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MONSTERS OF THE S CARRED L ANDS VOLUME 1. C ONSTRUCTS Alain Giorla

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MONSTERS OF THE SCARRED LANDS

VOLUME 1. CONSTRUCTS

Alain Giorla

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

DisclaimerThis document provides game statistics for monsters for the Dungeons& Dragons 5th Edition roleplaying game and the Scarred Landscampaign setting, initially developed by White Wolf, and nowco-owned by Onyx Path and Nocturnal Media. Monsters present inthis document are converted from various sources in older editions ofthe game. This document does not aim to replace any of these sources.

This document is not licensed under the Open Game License, theDungeon Master Guild, nor has been authorized by Wizards of theCoast, Onyx Path or Nocturnal Media. It is intended for personal useonly, and should not be reproduced without permission of the author.

In addition to game statistics, this documents contains information onhow to insert these monsters in the Scarred Lands setting. These storyhooks are unofficial, and a Game Master should feel free to adapt,change, or ignore any of it for the purpose of its campaign.

List of SourcesThis document contains material from the following sourcebooks.

Monster Manual 2 Copyright 2002, Wizards of the Coast.

Fiend Folio Copyright 2003, Wizards of the Coast.

Monster Manual Copyright 2003, Wizards of the Coast.

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Contents

Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . 2List of Sources . . . . . . . . . . . . . . . . . . . . . . . . . 2

1 Monsters 5Automaton, Hammerer . . . . . . . . . . . . . . . . . . . . . 5Automaton, Pulverizer . . . . . . . . . . . . . . . . . . . . . 5Blackstone Gigant . . . . . . . . . . . . . . . . . . . . . . . 6Blood Warmachine . . . . . . . . . . . . . . . . . . . . . . . 6Bronze Serpent . . . . . . . . . . . . . . . . . . . . . . . . . 7Caryatid Column . . . . . . . . . . . . . . . . . . . . . . . . 7Clockwork Horror, Adamantine . . . . . . . . . . . . . . . . 8Clockwork Horror, Electrum . . . . . . . . . . . . . . . . . . 8Clockwork Horror, Gold . . . . . . . . . . . . . . . . . . . . 9Clockwork Horror, Platinum . . . . . . . . . . . . . . . . . . 9Dread Guard . . . . . . . . . . . . . . . . . . . . . . . . . . 10Golem, Brain . . . . . . . . . . . . . . . . . . . . . . . . . . 10Golem, Brass . . . . . . . . . . . . . . . . . . . . . . . . . . 11Golem, Chain . . . . . . . . . . . . . . . . . . . . . . . . . 11Golem, Demonflesh . . . . . . . . . . . . . . . . . . . . . . 12Golem, Dragonflesh . . . . . . . . . . . . . . . . . . . . . . 12Golem, Hellfire . . . . . . . . . . . . . . . . . . . . . . . . . 13Golem, Stained Glass . . . . . . . . . . . . . . . . . . . . . 13Inevitable, Kolyarut . . . . . . . . . . . . . . . . . . . . . . 14Inevitable, Marut . . . . . . . . . . . . . . . . . . . . . . . . 14Inevitable, Quarut . . . . . . . . . . . . . . . . . . . . . . . 15Inevitable, Varakhut . . . . . . . . . . . . . . . . . . . . . . 15

Inevitable, Zelekhut . . . . . . . . . . . . . . . . . . . . . . 16Iron Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Juggernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Maug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Necrophidius . . . . . . . . . . . . . . . . . . . . . . . . . . 18Nimblewright . . . . . . . . . . . . . . . . . . . . . . . . . 18Raggamoffyn, Common . . . . . . . . . . . . . . . . . . . . 19Raggamoffyn, Guttersnipe . . . . . . . . . . . . . . . . . . . 19Raggamoffyn, Shrapnyl . . . . . . . . . . . . . . . . . . . . 20Raggamoffyn, Tatterdemanimal . . . . . . . . . . . . . . . . 20Retriever . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Rogue Eidolon . . . . . . . . . . . . . . . . . . . . . . . . . 21Runic Guardian . . . . . . . . . . . . . . . . . . . . . . . . 22Zodar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

2 Use in the Scarred Lands 23Ghelspad . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Termana . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Asherak . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24The Dragon Lands . . . . . . . . . . . . . . . . . . . . . . . 25Other Planes of Existence . . . . . . . . . . . . . . . . . . . 25New Languages . . . . . . . . . . . . . . . . . . . . . . . . 26Changelog . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Monsters by Type 27

Monsters by Challenge Rating 29

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Chapter 1

Monsters

Automaton, Hammerer

Source: Monster Manual 2Medium construct, unalignedArmor Class: 15 (natural armor)Hit Points: 25 (3d8+12)Speed: 20 ft

STR DEX CON INT WIS CHA21 (+5) 11 (+0) 18 (+4) 1 (-5) 9 (-1) 4 (-3)

Skills: Perception +1Damage Immunities: poisonCondition Immunities: exhaustion, paralyzed, petrified, poisonedSenses: passive Perception score 11Languages: understands the languages of its creator but can’t speakChallenge: 1 (200 XP)

Grappler: The automaton has advantage on attack rolls againstcreatures grappled by it.

Siege Engine: The automaton deals double damage against objects andstructures.

Unreliable: When the automaton starts its turn, it must roll 1d6. On aroll of 1-2, the automaton is incapacitated until the end of its currentturn.

Actions

Pincer: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8(1d6+5) damage, and the target is grappled (escape DC 15). Thegrapple ends if the automaton attacks another creature.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 14(2d8+5) bludgeoning damage.

Automaton, Pulverizer

Source: Monster Manual 2Medium construct, unalignedArmor Class: 15 (natural armor)Hit Points: 17 (2d8+8)Speed: 40 ft

STR DEX CON INT WIS CHA17 (+3) 11 (+0) 18 (+4) 1 (-5) 9 (-1) 4 (-3)

Skills: Perception +3Damage Resistances: thunderDamage Immunities: poisonCondition Immunities: exhaustion, paralyzed, petrified, poisonedSenses: blindsight 30 ft, passive Perception score 13Languages: understands the languages of its creator but can’t speakChallenge: 1 (200 XP)

Echolocation: The automaton can’t use its blindsight while deafened

Siege Engine: The automaton deals double damage against objects andstructures.

Unreliable: When the automaton starts its turn, it must roll 1d6. On aroll of 1-2, the automaton is incapacitated until the end of its currentturn.

Actions

Multiattack: The automaton makes two Slam attacks.

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6(1d6+3) bludgeoning damage.

Shriek (recharge 5-6): The automaton emits an ear-piercing shriek. Allcreatures that can hear the automaton in a 30 ft cone in front of it mustsucceed a DC 14 Constitution saving throw, taking 9 (2d8) thunderdamage on a failed save, or half as much on a successful one. If thetarget is within 5 ft of the automaton and fails its saving throw, it is alsostunned until the end of the automaton’s next turn.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Blackstone Gigant

Source: Fiend FolioHuge construct, neutral evilArmor Class: 17 (natural armor)Hit Points: 189 (14d12+98)Speed: 40 ft, climb 30 ft, fly 40 ft

STR DEX CON INT WIS CHA25 (+7) 17 (+3) 24 (+7) 6 (-2) 10 (+0) 10 (+0)

Damage Resistances: acid, cold, fire, lightning, thunderDamage Immunities: necrotic, poisonCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, tremorsense 120 ft, passive Perceptionscore 10Languages: understands Infernal, Titan Speech but can’t speakChallenge: 17 (18,000 XP)

Legendary Resistance (3/day): When the blackstone gigant fails asaving throw, it can choose to succeed instead.

Magic Resistance: The blackstone gigant has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The blackstone gigant weapon attacks are magical.

Actions

Multiattack: The blackstone gigant makes four Slam attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 10 ft, one target. Hit: 20(3d8+7) bludgeoning damage and the target must make a DC 10Constitution saving throw. The DC increases by 1 each time theblackstone gigant hits the target, to a maximum of 20.

On a failed save, the target begins to turn to stone and is restrained. Itmust repeat the saving throw at the start of its next turn. On a success,the effect ends and the DC is reset to 10. On a failure, the target ispetrified until freed by a greater restoration spell or similar magic.

Tail Slap: Melee Weapon Attack: +12 to hit, reach 20 ft, up to twocreatures within 10 ft of each other. Hit: 34 (6d8+7) bludgeoningdamage and the target must make a DC 20 Strength saving throw or bepushed back 30 ft and knocked prone.

Animate Statue: The blackstone gigant magically animates onepetrified creature it can see within 60 ft. The target can make a DC 20Charisma saving throw, ending the effect on a successful save. On afailed save, the target becomes animated as an Animated Armor for 10minutes under the blackstone gigant’s telepathic control. The effectends if the target and the gigant are not on the same plane of existence.

Legendary Actions

Slam: The blackstone gigant makes one Slam attack.

Move: The blackstone gigant moves by its movement speed.

Animated Attack: One petrified creature animated by the blackstone’sgigant makes an attack.

Blood Warmachine

Source: Fiend Folio (Blood Golem of Hextor)Medium construct, lawful evilArmor Class: 16 (natural armor)Hit Points: 63 (6d10+30)Speed: 20 ft

STR DEX CON INT WIS CHA18 (+4) 8 (-1) 20 (+5) 2 (-4) 10 (+0) 6 (-2)

Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: necrotic, poisonCondition Immunities: charmed, exhaustion, frightened, poisonedSenses: darkvision 60 ft, passive Perception score 10Languages: understands Infernal but can’t speakChallenge: 6 (2,300 XP)

Blood Dependency: Every 24 hours the blood warmachine looses 5(1d10) hit points, and its hit points maximum decreases by the sameamount. If the warmachine reaches 0 hit points, it is destroyed.

Magic Weapons: The blood warmachine weapon attacks are magical.

Actions

Multiattack: The blood warmachine makes two Heavy Flail attacks.

Heavy Flail: Melee Weapon Attack: +7 to hit, reach 10 ft, one target.Hit: 15 (2d10+4) bludgeoning damage.

Blood Siphon (recharge 5-6): Melee Spell Attack: +3 to hit, reach 5 ft,one creature below its maximum hit points. Hit: 9 (2d8) necroticdamage and the target must make a DC 16 Constitution saving throw.On a failed save, the target takes 18 (4d8) additional necrotic damage,and the blood warmachine regains as many hit points and its hit pointsmaximum is increased by the same amount, up to 63. On a successfulsave, the target becomes immune to this ability for 24 hours.

Whirlwind of Death: The blood warmachine spins its heavy flails in a10-ft radius around it. Every creature in the area must make a DC 15Strength saving throw. On a failed save, the target takes 26 (4d10+4)bludgeoning damage and is knocked prone. On a successful save, thetarget takes only half damage and remains standing.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Bronze Serpent

Source: Monster Manual 2Huge construct, unalignedArmor Class: 17 (natural armor)Hit Points: 84 (8d12+32)Speed: 50 ft, burrow 30 ft, climb 30 ft

STR DEX CON INT WIS CHA19 (+4) 21 (+5) 20 (+5) 1 (-5) 13 (+1) 3 (-4)

Skills: Perception +4Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: lightning, poisonCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, passive Perception score 14Languages: understands the languages of its creator but can’t speakChallenge: 8 (3,900 XP)

Damage Absorption: Whenever the bronze serpent is subjected tolightning damage, it takes no damage and instead regains a number ofhit points equal to the amount of lightning damage dealt.

Magic Resistance: The bronze serpent has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The bronze serpent weapon attacks are magical.

Shock: The bronze serpent has advantage on attack rolls when using itsBite attack against creatures primarily made of metal, wearing metalarmor, or carrying a significant amount of metal.

Actions

Multiattack: The bronze serpent makes one Bite and one Constrictattacks.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 8(1d8+4) piercing damage and 22 (5d8) lightning damage.

Constrict: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit:17 (3d8+4) bludgeoning damage, and the target is grappled (escapeDC 15). Until the grapple ends, the target is restrained, and the bronzeserpent can’t use that attack against another creature.

Caryatid Column

Source: Fiend FolioMedium construct, unalignedArmor Class: 16 (natural armor)Hit Points: 52 (7d8+21)Speed: 30 ft

STR DEX CON INT WIS CHA18 (+4) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 13 (+1)

Damage Immunities: poisonCondition Immunities: exhaustion, petrified, poisonedSenses: darkvision 60 ft, passive Perception score 11Languages: understands the languages of its creator but can’t speakChallenge: 3 (700 XP)

Magic Weapons: The caryatid column weapon attacks are magical.

Shapechanger: The caryatid column can use its action to polymorphinto a stone column up to 25-ft high, 2-ft diameter, or back to its trueform. While in column form, the caryatid column has a speed of 0 andis incapacitated, but has immunity against bludgeoning, piercing andslashing damage from nonmagical attacks damage, and isindistinguishable from a normal stone column.

Summon Weapon: If the caryatid column is disarmed, it can create anew weapon from its own body with a bonus action.

Actions

Multiattack: The caryatid column makes two Greatsword attacks.

Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft, one target.Hit: 13 (2d8+4) slashing damage.

Reactions

Break Weapon: When the caryatid column is hit by a manufacturedmelee weapon, it can attempt to break it. The wielder of the weaponmust make a DC 15 Strength saving throw, with advantage if it wields amagical weapon. On a success, the weapon does not break and isimmune to this ability for 25 hours. On a failed save, the caryatidcolumn takes only half damage from the attack, and the weapon breaksand becomes unusable until repaired. If the weapon is magical, it loosesits magical properties for 1 minute but is not broken.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Clockwork Horror, Adamantine

Source: Monster Manual 2Small construct (clockwork horror), lawful evilArmor Class: 16 (natural armor)Hit Points: 90 (12d6+48)Speed: 50 ft, climb 30 ft

STR DEX CON INT WIS CHA20 (+5) 19 (+4) 18 (+4) 17 (+3) 24 (+7) 21 (+5)

Damage Vulnerabilities: thunderDamage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: lightning, poisonCondition Immunities: exhaustion, petrified, poisonedSenses: blindsight 30 ft, passive Perception score 17Languages: MechanicalChallenge: 9 (5,000 XP)

Hive Mind: While the clockwork horror is within 10 miles of a gold,platinum or adamantine clockwork horror, it can communicatetelepathically with all other the clockwork horror in the same area. theclockwork horror can’t be surprised, unless all others in this radius aresurprised as well.

Magic Resistance: The clockwork horror has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The clockwork horror weapon attacks are magical.

Thunder Vulnerability: When the clockwork horror takes thunderdamage, it becomes blinded and can’t use its blindsight. At the start ofeach of its following turn, roll 1d6. On a roll of 5-6, the clockworkhorror recovers its senses.

Actions

Multiattack: The clockwork horror makes two Razor Saw attacks.

Razor Saw: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit:16 (2d10+5) slashing damage and 11 (2d10) force damage.

Ray of Destruction (recharge 4-6): Ranged Spell Attack: +8 to hit,range 60 ft, one target. Hit: 33 (6d10) force damage, and the clockworkhorror can choose one of the following effects:

- All spells and magic effects that are affecting the target are dispelled,as a dispel magic spell cast using a 6th-level spell slot (spellcastingability check +5 to dissipate spells of 7th-level or higher).

- The target must make a Constitution saving throw (DC 16) or take anadditional 33 (6d10) force damage. If the target is a Large or smallerobject, it is automatically destroyed. If the target is a creature and isbrought to 0 hit points by this effect, it is disintegrated.

Clockwork Horror, Electrum

Source: Monster Manual 2Small construct (clockwork horror), lawful evilArmor Class: 14 (natural armor)Hit Points: 22 (3d6+12)Speed: 30 ft, climb 30 ft

STR DEX CON INT WIS CHA12 (+1) 13 (+1) 18 (+4) 5 (-3) 14 (+2) 5 (-3)

Damage Vulnerabilities: thunderDamage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: lightning, poisonCondition Immunities: exhaustion, petrified, poisonedSenses: blindsight 30 ft, passive Perception score 12Languages: MechanicalChallenge: 1/2 (100 XP)

Hive Mind: While the clockwork horror is within 10 miles of a gold,platinum or adamantine clockwork horror, it can communicatetelepathically with all other the clockwork horror in the same area. theclockwork horror can’t be surprised, unless all others in this radius aresurprised as well.

Magic Resistance: The clockwork horror has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The clockwork horror weapon attacks are magical.

Pack Tactics: The clockwork horror has advantage on attack rollsagainst a creature if at least one of the clockwork horror allies is within5 ft of that creature and is not incapacitated.

Thunder Vulnerability: When the clockwork horror takes thunderdamage, it becomes blinded and can’t use its blindsight. At the start ofeach of its following turn, roll 1d6. On a roll of 5-6, the clockworkhorror recovers its senses.

Actions

Razor Saw: Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit:6 (1d10+1) slashing damage.

Pressure Dart: Ranged Weapon Attack: +3 to hit, range 20/80 ft, onetarget. Hit: 5 (1d8+1) piercing damage.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Clockwork Horror, Gold

Source: Monster Manual 2Small construct (clockwork horror), lawful evilArmor Class: 14 (natural armor)Hit Points: 45 (6d6+24)Speed: 30 ft, climb 30 ft

STR DEX CON INT WIS CHA14 (+2) 15 (+2) 18 (+4) 9 (-1) 16 (+3) 11 (+0)

Damage Vulnerabilities: thunderDamage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: lightning, poisonCondition Immunities: exhaustion, petrified, poisonedSenses: blindsight 30 ft, passive Perception score 13Languages: MechanicalChallenge: 3 (700 XP)

Hive Mind: While the clockwork horror is within 10 miles of a gold,platinum or adamantine clockwork horror, it can communicatetelepathically with all other the clockwork horror in the same area. theclockwork horror can’t be surprised, unless all others in this radius aresurprised as well.

Magic Resistance: The clockwork horror has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The clockwork horror weapon attacks are magical.

Thunder Vulnerability: When the clockwork horror takes thunderdamage, it becomes blinded and can’t use its blindsight. At the start ofeach of its following turn, roll 1d6. On a roll of 5-6, the clockworkhorror recovers its senses.

Actions

Multiattack: The clockwork horror makes two Razor Saw attacks.

Razor Saw: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit:7 (1d10+2) slashing damage.

Lightning Bolt (recharge 4-6): The clockwork horror shoots lightningin a 5-ft wide, 80-ft long line in front of it. Creatures caught in the areamust succeed a DC 14 Dexterity saving throw, taking 21 (6d6) lightningdamage on a failure, or half as much on a success.

Clockwork Horror, Platinum

Source: Monster Manual 2Small construct (clockwork horror), lawful evilArmor Class: 15 (natural armor)Hit Points: 67 (9d6+35)Speed: 40 ft, climb 30 ft

STR DEX CON INT WIS CHA16 (+3) 17 (+3) 18 (+4) 13 (+1) 20 (+5) 15 (+2)

Damage Vulnerabilities: thunderDamage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantine weaponsDamage Immunities: lightning, poisonCondition Immunities: exhaustion, petrified, poisonedSenses: blindsight 30 ft, passive Perception score 15Languages: MechanicalChallenge: 5 (1,800 XP)

Hive Mind: While the clockwork horror is within 10 miles of a gold,platinum or adamantine clockwork horror, it can communicatetelepathically with all other the clockwork horror in the same area. theclockwork horror can’t be surprised, unless all others in this radius aresurprised as well.

Magic Resistance: The clockwork horror has advantage on all savingthrows against spells and magical effects.

Magic Weapons: The clockwork horror weapon attacks are magical.

Thunder Vulnerability: When the clockwork horror takes thunderdamage, it becomes blinded and can’t use its blindsight. At the start ofeach of its following turn, roll 1d6. On a roll of 5-6, the clockworkhorror recovers its senses.

Actions

Multiattack: The clockwork horror makes two Razor Saw attacks.

Razor Saw: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit:10 (2d6+3) slashing damage and 7 (2d6) lightning damage.

Lightning Command (recharge 4-6): Up to three clockwork horrorsallied to the clockwork horror can spend their reaction to make a singleAttack, or take the Dash or Disengage action. If the target makes anattack and hits, it deals an additional 7 (2d6) lightning damage.

Alternatively, a clockwork horror that was blinded by thunder damagecan recover its senses.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Dread Guard

Source: Monster Manual 2Medium construct, unalignedArmor Class: 16 (natural armor)Hit Points: 26 (4d8+8)Speed: 30 ft

STR DEX CON INT WIS CHA17 (+3) 11 (+0) 15 (+2) 6 (-2) 13 (+1) 2 (-4)

Damage Resistances: cold, fire, necroticDamage Immunities: poisonCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, passive Perception score 11Languages: understands the languages it knew in life but can’t speakChallenge: 1 (200 XP)

Necromantic Power: The dread guard is considered as an undead forall effects that specifically affect undead, except that it can’t be turned.

Undead Fortitude: If damage reduces the dread guard to 0 hit points, itmust make a Constitution saving throw (DC 5 + amount of damagetaken), unless the damage is radiant or from a critical hit. On a success,the dread guard drops to 1 hit points instead.

Actions

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.Hit: 7 (1d8+3) slashing damage.

Golem, Brain

Source: Fiend FolioLarge construct (golem), unalignedArmor Class: 16 (inertial armor)Hit Points: 94 (9d10+45)Speed: 20 ft

STR DEX CON INT WIS CHA19 (+4) 11 (+0) 20 (+5) 16 (+3) 11 (+0) 8 (-1)

Damage Immunities: poison, psychic; bludgeoning, piercing andslashing damage from nonmagical attacks not made with adamantineweaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisoned, stunnedSenses: darkvision 60 ft, passive Perception score 12Languages: understands the languages of its creator but can’t speakChallenge: 7 (2,900 XP)

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Sense Mind: The golem detects the exact position of any sentientcreature within 100 ft, unless its thoughts are protected with a mindblank or nondetection spell or a similar effect.

Actions

Multiattack: The golem makes two Slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13(2d8+4) bludgeoning damage.

Mind Blast (recharge 5-6): The golem magically emits psychic energyin a 30-ft cone. Each creature in the area must succeed a DC 14Intelligence saving throw of take 21 (4d8+3) psychic damage and bestunned for 1 minute. A creature can repeat the saving throw at the endof each of its turn, ending the effect on itself on a success.

Reactions

Psychic Discharge: When the golem is hit by an attack from a creatureit can sense within 100 ft, the target must make a DC 14 Intelligencesaving throw or take 12 (2d8+3) psychic damage.

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Page 11: VOLUME 1. CONSTRUCTS - WordPress.com · Source: Fiend Folio Medium construct, unaligned Armor Class: 16 (natural armor) Hit Points: 52 (7d8+21) Speed: 30 ft STR DEX CON INT WIS CHA

MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Golem, Brass

Source: Monster Manual 2Large construct (golem), unalignedArmor Class: 16 (natural armor)Hit Points: 84 (8d10+40)Speed: 30 ft

STR DEX CON INT WIS CHA18 (+4) 11 (+0) 20 (+5) 3 (-4) 14 (+2) 7 (-2)

Damage Immunities: poison, psychic; bludgeoning, piercing andslashing damage from nonmagical attacks not made with adamantineweaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, passive Perception score 12Languages: understands the languages of its creator but can’t speakChallenge: 8 (3,900 XP)

Charge: If the golem moves at least 20 ft straight toward a target andthen hits it with a Gore attack, the attack deals 22 (4d10) additionaldamage. If the target is a creature, it must succeed a DC 15 Strengthsaving throw or be pushed up to 20 ft and knocked prone.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Innate Spellcasting (1/day): The golem can innately cast maze,requiring no material components. Its innate spellcasting ability isWisdom (spell save DC 13).

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Maze Hunter: As a bonus action, the golem can make a Greataxeattack against a creature trapped in its maze spell.

Recall Path: The golem can perfectly recall any path it has traveled

Actions

Multiattack: The golem makes two Greataxe attacks.

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 20(3d10+4) piercing damage.

Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit:17 (2d12+4) slashing damage.

Golem, Chain

Source: Monster Manual 2Medium construct (golem), unalignedArmor Class: 15 (natural armor)Hit Points: 47 (5d8+25)Speed: 30 ft

STR DEX CON INT WIS CHA18 (+4) 17 (+3) 20 (+5) 5 (-3) 11 (+0) 1 (-5)

Damage Immunities: fire, poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: blindsight 30 ft, passive Perception score 10Languages: understands the languages of its creator but can’t speakChallenge: 5 (1,800 XP)

Damage Absorption: Whenever the golem is subjected to fire damage,it takes no damage and instead regains a number of hit points equal tothe amount of fire damage dealt.

Extend Reach: As a bonus action, the golem can extend its reach forone Spiked Chain or Spiked Hook attack it makes on this turn to 20 ft.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem makes two melee weapon attacks.

Spiked Chain: Melee Weapon Attack: +7 to hit, reach 10 ft, one target.Hit: 8 (1d8+4) piercing damage and the target is grappled (escape DC15). The creature is restrained until the grapple ends. The golem cangrapple up to one Huge, two Large, or four Medium or smaller creaturesat a time.

Spiked Hook: Melee Weapon Attack: +7 to hit, reach 10 ft, one target.Hit: 11 (2d6+4) slashing damage and the target must succeed a DC 15Constitution saving throw. On a failed save, the target takes 7 (2d6)necrotic damage at the start of each of its turn for 1 minute, or until thetarget receives healing. The target can make a new saving throw on eachof its turn, ending the effect on a success.

Chain Barrier (recharge 5-6): The golem whirls its chains in a 5 ftradius around itself. Any creature caught in the area or that enters thearea after it is created must succeed a DC 15 Dexterity saving throw,taking 24 (7d6) slashing damage on a failed save, or half as much on asuccessful one.

Until the start of the golem’s next turn, the area becomes difficultterrain, the golem speed is reduced to 0, and any ranged attack thatcrosses the area is made at disadvantage. The effect ends if the golem ispushed away from its position or knocked prone.

Fling: One Medium or smaller object or creature grappled by the golemis thrown up to 30 ft in a random direction and knocked prone. If athrown target hits a solid surface, it takes 3 (1d6) bludgeoning damagefor every 10 ft it was thrown. If the target is thrown at another creature,that creature must succeed on a DC 15 Dexterity saving throw or takethe same damage and be knocked prone.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Golem, Demonflesh

Source: Fiend FolioLarge construct (golem), chaotic evilArmor Class: 15 (natural armor)Hit Points: 168 (16d10+80)Speed: 50 ft, fly 50 ft

STR DEX CON INT WIS CHA25 (+7) 8 (-1) 20 (+5) 8 (-1) 12 (+1) 13 (+1)

Damage Resistances: acid, cold, fireDamage Immunities: lightning, poison; bludgeoning, piercing andslashing damage from nonmagical attacks not made with adamantineweaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: truesight 60 ft, passive Perception score 11Languages: AbyssalChallenge: 12 (8,400 XP)

Fiendish Essence: The golem is also considered as a fiend for alleffects that specifically affects fiends.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem uses its Terrifying Gaze, and then makes oneBite, one Claw and one Slam attacks.

Bite: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 20(2d12+7) piercing damage.

Claw: Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 23(3d10+7) slashing damage.

Slam: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 16(2d8+7) bludgeoning damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft, one target. Hit: 14(2d6+7) piercing damage and the target must make a Constitutionsaving throw (DC 17) or take another 21 (6d6) poison damage and beincapacitated until the end of its next turn.

Terrifying Gaze: The golem magically instills fear in one creature itcan see within 30 ft. If the two can see each other, the target must makea DC 13 Charisma saving throw. On a failed save, the target becomesfrightened by the golem for 1 minute, and its speed drops to 0 for aslong as it is frightened and can see the golem. The target can repeat thesaving throw at the end of each of its turn, ending the effect on itself ona success. If the target succeeds its saving throw, or if the effect ends,the target becomes immune to the golem Terrifying Gaze for 24 hours.

Golem, Dragonflesh

Source: Monster Manual 2Huge construct (golem), unalignedArmor Class: 18 (natural armor)Hit Points: 161 (14d12+70)Speed: 40 ft, fly 40 ft

STR DEX CON INT WIS CHA22 (+6) 11 (+0) 20 (+5) 4 (-3) 17 (+3) 17 (+3)

Damage Immunities: lightning, poison, psychic; bludgeoning,piercing and slashing damage from nonmagical attacks not made withadamantine weaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: blindsight 150 ft, passive Perception score 13Languages: understands Draconic but can’t speakChallenge: 11 (7,200 XP)

Damage Absorption: Whenever the golem is subjected to lightningdamage, it takes no damage and instead regains a number of hit pointsequal to the amount of lightning damage dealt.

Damage Aversion: If the golem takes fire damage, it has disadvantageon attack rolls and ability checks until the end of its next turn.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem uses its Frightful Presence, and then makesone Bite and two Claw attacks.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 17(2d10+6) piercing damage.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 13(2d6+6) slashing damage.

Tail: Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 20(3d8+6) bludgeoning damage.

Frightful Presence: Each creature of the golem choice within 30 ft ofthe golem and aware of it must make a DC 15 Wisdom saving throw orbecome frightened for 1 minute. A creature can repeat the saving throwat the end of each of its turn, ending the effect on itself on a success. If acreature’s saving throw is successful or the effect ends for it, the creatureis immune to the golem Frightful Presence for the next 24 hours.

Tail Sweep: The golem makes one Tail attack against up to threecreatures within 15 of one another. On a hit, the target must make a DC18 Strength saving throw or be pushed back 20 ft and knocked prone.

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Page 13: VOLUME 1. CONSTRUCTS - WordPress.com · Source: Fiend Folio Medium construct, unaligned Armor Class: 16 (natural armor) Hit Points: 52 (7d8+21) Speed: 30 ft STR DEX CON INT WIS CHA

MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Golem, Hellfire

Source: Fiend FolioLarge construct (golem), lawful evilArmor Class: 16 (natural armor)Hit Points: 105 (10d10+50)Speed: 40 ft

STR DEX CON INT WIS CHA21 (+5) 14 (+2) 20 (+5) 12 (+1) 13 (+1) 14 (+2)

Damage Resistances: acid, lightningDamage Immunities: fire, poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, passive Perception score 11Languages: Ignan, InfernalChallenge: 10 (5,900 XP)

Damage Aversion: If the golem takes cold damage, it has disadvantageon attack rolls and ability checks until the end of its next turn, and all itsfire damage is reduced by half for the same duration.

Fiendish Essence: The golem is also considered as a fiend for alleffects that specifically affects fiends.

Hellfire: A creature that touches the golem or hits it with a melee attackwhile within 5 ft of it takes 13 (3d8) fire damage.20-ft

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem makes two Slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 14(2d8+5) bludgeoning damage and 13 (3d8) fire damage.

Golem, Stained Glass

Source: Monster Manual 2Medium construct (golem), unalignedArmor Class: 16 (natural armor)Hit Points: 66 (7d8+35)Speed: 30 ft

STR DEX CON INT WIS CHA13 (+1) 16 (+3) 20 (+5) 4 (-3) 13 (+1) 7 (-2)

Damage Vulnerabilities: thunderDamage Immunities: poison, psychic, radiant; bludgeoning, piercingand slashing damage from nonmagical attacks not made with adaman-tine weaponsCondition Immunities: blinded, charmed, exhaustion, frightened,paralyzed, petrified, poisonedSenses: darkvision 60 ft, passive Perception score 11Languages: understands the languages of its creator but can’t speakChallenge: 5 (1,800 XP)

False Appearance: While the golem is motionless, it isindistinguishable from an ornamented stained glass window.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem makes two Glass Shard attacks.

Glass Shard: Melee Weapon Attack: +6 to hit, reach 5 ft, one target.Hit: 7 (1d8+3) piercing or slashing damage (to the golem’s choice). Ifthe attack hits by 5 or more, it deals 9 (2d8) additional damage.

Shimmer (recharge 5-6): The golem radiates colorful lights in a 20-ftradius around it. Creatures in the area must make a DC 14 Dexteritysaving throw. On a failed save, the target takes 21 (6d6) radiant damageand is blinded for 1 minute. On a successful save, the target only takeshalf damage and is not blinded. A blinded creature can make a newsaving throw on each of its turn, ending the effect on itself on a success.

If the golem is in an heavily obscured area, the radius decreases to 10ft. If it is in an area of bright light, it increases to 30 ft.

Reactions

Radiant Reflection: When the golem is hit by an effect that dealsradiant damage, it can use its Shimmer action if it is available, orrecharge it otherwise.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Inevitable, Kolyarut

Source: Monster ManualMedium construct (inevitable), lawful neutralArmor Class: 16 (natural armor)Hit Points: 95 (10d8+50)Speed: 30 ft

STR DEX CON INT WIS CHA14 (+2) 13 (+1) 20 (+5) 10 (+0) 17 (+3) 16 (+3)

Saving Throws: Str +5, Dex +5, Int +3, Wis +6Skills: Arcane +3, History +3, Insight +6, Perception +6, Persuasion+6Damage Resistances: necrotic, radiantDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: poisonedSenses: darkvision 60 ft, passive Perception score 16Languages: Celestial, Hedradian, InfernalChallenge: 9 (5,000 XP)

Enforcer of the Law: The inevitable has been assigned a creature whohas broken an oath to eliminate. The inevitable speaks and understandsthe main language of its target, and it always knows the distance anddirection to its target, unless it is on another plane of existence orprotected by a mind blank or nondetection spell, or similar magic.

Legendary Resistance (1/day): When the inevitable fails a savingthrow, it can choose to succeed instead.

Magic Resistance: The inevitable has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The inevitable weapon attacks are magical.

Actions

Multiattack: The inevitable makes two Longsword or two Ray ofEnervation attacks.

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.Hit: 7 (1d8+2) slashing damage and 14 (4d6) necrotic damage.

Ray of Enervation: Ranged Spell Attack: +6 to hit, range 60 ft, onecreature. Hit: 14 (4d6) necrotic damage, and the target must succeed aConstitution saving throw (DC 14). On a failed save, the target takesanother 14 (4d6) necrotic damage and is poisoned for 1 minute. If thetarget was already poisoned, it becomes incapacitated until the end of itsnext turn instead.

Steal Life (recharge 5-6): Melee Spell Attack: +6 to hit, reach 5 ft, onecreature. Hit: 35 (10d6) necrotic damage and the target must succeed aConstitution saving throw (DC 14). On a failed save, the targetmaximum hit points is reduced by the amount of damage taken, and theinevitable regains as many hit points. If the inevitable reaches itsmaximum hit points, it can then use its Ray of Enervation as a bonusaction.

Invisibility: The inevitable magically turns invisible until it attacks,casts a spell, or until its concentration ends (as if concentrating on aspell). Any equipment the inevitable wears or carries is invisible with it.

Inevitable, Marut

Source: Monster ManualLarge construct (inevitable), lawful neutralArmor Class: 16 (natural armor)Hit Points: 115 (11d10+55)Speed: 40 ft

STR DEX CON INT WIS CHA25 (+7) 13 (+1) 20 (+5) 12 (+1) 17 (+3) 18 (+4)

Saving Throws: Int +6, Wis +8, Cha +9Skills: Arcane +6, History +6, Insight +8, Perception +8, Religion +6Damage Resistances: lightning, thunderDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: poisonedSenses: truesight 60 ft, passive Perception score 18Languages: Celestial, Hedradian, InfernalChallenge: 15 (13,000 XP)

Enforcer of the Law: The inevitable has been assigned a creature whohas escaped death to eliminate. The inevitable speaks and understandsthe main language of its target, and it always knows the distance anddirection to its target, unless it is on another plane of existence orprotected by a mind blank or nondetection spell, or similar magic.

Fist of Justice: When the inevitable succeeds two Fist attacks on thesame turn, in can spend its bonus action to trigger one of the followingeffects:

- All creatures within 30 ft of the inevitable must make a Strengthsaving throw (DC 18) or take 11 (2d10) thunder damage and be pushedback 30 ft.

- Until the end of the inevitable’s next turn, all creatures who attack itwith a melee attack must make a Dexterity saving throw (DC 18) or take11 (2d10) lightning damage.

- Spells and magic effects in a 30 ft radius around the inevitable aredispelled, as with a dispel magic spell (spellcaster check +4).

Legendary Resistance (3/day): When the inevitable fails a savingthrow, it can choose to succeed instead.

Magic Resistance: The inevitable has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The inevitable weapon attacks are magical.

Actions

Multiattack: The inevitable makes one Fist of Thunder and one Fist ofLightning. attacks.

Fist of Lightning: Melee Weapon Attack: +12 to hit, reach 5 ft, onetarget. Hit: 16 (2d8+7) bludgeoning damage and 11 (2d10) lightningdamage.

Fist of Thunder: Melee Weapon Attack: +12 to hit, reach 5 ft, onetarget. Hit: 16 (2d8+7) bludgeoning damage and 11 (2d10) thunderdamage.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Inevitable, Quarut

Source: Fiend FolioMedium construct (inevitable), lawful neutralArmor Class: 18 (natural armor)Hit Points: 123 (13d8+55)Speed: 50 ft

STR DEX CON INT WIS CHA20 (+5) 13 (+1) 20 (+5) 14 (+2) 17 (+3) 20 (+5)

Saving Throws: Dex +5, Int +6, Wis +7, Cha +9Skills: Arcane +6, History +6, Insight +7, Perception +7Damage Resistances: forceDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: poisonedSenses: truesight 60 ft, passive Perception score 18Languages: Celestial, Hedradian, InfernalChallenge: 11 (7,200 XP)

Dimensional Protector: The inevitable radiates an aura of protection ina 60 ft radius around it. This aura acts as an antimagic aura, except itonly suppresses spell and effects that affect gravity (includingtelekinesis), space (including any teleport effect) or time (such as hasteor time stop). The inevitable can activate and deactivate the aura as abonus action. The aura doesn’t suppress the inevitable’s own abilities.

Enforcer of the Law: The inevitable has been assigned a creature whohas transgressed space or time to eliminate. The inevitable speaks andunderstands the main language of its target, and it always knows thedistance and direction to its target, unless it is on another plane ofexistence or protected by a mind blank or nondetection spell, or similarmagic.

Magic Resistance: The inevitable has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The inevitable weapon attacks are magical.

Actions

Multiattack: The inevitable makes two Slam attacks.

Slam: Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12(2d6+5) bludgeoning damage and the target must make a DC 17Strength saving throw or take 14 (4d6) force damage and be magicallypushed back 60 ft.

Stasis (recharge 5-6): The inevitable magically holds up to threecreatures it can see within 60 ft of it, and within 20 ft of each other. Thetarget must succeed a DC 17 Intelligence saving throw or be paralyzedfor 1 minute. A target can repeat the saving throw at the end of each ofits turn, ending the effect on itself on a successful save. However, if thenew saving throw is also a failure, the target takes 21 (6d6) psychicdamage.

Teleport: The inevitable magically teleports, along with any equipmentit is wearing or carrying, up to 120 ft ft to an unoccupied space it cansee. It can make a Slam attack immediately before or after the teleport.

Inevitable, Varakhut

Source: Fiend FolioLarge construct (inevitable), lawful neutralArmor Class: 18 (natural armor)Hit Points: 157 (15d10+75)Speed: 50 ft

STR DEX CON INT WIS CHA22 (+6) 15 (+2) 20 (+5) 18 (+4) 19 (+4) 22 (+6)

Saving Throws: Dex +8, Int +10, Wis +10, Cha +12Skills: Arcane +10, History +10, Insight +10, Perception +10,Religion +10Damage Resistances: psychicDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: charmed, frightened, poisonedSenses: truesight 60 ft, passive Perception score 20Languages: Celestial, Hedradian, InfernalChallenge: 17 (18,000 XP)

Enforcer of the Law: The inevitable has been assigned a creature whohas ursuped the powers of the gods to eliminate. The inevitable speaksand understands the main language of its target, and it always knows thedistance and direction to its target, unless it is on another plane ofexistence or protected by a mind blank or nondetection spell, or similarmagic.

Legendary Resistance (3/day): When the inevitable fails a savingthrow, it can choose to succeed instead.

Magic Resistance: The inevitable has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The inevitable weapon attacks are magical.

Actions

Multiattack: The inevitable makes two Slam attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 17(2d10+6) bludgeoning damage. If the target is marked by the inevitable,it takes 11 (2d10) additional psychic damage.

Divine Vortex (recharge 5-6): The inevitable creates a magic vortexcentered on a point of space within 60 ft of it. All creatures within 30 ftof the vortex must make a DC 20 Strength saving throw or take 63(18d6) force damage and be pulled 20 ft toward the center of the vortex.On a successful save, the target only takes half damage and is not pulled.

Mark of Justice: The inevitable magically marks one creature it cansee within 60 ft. The target must make a DC 20 Intelligence savingthrow. On a successful save, the target takes 21 (6d6) psychic damageand suffers no other effects. On a failed save, the target takes 42 (12d6)psychic damage and becomes marked by the inevitable for 1 minute.While marked by the inevitable, the target can’t cast spells or use magicabilities, has disadvantage on all saving throws against the inevitableabilities, and takes 21 (6d6) psychic damage each time it makes anattack.

The inevitable can only mark one creature at a time. If it marksanother creature, any previous mark is freed from the effect. The markcan be removed with a remove curse spell or similar magic.

Legendary Actions

Slam: The inevitable makes one Slam attack.

Divine Justice (costs 2 actions): One creature the inevitable can seeand within 60 ft of it must make a DC 20 Strength saving throw or bemagically pulled to an empty space adjacent to the inevitable.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Dispel Magic (costs 3 actions): The inevitable casts dispel magic,requiring no components (spellcasting ability check +6).

Inevitable, Zelekhut

Source: Monster ManualLarge construct (inevitable), lawful neutralArmor Class: 16 (natural armor)Hit Points: 73 (7d10+35)Speed: 40 ft

STR DEX CON INT WIS CHA21 (+5) 11 (+0) 20 (+5) 10 (+0) 17 (+3) 15 (+2)

Saving Throws: Int +3, Wis +6Skills: History +3, Insight +6, Perception +6Damage Resistances: lightningDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: poisonedSenses: darkvision 60 ft, passive Perception score 16Languages: Celestial, Hedradian, InfernalChallenge: 7 (2,900 XP)

Blurred Movement: Attack rolls against the inevitable havedisadvantage unless it is incapacitated or restrained.

Enforcer of the Law: The inevitable has been assigned a creature whohas escaped justice to eliminate. The inevitable speaks and understandsthe main language of its target, and it always knows the distance anddirection to its target, unless it is on another plane of existence orprotected by a mind blank or nondetection spell, or similar magic.

Lightning Chain: If the inevitable hits the same creature with itsSpiked Chain twice during its turn, the inevitable can spend a bonusaction to force the target to make a Dexterity saving throw (DC 13) ortake 14 (4d6) lightning damage.

Magic Resistance: The inevitable has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The inevitable weapon attacks are magical.

Actions

Multiattack: The inevitable makes two Spiked Chain attacks.

Spiked Chain: Melee Weapon Attack: +8 to hit, reach 10 ft, one target.Hit: 14 (2d8+5) slashing damage.

Silver Prison (recharge 5-6): The inevitable targets one Large creatureor smaller it can see within 30 ft. The target must make a Charismasaving throw (DC 13). On a failed save, the target is bound by silverchains for 1 minute: the target is restrained, and the inevitable can take abonus action on its turn to force the target to make a new Charismasaving throw (DC 13) or take 14 (4d6) psychic damage, provided theinevitable is still within 30 ft of the target.

Iron Cobra

Source: Fiend FolioSmall construct, unalignedArmor Class: 15 (natural armor)Hit Points: 32 (5d6+15)Speed: 30 ft, climb 20 ft

STR DEX CON INT WIS CHA12 (+1) 17 (+3) 16 (+3) 5 (-3) 11 (+0) 6 (-2)

Skills: Perception +2, Stealth +5, Survival +2Damage Immunities: poisonCondition Immunities: poisonedSenses: darkvision 60 ft, passive Perception score 12Languages: understands the languages of its creator but can’t speakChallenge: 1/2 (100 XP)

Faultless Tracker: The iron cobra is given a quarry by its master. Theiron cobra knows the direction and distance to its quarry, as long as thetwo are on the same plane of existence. The iron cobra also knows thelocation of its master.

Shadow Stealth: While in dim light or darkness, the iron cobra cantake the Hide action as a bonus action.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6(1d6+3) piercing damage and the target must make a DC 14Constitution saving throw. On a failed save, the target is poisoned for 1minute. If the target was already poisoned, it takes 7 (2d6) poisondamage instead.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Juggernaut

Source: Monster Manual 2Huge construct, unalignedArmor Class: 11 (natural armor)Hit Points: 103 (9d12+45)Speed: 10 ft

STR DEX CON INT WIS CHA22 (+6) 3 (-4) 20 (+5) 5 (-3) 15 (+2) 6 (-2)

Damage Immunities: acid, cold, fire, poison, psychic; bludgeoning,piercing and slashing damage from nonmagical attacks not made withadamantine weaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: blindsight 60 ft, passive Perception score 12Languages: understands the languages of its creator but can’t speakChallenge: 9 (5,000 XP)

All-Around Vision: The juggernaut can’t be surprised, and allopportunity attacks against it have disadvantage.

Hiding Space: The juggernaut contains a hiding space large enough forone Large or two Medium or smaller creatures. Any creature in thejuggernaut hiding space is blinded and has total cover against attacksand other effects from outside the juggernaut (including attacks fromthe juggernaut itself). A creature inside the juggernaut hiding space canexit by spending 10 ft of movement. A creature can enter the hidingspace only if the juggernaut or its master allows it.

Innate Spellcasting (3/day): The juggernaut can innately cast wall offorce, requiring no material components. Its innate spellcasting abilityis Charisma.

Magic Weapons: The juggernaut weapon attacks are magical.

Siege Engine: The juggernaut deals double damage against objects andstructures.

Actions

Multiattack: The juggernaut makes two Slam attacks.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 22(3d10+6) bludgeoning damage.

Squash: The juggernaut moves in a 10-ft square next to its currentspace. All Large or smaller creatures in the area must make a DC 17Dexterity saving throw. On a success, the target is pushed back 10 ft.On a failed save, the target is pinned under the juggernaut: the targetimmediately takes 55 (10d10) bludgeoning damage and becomes proneand restrained. At each of its turn, the target can take an action to makea DC 17 Strength (Athletics) or Dexterity (Acrobatics), ending the effecton a success. If a creature ends its turn while being pinned, it must makea DC 17 Strength saving throw or take 55 (10d10) bludgeoning damage.

If the juggernaut moves or is moved, all creatures pinned under it arefreed.

Maug

Source: Fiend FolioLarge construct, lawful evilArmor Class: 18 (natural armor)Hit Points: 42 (5d10+15)Speed: 40 ft

STR DEX CON INT WIS CHA16 (+3) 13 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1)

Skills: Intimidation +3Damage Immunities: poisonCondition Immunities: exhaustion, poisonedSenses: darkvision 60 ft, passive Perception score 10Languages: Giant, Terran, TitanspeechChallenge: 2 (400 XP)

Graft: The maug has one graft from the list below.- Locking Hand. The maug gains the following action. Melee Weapon

Attack: +5 to hit, reach 5 ft, one creature. Hit: 10 (2d6+3) slashingdamage and the target is grappled (escape DC 14). The grapple ends ifthe maug attacks another creature.

- Roller. The maug movement speed increases by 20 ft and ignoresdifficult terrain. It has disadvantage on all Strength (Athletics) checks toclimb or jump.

- Shoving Arm. The maug gains the following action. Melee WeaponAttack: +5 to hit, reach 10 ft, one creature. Hit: 10 (2d6+3) bludgeoningdamage and the target must make a DC 14 Strength saving throw or bepushed back 15 ft and knocked prone.

- Shudder Plate. The maug gains tremorsense 20 ft, but hasdisadvantage on all Dexterity (Stealth) checks.

- Spiked Stones. At the start of each of its turn, the maug deals 7 (2d6)piercing damage to any creature grappling it.

- Stone Spitter. The maug gains the following action. Ranged WeaponAttack: +5 to hit, range 20/80 ft, one target. Hit: 13 (3d6+3)bludgeoning damage.

Siege Engine: The maug deals double damage against objects andstructures.

Actions

Multiattack: The maug makes two melee attacks.

Two-bladed Sword: Melee Weapon Attack: +5 to hit, reach 10 ft, onetarget. Hit: 12 (2d8+3) slashing damage.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Necrophidius

Source: Fiend FolioSmall construct, unalignedArmor Class: 15 (natural armor)Hit Points: 19 (5d6+9)Speed: 30 ft, climb 20 ft

STR DEX CON INT WIS CHA11 (+0) 16 (+3) 17 (+3) 3 (-4) 11 (+0) 12 (+1)

Skills: Perception +2, Stealth +5, Survival +2Damage Immunities: necrotic, poisonCondition Immunities: charmed, frightened, poisonedSenses: darkvision 60 ft, passive Perception score 12Languages: understands the languages of its creator but can’t speakChallenge: 1/4 (50 XP)

Telepathic Bond: While the necrophidius is on the same plane ofexistence as its master, it can magically convey what it senses to itsmaster, and the two can communicate telepathically.

Sneak Attack: Once per turn, the necrophidius deals an extra 3 (1d6)damage when it hits a target with a weapon attack and has advantage onthe attack roll, or when the target is within 5 ft of an ally of thenecrophidius that isn’t incapacitated and the necrophidius doesn’t havedisadvantage on the attack roll.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5(1d4+3) piercing damage and the target must make a DC 13Constitution saving throw. On a failed save, the target becomespoisoned for 1 minute, or paralyzed until the end of its next turn if itwas already poisoned.

Dance of Death: The necrophidius magically hypnotizes creatures whocan see it within 30 ft of it. A target must succeed a DC 11 Charismasaving throw or be charmed by the necrophidius for 1 minute. Whilecharmed, the target is incapacitated and has its speed reduced to 0. Atthe end of each of its turn, the target can make repeat the saving throw,ending the effect on itself on a success. The effect also ends if thenecrophidius moves outside the line of sight of the target.

If the target succeeds its saving throw, or when the effect ends for it, itbecomes immune to this effect for the next 24 hours.

Nimblewright

Source: Monster Manual 2Medium construct, unalignedArmor Class: 17 (natural armor)Hit Points: 76 (9d8+36)Speed: 40 ft

STR DEX CON INT WIS CHA17 (+3) 21 (+5) 18 (+4) 10 (+0) 15 (+2) 17 (+3)

Damage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: exhaustion, paralyzed, petrified, poisonedSenses: darkvision 60 ft, passive Perception score 12Languages: Ahnae, TermaneanChallenge: 7 (2,900 XP)

Damage Aversion: If the nimblewright takes cold or fire damage, it hasdisadvantage on attack rolls and ability checks until the end of its nextturn.

Magic Weapons: The nimblewright weapon attacks are magical.

Reactive: The nimblewright can take one reaction on every turn in acombat.

Tripping Thrust: If the nimblewright hits the same creature twicesince the end of its previous turn, the target must make a DC 14Strength saving throw or be knocked prone.

Actions

Multiattack: The nimblewright makes two Rapier attacks.

Rapier: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 9(1d8+5) piercing damage. If the attack hits by 5 or more, it deals 9(2d8) additional damage.

Tumbling Attack (recharge 5-6): The nimblewright moves by 40 ftwithout triggering attacks of opportunities. During its movement, it canmake up to three Rapier attacks against different creatures.

Reactions

Parry: The nimblewright adds +3 to its AC against one melee attackthat would hit it, provided that the nimblewright can see the attacker andis wielding a melee weapon.

Riposte: When a creature targets the nimblewright with a melee attack,the nimblewright can make a Rapier against it.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Raggamoffyn, Common

Source: Monster Manual 2Medium construct (raggamoffyn), any chaoticArmor Class: 13 (natural armor)Hit Points: 15 (2d8+6)Speed: 30 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA14 (+2) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 17 (+3)

Damage Immunities: poisonCondition Immunities: paralyzed, poisonedSenses: blindsight 30 ft, passive Perception score 12Languages: telepathy 30 ft (other raggamoffyns only)Challenge: 1 (200 XP)

Antimagic Susceptibility: The raggamoffyn is incapacitated while inthe area of an antimagic field. If targeted by dispel magic, theraggamoffyn must succeed a Constitution saving throw against thecaster’s spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature, the raggamoffyntakes only half the damage dealt to it, and the grappled creature takesthe other half.

False Appearance: While the raggamoffyn is motionless, it isindistinguishable from a pile of clothing.

Fragmented Shape: The raggamoffyn can occupy the same space as aMedium or smaller creature. It can move through any space as narrowas 1 ft wide without squeezing.

Suffocate: As a bonus action, the raggamoffyn can attempt to suffocatethe creature it is wrapping. The target must make a DC 13 Constitutionsaving throw. On a failed save, the target takes 5 (1d6+2) bludgeoningdamage and starts suffocating.

Actions

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5(1d6+2) bludgeoning damage.

Wrap: Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in theraggamoffyn space. Hit: 5 (1d6+2) bludgeoning damage and theraggamoffyn wraps itself around the target. The target becomesgrappled (escape DC 12). Until the grapple ends, the raggamoffyn isrestrained and can’t use its Slam attack against the target or its Wrapattack against another creature. However, the raggamoffyn movesalongside the target and always stays in the same space.

Control Host (recharge 5-6): The raggamoffyn tries to magicallydominate a creature it is wrapped around. The target must succeed a DC13 Wisdom saving throw. On a failure, the target is charmed by theraggamoffyn, can’t take reactions, and the raggamoffyn controls itsactions.

Each time the target takes damage, or once every 24 hours, the targetcan make a new saving throw, ending the effect on itself on a success.Once a creature has succeeded a saving throw against this effect, oronce this effect ends, it becomes immune to the raggamoffyn’s ControlHost for 24 hours.

Raggamoffyn, Guttersnipe

Source: Monster Manual 2Medium construct (raggamoffyn), any chaoticArmor Class: 14 (natural armor)Hit Points: 45 (6d8+18)Speed: 30 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA13 (+1) 13 (+1) 16 (+3) 10 (+0) 16 (+3) 17 (+3)

Damage Immunities: poison, radiantCondition Immunities: paralyzed, poisonedSenses: blindsight 30 ft, passive Perception score 13Languages: telepathy 30 ft (other raggamoffyns only)Challenge: 3 (700 XP)

Antimagic Susceptibility: The raggamoffyn is incapacitated while inthe area of an antimagic field. If targeted by dispel magic, theraggamoffyn must succeed a Constitution saving throw against thecaster’s spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature, the raggamoffyntakes only half the damage dealt to it, and the grappled creature takesthe other half.

False Appearance: While the raggamoffyn is motionless, it isindistinguishable from a pile of working tools.

Fragmented Shape: The raggamoffyn can occupy the same space as aMedium or smaller creature. It can move through any space as narrowas 1 ft wide without squeezing.

Actions

Multiattack: The raggamoffyn makes two Slam attacks.

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4(1d6+1) bludgeoning, piercing or slashing damage (to the raggamoffynchoice).

Wrap: Melee Weapon Attack: +5 to hit, reach 0 ft, one creature in theraggamoffyn space. Hit: 4 (1d6+1) bludgeoning damage and theraggamoffyn wraps itself around the target. The target becomesgrappled (escape DC 11). Until the grapple ends, the raggamoffyn isrestrained and can’t use its Slam attack against the target or its Wrapattack against another creature. However, the raggamoffyn movesalongside the target and always stays in the same space.

Control Host (recharge 5-6): The raggamoffyn tries to magicallydominate a creature it is wrapped around. The target must succeed a DC13 Wisdom saving throw. On a failure, the target is charmed by theraggamoffyn, can’t take reactions, and the raggamoffyn controls itsactions.

Each time the target takes damage, or once every 24 hours, the targetcan make a new saving throw, ending the effect on itself on a success.Once a creature has succeeded a saving throw against this effect, oronce this effect ends, it becomes immune to the raggamoffyn’s ControlHost for 24 hours.

Glitterdust (recharge 5-6): The raggamoffyn spreads diamond dust ina 20 ft radius around itself. Any invisible creature or object in the area isrevealed, as if the effect had ended. Creatures in the area must make aDC 13 Dexterity saving throw or be blinded for 1 minute. A creatureblinded by this effect can take its action to wipe its eyes and end thecondition.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Raggamoffyn, Shrapnyl

Source: Monster Manual 2Large construct (raggamoffyn), any chaoticArmor Class: 15 (natural armor)Hit Points: 68 (8d10+24)Speed: 30 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA18 (+4) 11 (+0) 16 (+3) 10 (+0) 19 (+4) 17 (+3)

Damage Vulnerabilities: thunderDamage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacksDamage Immunities: poisonCondition Immunities: paralyzed, poisonedSenses: blindsight 30 ft, passive Perception score 13Languages: telepathy 30 ft (other raggamoffyns only)Challenge: 6 (2,300 XP)

Antimagic Susceptibility: The raggamoffyn is incapacitated while inthe area of an antimagic field. If targeted by dispel magic, theraggamoffyn must succeed a Constitution saving throw against thecaster’s spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature, the raggamoffyntakes only half the damage dealt to it, and the grappled creature takesthe other half.

False Appearance: While the raggamoffyn is motionless, it isindistinguishable from a pile of weapons.

Fragmented Shape: The raggamoffyn can occupy the same space as aLarge or smaller creature. It can move through any space as narrow as 1ft wide without squeezing.

Magic Weapons: The raggamoffyn weapon attacks are magical.

Actions

Multiattack: The raggamoffyn makes two Slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 13(2d8+4) bludgeoning, piercing or slashing damage (to the raggamoffynchoice).

Wrap: Melee Weapon Attack: +5 to hit, reach 0 ft, one creature in theraggamoffyn space. Hit: 13 (2d8+4) bludgeoning damage and theraggamoffyn wraps itself around the target. The target becomesgrappled (escape DC 15). Until the grapple ends, the raggamoffyn isrestrained and can’t use its Slam attack against the target or its Wrapattack against another creature. However, the raggamoffyn movesalongside the target and always stays in the same space.

Control Host (recharge 5-6): The raggamoffyn tries to magicallydominate a creature it is wrapped around. The target must succeed a DC14 Wisdom saving throw. On a failure, the target is charmed by theraggamoffyn, can’t take reactions, and the raggamoffyn controls itsactions.

Each time the target takes damage, or once every 24 hours, the targetcan make a new saving throw, ending the effect on itself on a success.Once a creature has succeeded a saving throw against this effect, oronce this effect ends, it becomes immune to the raggamoffyn’s ControlHost for 24 hours.

Cloud of Steel (recharge 5-6): The raggamoffyn explodes in a deadlycloud of weapons. All creatures within 20 ft of the raggamoffyn mustsucceed a DC 15 Dexterity saving throw, taking 22 (4d10) slashingdamage on a failure, or half as much on a success.

Any creature wrapped by the raggamoffyn is freed, both from thegrapple and the COntrol Host ability.

Raggamoffyn, Tatterdemanimal

Source: Monster Manual 2Small construct (raggamoffyn), any chaoticArmor Class: 13Hit Points: 13 (2d6+6)Speed: 30 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA10 (+0) 17 (+3) 16 (+3) 10 (+0) 17 (+3) 15 (+2)

Damage Resistances: bludgeoningDamage Immunities: poisonCondition Immunities: paralyzed, poisonedSenses: blindsight 30 ft, passive Perception score 13Languages: telepathy 30 ft (other raggamoffyns only)Challenge: 1/2 (100 XP)

Antimagic Susceptibility: The raggamoffyn is incapacitated while inthe area of an antimagic field. If targeted by dispel magic, theraggamoffyn must succeed a Constitution saving throw against thecaster’s spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature, the raggamoffyntakes only half the damage dealt to it, and the grappled creature takesthe other half.

False Appearance: While the raggamoffyn is motionless, it isindistinguishable from a pile of tattered rags.

Fragmented Shape: The raggamoffyn can occupy the same space as aMedium or smaller creature. It can move through any space as narrowas 1 ft wide without squeezing.

Actions

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5(1d4+3) bludgeoning damage.

Wrap: Melee Weapon Attack: +5 to hit, reach 0 ft, one creature in theraggamoffyn space. Hit: 5 (1d4+3) bludgeoning damage and theraggamoffyn wraps itself around the target. The target becomesgrappled (escape DC 10). Until the grapple ends, the raggamoffyn isrestrained and can’t use its Slam attack against the target or its Wrapattack against another creature. However, the raggamoffyn movesalongside the target and always stays in the same space.

Control Host (recharge 5-6): The raggamoffyn tries to magicallydominate a creature it is wrapped around. The target must succeed a DC12 Wisdom saving throw. On a failure, the target is charmed by theraggamoffyn, can’t take reactions, and the raggamoffyn controls itsactions.

Each time the target takes damage, or once every 24 hours, the targetcan make a new saving throw, ending the effect on itself on a success.Once a creature has succeeded a saving throw against this effect, oronce this effect ends, it becomes immune to the raggamoffyn’s ControlHost for 24 hours.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Retriever

Source: Monster ManualHuge construct, chaotic evilArmor Class: 16 (natural armor)Hit Points: 136 (13d12+52)Speed: 50 ft

STR DEX CON INT WIS CHA21 (+5) 17 (+3) 18 (+4) 7 (-2) 11 (+0) 1 (-5)

Skills: Investigation +8, Perception +4, Survival +4Damage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacks not made with adamantine weaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: truesight 60 ft, passive Perception score 14Languages: understands Abyssal but can’t speakChallenge: 9 (5,000 XP)

Fiendish Essence: The retriever is also considered as a fiend for alleffects that specifically affects fiends.

Faultless Tracker: The retriever is given a quarry by its master. Theretriever knows the direction and distance to its quarry, as long as thetwo are on the same plane of existence. The retriever also knows thelocation of its master. If the retriever can see its quarry, it can use itsEye Ray as a bonus action.

Sense Magic: The retriever senses magic within 60 ft of it at will. Thistrait otherwise works like the detect magic spell but isn’t magical itself.

Siege Engine: The retriever deals double damage against objects andstructures.

Actions

Multiattack: The retriever makes three Claw attacks.

Claw: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 16(2d10+5) slashing damage.

Eye Ray: Ranged Spell Attack: +4 to hit, range 60 ft, one target. Hit:42 (12d6) cold, fire or lightning damage (the retriever’s choice).

Rogue Eidolon

Source: Monster Manual 2Large construct, chaotic neutralArmor Class: 15 (natural armor)Hit Points: 52 (5d10+25)Speed: 30 ft

STR DEX CON INT WIS CHA21 (+5) 11 (+0) 20 (+5) 2 (-4) 6 (-2) 13 (+1)

Damage Immunities: necrotic, poison, psychic; bludgeoning, pierc-ing and slashing damage from nonmagical attacks not made with silverweaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: blindsight 60 ft, passive Perception score 8Languages: understands Celestian, Hedradian, Infernal, Titan Speechbut can’t speakChallenge: 5 (1,800 XP)

Fiendish Essence: The eidolon is also considered as a fiend for alleffects that specifically affects fiends.

Desecrated Aura: The eidolon projects an aura of desecration in a 30-ftradius around itself. A creature with divine abilities that enters the areamust make a DC 12 Wisdom saving throw. On a failed save, the targethas disadvantage on all attack rolls and ability checks it makes in theaura for 1 hour, provided the aura is active. On a successful save, thetarget becomes immune to the eidolon aura for 24 hours.

The eidolon can deactivate or activate the aura with a bonus action. Ifthe eidolon is targeted by a dispel evil and good spell, it must make aCharisma saving throw against the spell save DC. On a failed save, theaura is deactivated and the eidolon can’t reactivate it for 1 hour.

Divine Resistance: The eidolon has advantage on all saving throwsagainst divine spells and magical effects.

Magic Weapons: The eidolon weapon attacks are magical.

Actions

Multiattack: The eidolon makes two Slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 12(2d6+5) bludgeoning damage. If the target can cast divine spells or hasdivine abilities, it must make a DC 12 Wisdom saving throw or take anadditional 14 (4d6) psychic damage.

Blood Spray (recharge 5-6): Ranged Spell Attack: +4 to hit, range 60ft, one target. Hit: 12 (2d10+1) psychic damage and the target mustmake a DC 12 Wisdom saving throw. On a failed save, the targetbecomes charmed by the eidolon for 1 minute, and must use all itsactions to attack its closest allies. The target can make a new savingthrow at the end of each of its turn, ending the effect on itself on asuccess.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Runic Guardian

Source: Monster Manual 2Large construct, unalignedArmor Class: 17 (natural armor)Hit Points: 161 (17d10+68)Speed: 30 ft

STR DEX CON INT WIS CHA22 (+6) 13 (+1) 18 (+4) 7 (-2) 12 (+1) 3 (-4)

Damage Immunities: poisonCondition Immunities: charmed, exhaustion, frightened, paralyzed,poisonedSenses: blindsight 10 ft, darkvision 60 ft, passive Perception score 11Languages: understands commands given in any language but can’tspeakChallenge: 9 (5,000 XP)

Bound: The guardian is magically bound to an amulet. As long as theguardian and its amulet are on the same plane of existence, the amulet’swearer can telepathically call the guardian to travel to it, and theguardian knows the distance and direction to the amulet. If the guardianis within 60 ft of the amulet’s wearer, half of any damage the wearertakes (rounded up) is transferred to the guardian.

Regeneration: The guardian regains 10 hit points at the start of its turnif it has at least 1 hit point.

Spell Storing: A spellcaster who wears the guardian’s amulet can causethe guardian to store spells of 7th level or lower. To do so, the wearermust cast the spell on the guardian. The spell has no effect but is storedwithin the guardian. When commanded to do so by the wearer or whe asituation arises that was predefined by the spellcaster, the guardian caststhe spell with any parameters set by the original caster, requiring nocomponents.

The guardian can store several spells, as long as the sum of their leveldoes not exceed 7th. When a new spell is cast that would exceed thislimit, previously stored spells are lost, starting from the lowest-levelspell, until the sum of the stored spell is equal or under 7th. Once a spellis cast or spent in an Exploding Glyph, it is also lost.

Actions

Multiattack: The guardian makes two Slam attacks.

Slam: Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 15(2d8+6) bludgeoning damage. If the guardian hits the same creaturetwice on its turn, the creature must make a DC 17 Strength saving throwor be stunned until the end of its next turn.

Exploding Glyph: The guardian can consume one of its stored spells ina burst of magic energy. All creatures within 30 ft of the guardian mustmake a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage perspell level on a failed save, or half as much on a successful one. If thespell spent deals damage, then this ability deals damage of the sametype instead of fire. The stored spell is lost.

Reactions

Shield: When a creature makes an attack against the wearer of theguardian’s amulet, the guardian grants a +3 bonus to the wearer’s AC ifit is within 5 ft of the wearer.

Zodar

Source: Fiend FolioMedium construct, neutralArmor Class: 17 (natural armor)Hit Points: 104 (11d8+55)Speed: 60 ft

STR DEX CON INT WIS CHA26 (+8) 16 (+3) 20 (+5) 15 (+2) 16 (+3) 10 (+0)

Saving Throws: Con +9, Int +6, Wis +7, Cha +4Skills: Athletics +11, History +6, Insight +7, Perception +7Damage Resistances: force, piercing, psychic, slashingDamage Immunities: poison; bludgeoning, piercing and slashingdamage from nonmagical attacksCondition Immunities: blinded, charmed, deafened, exhaustion,frightened, paralyzed, petrified, poisoned, stunnedSenses: truesight 60 ft, passive Perception score 17Languages: allChallenge: 13 (10,000 XP)

Burst of Strength: As a bonus action, the zodar can gain advantage onall Strength and Constitution ability checks, attack rolls and savingthrows until the end of its next turn, and its leap distance is doubled.Once it has used this trait, it can’t use it again until it recharges(recharge 5-6).

Freedom of Movement: The zodar ignores difficult terrain, andmagical effects can’t reduce its speed or cause it to be restrained. It canspend 5 ft of movement to escape from nonmagical restraints or beinggrappled.

Legendary Resistance (3/day): When the zodar fails a saving throw, itcan choose to succeed instead.

Magic Weapons: The zodar weapon attacks are magical.

Standing Leap: The zodar long jump is up to 60 ft and its high jump isup to 30 ft, with or without a running start.

Actions

Multiattack: The zodar makes two melee attacks.

Slam: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 18(2d10+7) bludgeoning damage. If the zodar is under the effects of itsBurst of Strength trait, the target must make a DC 19 Strength savingthrow or take 22 (4d10) force damage and be pushed back 60 ft andknocked prone.

Grab: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 14(2d6+7) bludgeoning damage, and the target is grappled (escape DC19). The grapple ends if the zodar attacks another creature.

Legendary Actions

Slam: The zodar makes one Slam attack.

Constrict: One creature grappled by the zodar must make a DC 19Strength saving throw or take 14 (2d6+7) bludgeoning damage.

Move: The zodar moves by its movement speed.

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MONSTERS OF THE SCARRED LANDS volume 1. Constructs

Chapter 2

Use in the Scarred Lands

This chapter provides additional details on how to insert new monstersin a Scarred Lands campaign. These are only examples of storylines;feel free to change them or adapt them to better fit your campaign.

Ghelspad

AutomatonsAutomatons were designed in the early stages of the Ledean empire, asa tool to build the cities and fortresses of the new regime. It is rumoredthat they were conceived by an unlikely alliance of elves, dwarves andhuman wizards. Various magical mishaps and inner disputes within theteam lead to the project being abandonned, and thus the very fewsurviving automatons are unreliable at best.

The formulae to create automatons has been lost since. Gest Ganestpretended to have found a way to replicate them, and stabilize the magicthat animates them, but never showed proof of his theories. Nowadays,automatons can be found in some ancients Ledean ruins, for thosedaring enough to visit them.

Caryatid ColumnThe caryatid columns were originally the defenders of Hedrada’s maintemple in Susephra, Ankila’s capital. During the Calastian invasion, thecolumns disappeared from the temple, leading some to believe thatAnkila had lost its divine patron. And sure enough, Ankila fell a fewweeks after the columns’ disappearance. Their fate remains unknown tothis day, though the Patriarchs in Hedrad have sent several investigatorsin Ankila and the surrounding coutries to solve this mystery.

Clockwork HorrorsThese strange creatures are fortunately extremely rare, as their potentialfor devastation is immense. The Loremasters of Lokil have recordedseveral outbreaks of clockwork horrors in different parts of Ghelspadand Termana. The last to date was in the Plains of Lede, not far offMithril, and near a ruin of the mysterious Ancients. It is not sure howthese creatures relate to this forgotten civilization.

Gest Ganest have studied a specimen that was given to him by a groupof adventurer. However, only a few notes on the margin of a scroll havesurvived the Divine War.

GolemsGolem, Brass. These golems were created by the mysterious taurons toguard their labyrinths. They are rarely seen outside of a tauron’sdomain, even if some have been glimpsed accomplishing some missionor another for their masters. The drendali have shown some interest incapturing one of these golems, to help them in their constant war againstBurok Torn.

Golem, Demonflesh. The terrifying demonflesh golem is a sinistercreation of the warlocks of the Obsidian Pyres. These summonersgrafted parts of different demons to one another to create thesemonstrosities. Initially, they were used as studies of a demon’s body, inorder to advance their own goal towards becoming demons themselves.Since then, they have become the warlocks trusted servants andprotectors.

Iron CobraThese constructs are a well-guarded secret of the high gorgons. Thesepowerful followers of Mormo use the iron cobras as spies, or, in somerare occasions, assassins. The gorgons generally use them to pry uponother worshippers of Mormo, as they know that most druids arepowerless against the metallic constructs.

In the recent years, the gorgons have shared their secrets with thedrendalis of Dier Drendal, as part as the alliance between the twopeople. It is probable that, with the help of the dark elves, a new breedof iron cobra will be created, larger, stronger, better.

NecrophidiusThese small constructs were created by a convent of ratmen known asthe Bonemakers. These unlikely alliance of several species, includingplagued, red witches, or white shadows has proven over the years to bea fearsome foe, and rather adept magic-users. The necrophidius servesas an improved homonculus, spying on foes, or delivering messages toother warrens. In more than one occasion, a necrophidius was sent to anearby human village to assassinate an adventurer in its sleep, before hecould become a danger for the ratmen.

The Krewe of Bones, in Termana, also build constructs similar to thenecrophidius, although theirs are generally more colorful than theirslitheren counterparts.

RaggamoffynsThe rare raggamoffyns are animated objects that seek to control othercreatures. Similarly to spontaneous golems, the raggamoffyns are notcreated by any sentient being (even though scholars have theorized thatEnkili is behind their existence). Sages of the Phylacteric Vault havetaken a special interest into these creatures, notably considering theirhistory. It might be that other types of raggamoffyns exist, which haveyet to be discovered.

Raggamoffyn, Common. This specimen was discovered in thePhylacteric Vault, when a mage found one morning its own garmentsanimated by some unseen force. This was first thought as a prank, untilit was established that this was actually a creature. The raggamoffynrampaged in the Phylacteric Vault, causing some chaos around it untildisappearing altogether. Since then, the sages of the Phylacteric Vaulthave been studying these strange creatures, hoping to find a way toeither stop their rampage, or at least control them.

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Raggamoffyn, Guttersnipe. This type of raggamoffyn was found inBridged City, animated from the tools of one of the workers attendingthe repair of a majestic bridge. This caused the construction to halt foralmost a year, until the creature was found and finally destroyed. Thedwarves of Burok Torn have admitted that they met several of these intheir own forges, yet they never indicated the best way to deal withthose.

Raggamoffyn, Shrapnyl. These vicious creatures are animated in oldbattlefields from the Divine War. Several have been seen aroundGhelspad, trying to find new conflicts to fight. One particular specimenmanaged to control a half-orc mercenary of the Crimson Legion, andcan now be hired for a price. The Phylacteric Vault tried to capture thatspecimen, but it has since then escaped to Shelzar, where the pay ismore substential.

Raggamoffyn, Tatterdemanimal. The first known specimen wasreported in an halfling slum in Calastia. It was first thought to be aghost, until the clerics of Chardun found that their powers wereineffective against it. It has escaped multiple times, and have beeninvolved in several incidents with the halfling resistance, sometimeshelping them, sometimes impending their efforts. Its currentwhereabouts are unknown.

Runic GuardianThe dwarves of Burok Torn have created these constructs using theirmastery of runic magic. By tradition, the King or his family is generallyprotected by one of these guardians, even though some monarchs haverefused this honor. King Thain is one of them, as he argued that the linkbetween the runic guardian and the amulet that controls it is a liability:What if the amulet were stolen? What if the link was subverted by someunknown magic? After all, the drendali elves are masters of golems andconstructs, and surely they could seize control of the guardians. Forthese reasons, King Thain prefers the protection of his loyal subjects,rather than the mystic protection of the runic guardians.

Termana

Bronze SerpentThese creatures were created by the yuan-tis to defend their citiesduring their war against the asaathi. After their defeat, the asaathi stolethe secrets of the bronze serpent fabrication, and therefore, bronzeserpents can be found protecting ruins of both races, either in the YellowJungle in Termana or in the Kan Tet marshes in Ghelspad.

The followers of Elamash, in the far-distant Asherak, also buildguardians similar to the bronze serpents. Whether they found theformula by themselves, or stole it from either the asaathi or the yuan-ti,is unknown.

GolemsGolem, Brain. These golems are the creations of the terrible mindflayes who leave deep below the Tepuje cities in the Gamulganjus. Theywere never seen outside the mind flayer’s domain.

Golem, Chain. The servants of Chardun were the insidious mindsbehind the construction of these horrors. They were first created by thecharduni dwarves of Termana, as silent guardians to oversee the slavesin the capital. After the Divine War, the charduni lost the Slaver’s favor,and lost their ability to build and control these machines. Since then,chain golems can be found throughout the lands formerly occupied bythe Charduni, notably in Chardunanae or in Calastia.

The Monastery of the Sacred Chain, in Calastia, is currently workingalongside the Church of the Purifying Thorn to create new chaingolems. It is rumored that monks of that twisted monastery areattempting to transform themselves into the image of chain golems,becoming an aberration between human and construct.

Golem, Stained Glass. The forsaken elves used to decorate theirtemples and cities with these delicate yet deadly wardens. When ThatWhich Abides fell, the elves lost their control over the golems, and thesecrets to produce them. They still lurk in the ruins of the elven cities,as a tragic reminder of their former glory.It is rumored that Heterotecles, the Glass Mage, learned to build thesegolems. However, he did not transmit his secrets to his apprentices. Themages of the Philacteric Vault, under the impulse of their alchemicalsavants, have started studying these strange constructs, and arepreparing expeditions to Termana to learn more about them.

MaugThe maugs are a terrible creation of Golthagga, who crafted them usingiron ore found in the Titansforge mountains. They bear the distinctivemark of the titan, as each maug has a unique and monstrous feature.They served as footsoldiers in the armies of the titans during the DivineWar, during which most were destroyed.

The few remaining maugs have found their way back to the Titansforgemountains, where they prepare for a new conquest. They have alliedthemselves with giants, rock goblins, and other monsters from themountains, and have even sent emissaries to the Iron Desert or theCentaur Plains. Soon, they hope, they will raise an army powerfulenough to crush any follower of the gods who stands in their way.

NimblewrightNimblewrights were created by the high elves as sparring partners fortheir elite duellists. Since the Divine War, the forsaken elves lost controlover their creation, and the secrets to fabricate them. Somenimblewrights went mad and attacked their former masters. They stillhaunt the citadels where they used to train, attacking any intruder orthief that would dare venture in their domain.

However, some nimblewrights gained a mind of their own, leaving theelvish lands to discover the world. These creatures are generally morepeaceful, but have a need to proove their skill in duel. They will seekworthy adversaries and challenge them in one-on-one combat,sometimes to the first blood, sometimes to death. Some of these roguenimblewrights have been spotted as far off as Vesh, Darakeene, or NewVenir.

Asherak

Blackstone GigantThe blackstone gigant (and fortunately, there exists only one) is themonstrous protector of the city of Taroke in the Fertile Cresent. It wasElamash’s gift to the city at the end of the Divine War, and some havesuggested (although not within earing distance of the temple) that theLizard King actually stole this creation from his mother Mormo. Afterall, that would explain why the statue understands Titan Speech as wellas Infernal.

Rumors of the blackstone gigant have reached Ghelspad amongstMormo’s followers. A race seems to have started between the BloodCrone in the Hornsaw Forest and Queen Sharliss in Khirdet to steal thegigant, or create a new, better one.

Dread GuardThe dread guards are creations of the clergy of Gamgal, in Asherak, andcan be found protecting the sanctuaries in the city of Ravyyk. Asopposed to golems, which are inhabited by elemental spirits, the dreadguards are inhabited by the souls of deceased soldiers.

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The priests of Gamgal never force a soul into becoming a dread guard.Instead, servants of the god, when feeling their death arrive, volunteerfor the transformation ritual, which is conducted in the depths of theRavyyk ziggurat, and under strict supervision. There are only 999 dreadguards in the city. When a new soldier becomes a dread guard, anotheris freed from its duty and allowed to finally rest in peace.

GolemsGolem, Hellfire. The hellfire golems are servants of Subastas, thedevilish god of the desert. They protect his temples from intruders, andrarely set foot outside their designated areas. Regularly, the clerics ofSubastas make ritual sacrifices to the god, in which the victim is boundto a hellfire golem until it dies. The god feeds himself from the screamsand agony of the victim (generally, a servant of an opposite religion),and rewards his followers with magic blessings.

JuggernautThese war machines were created by the Chardunite god-king Kanith,and were instrumental in his conquests in the Riverlands. Later, priestsin the Andoral Federation learned how to create these monstrous siegeengines as well, despite some concern among the Madrielites; after all,the juggernauts are embodiement of destruction, and those should notbe used as weapons by the servants of Good.Other Chardunite cities have tried to reproduce Kanith’s creations, buthave failed so far, as Kanith (and now his widow and successor Janaia)have refused to share their secrets with their fellows.

RetrieverRetrievers were originally created long before the Divine War by thedemon prince Kaereth after a courageous (or foolish) sorcerer stole anartifact from him. Kaereth asked Hrinruuk to help him in the creation ofthese beasts, and the titan obliged, granting them surnatural trackingabilities. Soon after the sorcerer was found, captured, and tortured todeath, while the artifact found its way back to Kaereth’ fortress.

When Kaereth aligned himself with Hrinruuk during the Divine War,the gods decided to punish the demon lord for his treason. Using blackmagic, Belsameth seized the controls of the retrievers, and sent themagainst their former master. Kaereth was forced into exile in the depthsof the Abyss, in places so dark even gods won’t wander.

Retrievers are a rare sight in the Scarred Lands since then, and weremostly seen in the theocratic city-states of Asherak. Followers ofBelsameth, Vangal or Hrinruuk sometimes call upon their services, butshould be warned, as these are bitter creatures, who will hunt and killtheir summoner if he is not careful enough in his commands.

Rogue EidolonThese poor creatures were the guardians of the temples of an unknowndeity, before the Divine War. When the Seraphic Engine exploded, thatdeity was amongst the divine casualties: its name was forgotten, andmost of its followers went mad or died of terrible pain. The eidolonthemselves went rogue, forsaking their duty and seeking revenge fortheir lost god. Since the Divine War, they roam around Asherak, huntingdown clerics, paladins and other servants of the gods.

Some have allied themselves with followers of the Flayed God, and afew erudites have proposed that the god the eidolons served was theFlayed God himself. Other have argued that eidolons might not berelated to a single divinity, but a small pantheon instead, in a similarfashin that Gamgal, Kadeshu and Otossal are different aspects of the NeMorga.

The Dragon Lands

Blood WarmachineThe blood warmachines are the elite soldiers in the armies of ClanTalance, and one of the reasons the clan is so feared by the others. Thesorcerers of Clan Talance experimented a long time before reachingtheir current formula, which still has some flaws, as the warmachinesrequire a constant influx of blood to work. Fortunately, the regular warsand skirmishes the Clan is involved provides enough blood for theirsmall contingent.

A well-guarded secret, both by Clan Talance and Clan Drask, is that thefirst blood warmachines were powered by the blood of halfling slaves.The atrocities commited by the human sorcerers against these poor soulsis the reason of the deep hatred the halflings have against Clan Talance.

GolemsGolem, Dragonflesh. Dragonflesh golems were initially created inancient time by Hetherkaleb of the Glorious Devil-Dragon Society as amean to explore her own immortality. When the other dragons saw whathorrors she had created, she was was harshly punished and exiled fromthe Dragon Lands. Since then, practicing the craft of the dragonflesh isforbidden, and the very few foolish sorcerers who attempted to do sowere tracked down and executed by the mighty dragons.

It is rumoured that Hetherkaleb found her way to the Chain Mountainsin Termana, in which case one might find some of her creations in theregion.

ZodarThe enigmatic zodar is a rare sight in the Dragon Lands, and even rareron other continents. Scholars have long speculated on its nature and itsorigin, but all agree that it appeared at the time of the Divine War. Somesay that it is a servant of the gods sent to spy on them, other pretend thatit is possessed by a wizard curious of the Dragon Lands.

The zodar seems interested in magic of all form, be it artifacts, ancientspells, or exotic components. He generally joins some adventuringparty, help them in their hunt, and then leaves with the most interestingitems in the lot.

It is not known whether all sighting of the zodar were of the samecreature, or distinct creatures. It has been seen on occasion around theBlood Bayou in Termana, and also has a keen interest in Gest Ganest’sold laboratory.

Other Planes of Existence

InevitablesThe dreaded inevitables are the embodiement of Hedrada’s justice. Theywere designed by the god himself for the sole purpose of enforcing hisdivine law, and making sure mortals would not escape judgement.

There are only a limited number of inevitables of each type. When theyare not in the Material Plane, the inevitables wait pateintly in a vault inthe planar city of Aureon, beneath Hedrada’s palace. Whileindependent, the inevitables will rarely go on a mission by themselves:they must be summoned or commanded before acting. Sometimes,Hedrada himself, his herald, or a powerful intercessor in Hedrada’sservice would give an inevitable a mission. Most of times however, theinevitables respond to the requests of mortals summoners.

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Calling an inevitable is an act only the most powerful and wisest ofHedrada’s servant are allowed. It is a delicate process, as the summonermust describe to the inevitable its quest in great details for it to agree tothe mission. Calling the wrong type of servant for a mission is a majortransgression of faith, and requires the mortal to atone for its mistakewith some form of quest or service for the church. This ensures that aninevitable powers are not wasted on the wrong mission.

Inevitables are generally called by the most powerful servants ofHedrada. These can be found in the city of Hedrad in Ghelspad, orseveral city-states in Asherak. They are rarely seen outside of theseareas, even if their missions might lead them almost anywhere in theScarred Lands.

New LanguagesThese languages complete the table found in the Scarred LandsPlayer’s Guide.

Exotic LanguagesAbyssal (alphabet: Infernal). This ancient language, related toInfernal, is still spoken by some demons in the Abyss. It has beenslowly replaced by Infernal over the centuries, even if older demonsprefer to speak (and be spoken to) in Abyssal.

Secret LanguagesMechanical. This strange language, made of mechanical chips andsounds, is spoken by the mysterious clockwork horrors. It has no knownalphabet, even though a draft of a transcription have been made by GestGanest using a mixture of Dwarvish runes and phonetic ideograms.

Changelog

September 4, 2017• Added Inevitable (Kolyarut, Marut, Zelekhut) and Retriever from

Monster Manual.

• Added Automaton (Hammerer, Pulverizer), Bronze Serpent,Clockwork Horror (Adamantine, Electrum, Gold, Platinum),Dread Guard, Golem (Brass, Chain, Dragonflesh, Stained Glass),Juggernaut, Nimblewright, Raggamoffyn (Common, Guttersnipe,Shrapnyl, Tatterdemanimal), Rogue Eidolon and Runic Guardianfrom Monster Manual 2.

• Added Blacstone Gigant, Blood Warmachine, Caryatid Column,Golem (Brain, Demonflesh, Hellfire), Inevitable (Quarut,Varakhut), Iron Cobra, Maug, Necrophidius and Zodar from FiendFolio.

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Monsters by Type

ConstructsAutomaton, Hammerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Automaton, Pulverizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Blackstone Gigant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Blood Warmachine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Bronze Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Caryatid Column . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Clockwork Horror, Adamantine . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Clockwork Horror, Electrum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Clockwork Horror, Gold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Clockwork Horror, Platinum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Dread Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Golem, Brain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Golem, Brass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Golem, Chain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Golem, Demonflesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Golem, Dragonflesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Golem, Hellfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Golem, Stained Glass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Inevitable, Kolyarut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Inevitable, Marut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Inevitable, Quarut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Inevitable, Varakhut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Inevitable, Zelekhut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Iron Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Juggernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Maug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Necrophidius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Nimblewright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Raggamoffyn, Common . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Raggamoffyn, Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Raggamoffyn, Shrapnyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Raggamoffyn, Tatterdemanimal . . . . . . . . . . . . . . . . . . . . . . . . . . 20Retriever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Rogue Eidolon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Runic Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Zodar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

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Monsters by Challenge Rating

Challenge Rating 1/4Necrophidius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

Challenge Rating 1/2Clockwork Horror, Electrum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Iron Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Raggamoffyn, Tatterdemanimal . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Challenge Rating 1Automaton, Hammerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Automaton, Pulverizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Dread Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Raggamoffyn, Common . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Challenge Rating 2Maug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Challenge Rating 3Caryatid Column . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Clockwork Horror, Gold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Raggamoffyn, Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Challenge Rating 5Clockwork Horror, Platinum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Golem, Chain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Golem, Stained Glass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Rogue Eidolon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Challenge Rating 6Blood Warmachine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Raggamoffyn, Shrapnyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Challenge Rating 7Golem, Brain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Inevitable, Zelekhut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Nimblewright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Challenge Rating 8Bronze Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Golem, Brass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Challenge Rating 9Clockwork Horror, Adamantine . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Inevitable, Kolyarut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Juggernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Retriever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Runic Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Challenge Rating 10Golem, Hellfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Challenge Rating 11Golem, Dragonflesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Inevitable, Quarut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Challenge Rating 12Golem, Demonflesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Challenge Rating 13Zodar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Challenge Rating 15Inevitable, Marut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Challenge Rating 17Blackstone Gigant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Inevitable, Varakhut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

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