Constructs

Constructs #

Servants #


Gargoyle #

5th Level Troop, Slow Initiative
Cautious, Targets least threatening

AC 20
PD 18
MD 17
HP 72

Furious Claws (Melee, +10 vs AC, 2 attacks)

Hit: 6 damage.

Special: If either attack was Natural 11+, make a third attack.


Statuesque: The Gargoyle counts as one tier higher for the purposes of Skill checks involving it masquerading as a statue to hide from players if lighting is dim or there’s a reason to not be looking at them.

Spend 1 Threat: Until the end of the encounter, while unstaggered, the Gargoyle has Resist 13+ against attacks against AC.


Homunculus #

5th Level Mook, Medium Initiative
Reckless, Targets least threatening

AC 20
PD 18
MD 17
HP 18 (mook)
4 Mooks

Misshapen Claws (Melee, +10 vs AC)

Hit: 5 damage.


Bizarre Manufacture: An enemy who drops a Homunculus while engaged with them takes 1d6 acid, necrotic, or fire damage.

Spend 2 Threat: Use this at the beginning of the encounter. Pick one double-strength or triple-strength ally. While it’s unstaggered and still in the encounter, the group of Homunculi gains 1 Advantage on all attacks.


Awakened Stone Warriors #

12th Level Mook, Slow Initiative
Cautious, Targets most threatening

AC 27
PD 24
MD 25
HP 60 (mook)
6 Mooks

Stone Formation Attack (Melee, +17 vs AC)

Hit: 17 damage.

Stone Formation Spear Throw (Ranged, +17 vs AC, 1 nearby target or 1 far target at 1 Disadvantage)

Hit: 15 damage.


Resist Weapon 11+

Elementals #

All Elementals have Greater Resist and Greater Weakness.

Greater Resist (Damage Type) X+: As standard Resistance, but if the roll is less than X, the Elemental takes no damage. Any non-damage and non-ongoing-damage effects still apply.

Greater Weak to (Damage) X+: As standard Weakness, but if the attack roll is greater than X or there’s no attack roll, increase the damage die size of the attack by 1.


Air Elemental #

5th Level Leader, Fast Initiative
Cautious, Targets most threatening

AC 20
PD 18
MD 17
HP 72

Ball Lightning (Melee, +10 vs PD)

Hit: 12 lightning damage.

Sudden Lightning Bolts (Ranged, +10 vs PD, 1d3 targets)

Hit: 7 lightning damage and any allies engaged with the target may attempt to disengage.


Maneuverability: The Air Elemental gains 2 Advantage to disengage checks against enemies without Flight.

Flight, Greater Resist Lightning 13+, Greater Weak to Force 13+


Storm Elemental #

7th Level Leader, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 22
PD 20
MD 19
HP 228

Ball Lightning (Melee, +12 vs PD)

Hit: 40 lightning damage.

Sudden Lightning Bolts (Ranged, +12 vs PD, 1d3+1 targets)

Hit: 15 lightning damage and any allies engaged with the target may attempt to disengage.


Spend 1 Threat: The enemy may use Gust of Wind this turn.

Gust of Wind (Spell, +12 vs PD, all nearby enemies)

Hit: 15 force damage and any allies engaged with the target may pop off.

Special: When this ability is declared and until the start of the Storm Elemental’s next turn, every time it or one of its allies pops off of, moves away from, or successfully disengages from an enemy, that enemy takes 1d10 thunder damage.


Maneuverability: The Storm Elemental gains 2 Advantage to disengage checks against enemies without Flight.

Flight, Greater Resist Lightning 14+, Greater Weak to Force 14+


Tornado Elemental #

9th Level Leader, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 24
PD 22
MD 21
HP 370

Ball Lightning (Melee, +14 vs PD)

Hit: 75 lightning damage.

Sudden Lightning Bolts (Ranged, +14 vs PD, 1d3+1 targets)

Hit: 25 lightning damage and any allies engaged with the target may attempt to disengage with 1 Advantage.


Spend 1 Threat: The enemy may use Gust of Wind this turn.

Gust of Wind (Spell, +14 vs PD, all nearby enemies)

Hit: 25 force damage and any allies engaged with the target may pop off.

Miss: Any allies engaged with the target may attempt to disengage.

Special: When this ability is declared and until the start of the Tornado Elemental’s next turn, every time it or one of its allies pops off of, moves away from, or successfully disengages from an enemy, that enemy takes 2d10 thunder damage.


Maneuverability: The Tornado Elemental gains 2 Advantage to disengage checks against enemies without Flight.

Flight, Greater Resist Lightning 15+, Greater Weak to Force 15+


Earth Elemental #

5th Level Blocker, Slow Initiative
Cautious, Defender

AC 20
PD 18
MD 17
HP 70

Solid Fist (Melee, +10 vs AC)

Hit: 14 damage, and the target cannot make Opportunity Attacks until the start of the Earth Elemental’s next turn.

Natural 13+ Hit: As Hit, and the target is Stunned until the start of the Earth Elemental’s next turn.


Rock Solid: The Earth Elemental increases its Resist Weapon to 13+ while intercepting.

Resist Weapon 11+, Large 9+, Greater Resist Necrotic 13+, Greater Weak to Acid 13+


Stone Elemental #

7th Level Blocker, Slow Initiative
Double-Strength
Cautious, Defender

AC 22
PD 20
MD 19
HP 224

Two Solid Fists (Melee, +12 vs AC, 2 attacks)

Hit: 22 damage, and the target cannot make Opportunity Attacks until the start of the Stone Elemental’s next turn.

Natural 13+ Hit: As Hit, and the target is Stunned until the start of the Stone Elemental’s next turn.


Spend 1 Threat: The Stone Elemental may use Massive Presence this turn.

Massive Presence (Move)

Until the end of the next turn, whenever a nearby enemy moves to engage a nearby ally or an ally next to the Stone Elemental, roll an 11+ save. On a success, they instead engage with and attack the Stone Elemental and not that ally, as if the Stone Elemental had intercepted their attack.


Rock Solid: The Stone Elemental increases its Resist Weapon to 13+ during a turn where they’ve intercepted an attack (including through Massive Presence).

Resist Weapon 11+, Large 11+, Greater Resist Necrotic 14+, Greater Weak to Acid 14+


Mountain Elemental #

9th Level Blocker, Slow Initiative
Double-Strength
Cautious, Defender

AC 24
PD 22
MD 21
HP 360

Two Massive Fists (Melee, +14 vs AC, 2 attacks)

Hit: 42 damage, and the target cannot make Opportunity Attacks until the start of the Mountain Elemental’s next turn.

Natural 13+ Hit: As Hit, and the target is Stunned until the end of the Mountain Elemental’s next turn.


Spend 1 Threat: The Mountain Elemental may use Massive Presence this turn.

Massive Presence (Move)

Until the end of the next turn, whenever a nearby enemy moves to engage a nearby ally or an ally next to the Mountain Elemental, roll an 11+ save. On a success, they instead engage with and attack the Mountain Elemental and not that ally, as if the Mountain Elemental had intercepted their attack.


Rock Solid: The Mountain Elemental increases its Resist Weapon to 13+ during a turn where they’ve intercepted an attack (including through Massive Presence).

Resist Weapon 11+, Large 11+, Greater Resist Necrotic 15+, Greater Weak to Acid 15+


Fire Elemental #

5th Level Troop, Medium Initiative
Reckless, Targets most threatening

AC 20
PD 18
MD 17
HP 72

Searing Slam (Melee, +10 vs AC)

Hit: 6 weapon damage and 6 fire damage.

Natural 13+ Hit: As Hit, and 3 ongoing fire damage.

Rippling Heat: Anyone without Resist Fire of 12+ or higher is Weak to Fire when engaged with the Fire Elemental.

Greater Resist Fire 13+, Greater Weak to Cold 13+


Blaze Elemental #

7th Level Troop, Medium Initiative
Double-Strength
Reckless, Targets most threatening

AC 22
PD 20
MD 19
HP 228

Searing Flurry (Melee, +12 vs AC, 2 attacks)

Hit: 10 weapon damage and 10 fire damage.

Natural 13+ Hit: As Hit, and 5 ongoing fire damage.


Spend 1 Threat: The Blaze Elemental may use Flamethrower this turn.

Flamethrower (Melee, +12 vs PD, Nearby, 1d3+1 attacks)

Hit: 10 fire damage and 5 ongoing fire damage.


Rippling Heat: Anyone without Resist Fire of 12+ or higher is Weak to Fire when engaged with the Blaze Elemental or taking ongoing fire damage caused by it.

Greater Resist Fire 14+, Greater Weak to Cold 14+


Inferno Elemental #

9th Level Troop, Medium Initiative
Double-Strength
Reckless, Targets most threatening

AC 24
PD 22
MD 21
HP 368

Searing Flurry (Melee, +14 vs AC, 2 attacks)

Hit: 20 weapon damage and 20 fire damage.

Natural 13+ Hit: As Hit, and 10 ongoing fire damage.


Spend 1 Threat: The Inferno Elemental may use Flamethrower this turn.

Flamethrower (Melee, +14 vs PD, Nearby, 1d4+1 attacks)

Hit: 14 fire damage and 8 ongoing fire damage.


Rippling Heat: Anyone without Resist Fire of 13+ or higher is Weak to Fire when engaged with the Inferno Elemental or taking ongoing fire damage caused by it.

Greater Resist Fire 15+, Greater Weak to Cold 15+


Water Elemental #

5th Level Blocker, Slow Initiative
Cautious, Targets most recent

AC 20
PD 18
MD 17
HP 70

Wave Crash (Melee, +10 vs AC)

Hit: 14 damage and the Water Elemental pops off of the target.


Flowing Stream: On any round where the Water Elemental popped off, disengaged, or engaged an enemy on its last turn, attacks against the Water Elemental’s AC that don’t deal lightning damage gain 1 Disadvantage.

Greater Resist Cold 13+, Greater Weak to Lightning 13+


Flood Elemental #

7th Level Blocker, Slow Initiative
Double-Strength
Cautious, Targets most recent

AC 22
PD 20
MD 19
HP 224

Tsunami Crash (Melee, +12 vs AC)

Hit: 44 damage and the Flood Elemental pops off of the target.

Natural 9+ Miss: 22 damage or the Flood Elemental pops off of the target.


Spend 1 Threat: The Flood Elemental may use Tidal Pull this turn.

Tidal Pull (Move, +12 vs PD, all nearby unengaged targets)

Hit: 25 damage and the target immediately moves to engage the Flood Elemental.


Flowing Stream: On any round where the Flood Elemental popped off, disengaged, or engaged an enemy on its last turn, attacks against the Flood Elemental that don’t deal lightning damage gain 1 Disadvantage.

Greater Resist Cold 14+, Greater Weak to Lightning 14+


Monsoon Elemental #

9th Level Blocker, Slow Initiative
Double-Strength
Cautious, Targets most recent

AC 24
PD 22
MD 21
HP 360

Tsunami Crash (Melee, +14 vs AC)

Hit: 84 damage and the Monsoon Elemental pops off of the target.

Natural 9+ Miss: 42 damage or the Monsoon Elemental pops off of the target.

Natural 8- Miss: 21 damage.


Spend 1 Threat: The Monsoon Elemental may use Tidal Pull this turn.

Tidal Pull (Move, +14 vs PD, all nearby unengaged targets)

Hit: 45 damage and the target immediately moves to engage the Monsoon Elemental.


Flowing Stream: On any round where the Monsoon Elemental popped off, disengaged, or engaged an enemy on its last turn, attacks against the Monsoon Elemental that don’t deal lightning damage gain 1 Disadvantage.

Greater Resist Cold 15+, Greater Weak to Lightning 15+

Golems #

All Golems other than the Flesh Golem have Golem Immunity.

Golem Immunity: Unable to become Confused, Dazed, Softened, Hampered, Stunned, or Weakened. If any of these would happen, they either take damage equal to the attacker’s level for 1-round effects or ongoing damage equal to the attacker’s level with the same save as the effect (13+ if the effect would end at the end of the encounter).


Flesh Golem #

4th Level Blocker, Slow Initiative
Double-Strength
Cautious, Defender

AC 17
PD 17
MD 17
HP 144

Sweeping Fists (Melee, +9 vs AC, 2 attacks)

Hit: 10 damage.

Maddened Battlefield Repairs (Melee, +11 vs AC)

Hit: 16 damage, and the flesh golem heals 2d10 damage.

Miss: Half damage and healing.

Special: This can only be used on a staggered living enemy.


Energy Magnet: Whenever a spell that deals cold, fire, or lightning damage targets one of the flesh golem’s nearby allies, the flesh golem rolls a 11+ save. On a success, it becomes the main target of the spell.

Large 9+

Spend 2 Threat: Until the end of the encounter, all flesh golems are healed by cold, fire, and lightning damage for 1 damage for every damage die that would have been rolled for the attack. If the attack had multiple targets and redirects to them as per Energy Magnet, it is now the only target.


Clay Golem #

6th Level Spoiler, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 19
PD 19
MD 19
HP 228

Cursed Clay Slam (Melee, +11 vs AC)

Hit: 36 damage. A creature who’s been damaged by a Clay Golem during the encounter who’s staggered can’t heal to above staggered until the next quick rest.


Golem Immunity, Large 9+, Resistance (every type) 9+

Spend 2 Threat: Resistance for all Clay Golems is 11+ instead of 9+.


Stone Golem #

8th Level Spoiler, Slow Initiative
Double-Strength
Brave, Targets most recent

AC 22
PD 21
MD 21
HP 300

Hard Stone Slam (Melee, +13 vs AC, 2 attacks)

Hit: 30 damage.

Miss: 10 damage.

Tombstone Slam (Melee, +13 vs AC)

Natural Odd Hit: 65 damage and Dazed (11+ save ends).

Natural Even Hit: 65 damage and Hampered (11+ save ends).

Special: Can only be used against staggered targets.


Golem Immunity, Large 9+

Spend 2 Threat: When someone uses a relationship die to change a Stone Golem’s attack roll, you may use this to give the attack 1 Advantage in response.


Iron Golem #

10th Level Wrecker, Slow Initiative
Double-Strength
Reckless, Targets most threatening

AC 24
PD 23
MD 23
HP 440

Iron Fist Assault (Melee, +15 vs AC, 2 attacks)

Hit: 40 damage.

Miss: 4d10 damage.

Special: The Iron Golem may take its Move action between attacks. It takes half damage from Opportunity Attacks while doing this.

Death Cloud (Ranged, +15 vs PD, 1d3+1 nearby targets)

Hit: 36 ongoing necrotic damage.

Miss: 18 ongoing necrotic damage.

Special: The first time the Iron Golem is staggered (and when it’s dropped) during an encounter, it makes this attack against all engaged enemies as a free action. Death Cloud does half damage when used in this manner.


Encased Rage: At the start of each of the Iron Golem’s turns, roll 1d6. If it’s less than or equal to escalation, add one attack to Iron Fist Assault and reduce all of its defenses by 1, and the Iron Golem has to use Iron Fist Assault that turn as its standard action (if it can’t reach any valid targets, it slams something nearby). Iron Fist Assault can’t have more than 4 attacks. If it would gain a 5th attack, the Iron Golem’s melee attacks gain 1 advantage on that turn instead.

Golem Immunity, Large 9+

Spend 2 Threat: You may use this the first time on the Iron Golem’s first turn after it’s staggered in an encounter. Encased Rage’s d6 roll automatically counts as a 1.