   11 (+1)

    CHA   1 (-5)


    Damage Resistances: Fire, Bludgeoning, Piercing, and Slashing from nonmagical Attacks

    Damage Immunities: Poison, Psychic

    Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 7 (4,900 XP)

    Traits


    Construct Nature. A plaster dragon doesn’t require air, food, drink, or sleep.

    False Appearance. While the dragon remains motionless, it is indistinguishable from a sculpture. 

    Actions


    Multiattack. The dragon can use its Statuesque Immobilisation. It then makes three attacks: one with its Bite and two with its Claws.

    Bite. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, range 5 feet., one target. Hit: 11 (2d6 + 4) slashing damage.

    Plaster Breath. The dragon exhales plaster and dust in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 13 (3d8) Piercing damage and 13 (3d8) Bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also has its speed halved as the plaster impairs its movement.

    Statuesque Immobilation. A creature of the dragon’s choice within 60 feet of it that has its speed reduced by its Plaster Breath must make a DC 14 Constitution saving throw or be Restrained as the plaster starts to harden. The Restrained target must repeat the saving throw at the end of its next turn. On a successful save, this effect and the effect of the dragon’s Plaster Breath end. On a failed save, the target is Petrified. If a creature’s saving throw is successful or the effect ends on it, it is immune to the dragon’s Statuesque Immobilisation for 24 hours.

    Credit: Ivo

  • Artistic Horror

    Small Construct, Unaligned

    Armor Class: 13 (natural armor)

    Hit Points: 94 (9d12 + 36)

    Speed: 40 ft.


    STR 21 (+5)

    DEX 9 (-1)

    CON 19 (+4)

    INT 7 (-2)

    WIS 10 (+0)

    CHA 7 (-2)


    Skills: Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: Common, Giant

    Challenge: 5 (1,800 XP)

    Traits


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

    Pack Tactics. The artistic horror has advantage on an attack roll against a creature if at least one of the horror’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Wet Paint. When a creature within 5 feet of the artistic horror hits it with a melee attack, it is Grappled by it (escape DC 13). 

    Actions


    Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage, or 12 (2d8 + 3) Bludgeoning damage if the target is Grappled, and the target is Grappled (escape DC 13).

    Paint  Spew. Ranged Weapon Attack: +3 to hit, range 20/ 60 ft., one target. Hit: 8 (2d6 + 1) damage of a type of the horror’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Bonus Actions


    Paint Dash. Using a Bonus Action, the artistic horror can dissolve into a puddle of paint and move up to half its movement speed. 

    Credit: Ivo Hoying