Dnd constructs 5e

Dnd constructs 5e DEFAULT

5e Construct Monsters

NameCRSpeedSizeTypeAlignment Abomination of Flesh 14 15 ft. Gargantuan construct neutral Adam 14 30 ft. Large construct chaotic evil Adamantine Obliterator 29 40 ft. Gargantuan construct neutral Adamantine Shelled Warbot 9 30 ft. Medium construct unaligned Adamantine Taint 4 30 ft. Medium construct unaligned Advanced Hextech Repair Drone 1/8 0 ft., fly 40 ft. Tiny construct unaligned Aegian Sentinel 7 30 ft. Medium construct unaligned Aegis 29 50 ft. Large construct neutral AI Housing 25 0 ft. Large construct lawful neutral Alexander Prime 25 30 ft. Gargantuan construct lawful good Altrohan 1/4 30 ft. Medium construct chaotic neutral Anaxim 26 40 ft., fly 80 ft. Medium construct lawful neutral Ancient Crawler 8 40 ft. Huge construct neutral Ancient War Golem (Orizon Supplement)21 30 ft., fly 30 ft. (hover) Large construct unaligned Android 5 40 ft. Medium construct lawful evil Animated Cauldron 1/4 15 ft. Small construct unaligned Animated Shield 1/4 0 ft., fly 50 ft. Small construct unaligned Armed Sentinel 7 30 ft. Large construct unaligned Armos 1/2 20 ft. Medium construct lawful neutral Armos Knight 3 35 ft. Medium construct lawful neutral Asaurus Rex 24 40 ft., climb 40 ft. Large construct neutral Automaton 1/8 30 ft. Medium construct unaligned Ball of Blades 14 40 ft Large construct unaligned Battle Mech 15 50 ft. Gargantuan construct unaligned Beamos 5 0 ft. Large construct unaligned Beldum 1 0 ft., fly 30 ft. Small construct any alignment Belltower Gargoyle 4 30 ft., fly 40 ft. Large construct lawful evil Bone Golem 5 30 ft. Medium construct unaligned Bostik 4 0 ft. Small construct unaligned Brain Golem 11 30 ft. Large construct unaligned Brass Juggernaut 8 35 ft. Huge construct unaligned Buckler Guardian 2 30 ft. Medium construct unaligned Bullet-kin 1/4 25 ft. Small construct chaotic evil Cake Construct 1/4 20 ft. Large construct unaligned Card Golem 1/4 30 ft. Tiny construct unaligned Carrionette 1/4 20 ft. Small construct chaotic evil Caryatid Column 2 25 ft. Medium construct unaligned Ceiling Turret 3 0 ft. Small construct lawful neutral Chal'Gund 2 15 ft. Medium construct unaligned Chaos Space Marine, Dreadnought 13 30 ft. Huge construct any evil alignment Clay Man 3 20 ft. Medium construct neutral Clay War Golem 12 30 ft. Large construct unaligned Clock Sentinel 0 0 ft., fly 30 ft. (hover) Medium construct lawful neutral Clockwork Ape 2 30 ft., climb 30 ft. Medium construct unaligned Clockwork Beetle Bomb 1/2 25 ft., fly 25 ft. Tiny construct unaligned Clockwork Fiend 17 40 ft. Large construct lawful evil Clockwork Golem 9 20 ft. Medium construct lawful neutral Clockwork Humanoid 1 30ft medium construct unaligned Clockwork Mini-Pyrobomb 1/2 30 ft., burrow 15 ft. Small construct unaligned Clockwork Pyrobomb 2 30 ft., burrow 15 ft. Medium construct unaligned Clockwork Spider 1/4 15 ft., climb 20 ft. Tiny construct unaligned Clockwork Tarrasque 5 30 ft. Huge construct unaligned Cloth Golem 6 30 ft. Large construct unaligned Clothes-Colony 2 20 ft. Medium construct neutral Commander Warbot 13 30 ft., fly 30 ft. Medium construct unaligned Crystal Golem 13 30 ft. Large construct neutral Cyberman 8 25 ft., fly 40 ft. Medium construct lawful evil Cybus Industries Cyberman 3 25 ft. Medium construct lawful evil Dalek 10 15 ft., fly 45 ft. Medium construct lawful evil Destroyer 18 40 ft., burrow 40 ft. Gargantuan construct chaotic evil Diamond Knight 1 25 Medium construct unaligned Dodongo Snake 6 25 ft. Large construct lawful neutral Doll Golem 5 40 ft. Tiny construct unaligned Doomwheel 7 80 ft. Large construct unaligned Door Golem 4 0 ft. Medium construct unaligned Dread Flesh Golem 7 30 ft. Medium construct any chaotic alignment (usually chaotic neutral or chaotic evil) Enchanted Chain 2 0 ft., fly 50 ft. (hover) Small construct unaligned Explosive Turtle 2 10 ft. Small construct unaligned Fenbeast 7 30 ft. Large construct unaligned Floating Sunglasses 0 0 ft., fly 60 ft. (hover) Tiny construct unaligned Flying Dagger Swarm 1 0 ft., fly 40 ft. Medium construct unaligned Flying Shield 2 0 ft., fly 60 ft. (hover) Medium construct unaligned Flying World Cleaver 25 0 ft., fly 150 ft. (hover) Gargantuan construct neutral evil Fob-watch Flyer 1/2 0 ft., fly 60 ft. (hover) Tiny construct lawful neutral Garden Gnome 1/4 20 ft. Tiny construct unaligned Genesect 4 35 ft. Medium construct chaotic neutral Genesect, Variant 19 35 ft., climb 35 ft. Medium construct chaotic neutral Giant Clay Golem 12 20 ft. Huge construct unaligned Giant Clay War Golem 18 30 ft. Huge construct unaligned Giant Paper Dragon 1 25 ft., fly 50 ft. Medium construct unaligned Giant Snow Golem 6 30 ft. Large construct unaligned Gimos 1 25 ft. Medium construct lawful evil Glass Eye 1 0 ft., fly 60 ft. (hover) Tiny construct neutral Godly Construct of the Astral Plains 36 40 ft. Gargantuan construct lawful neutral Goht 9 60 ft. Huge construct lawful neutral Golem Dragon 10 20 ft. Large construct unaligned Golem Soldier 3 30 ft. Medium construct unaligned Golem Soldier MKII 5 30 ft. Medium construct unaligned Golem, Adamantine 25 20 ft. Large construct unaligned Golem, Arcane 11 30 ft. Large construct unaligned Golem, Mithral 21 40 ft. Huge construct neutral Golem, Quicksilver 19 70 ft. Large construct unaligned Golem, Stained Glass 4 30 ft. Medium construct unaligned Golem, Tentacle 6 20 ft., climb 20 ft. Large construct neutral Grass Golem 3 30 ft. Large construct unaligned Guardian Construct of the Consul 10 20 ft. Huge construct unaligned Guardian of the Eastern Dawn 21 30 ft., fly 50 ft. Huge construct neutral Harvest Golem 6 20 ft. Large construct neutral Haunted Mask 3 0 ft., fly 40 ft. (hover) Tiny construct chaotic neutral Helper Warbot 1/4 0 ft., fly 50 ft. Medium construct unaligned Hextech Repair Drone 0 0 ft., fly 35 ft. Tiny construct unaligned Hextech Repair Drone Prototype 0 0 ft., fly 30 ft. Tiny construct unaligned Hierotitan 18 25 ft. Gargantuan construct neutral Hover Sentry Mk1 1 0 ft., fly 15 ft. (hover) Small construct unaligned Ice Golem, Terraria 9 20 ft. Huge construct lawful neutral Iceforged Golem Soldier 6 30 ft. Medium construct unaligned Imaginary Friend 0 50 ft. Small construct any alignment Ink Golem 11 60 ft. Huge construct Unaligned Inkblot 1 30 ft. Medium construct lawful evil Iron Guard 26 50 ft Large construct neutral Ironclad Executioner 6 25 ft. Huge construct neutral Ironclad Observer Unit 6 fly 50 ft. Medium construct neutral Kamikaze Drone 7 0 ft., fly 60 ft. (hover) Medium construct lawful neutral Kielo Feht 24 30 ft. Gargantuan construct neutral cool Knight Valiant 34 40 ft. Gargantuan construct chaotic good Kurt Zisa 16 30 ft. Huge construct neutral evil Laser Orb 2 0 ft., fly 60 ft. (hover) Tiny construct lawful neutral Laserbeak 3 10 ft., fly 50 ft. Medium construct lawful evil Lava Golem 11 25 ft. Large construct unaligned Leophidian 4 45 ft. Medium construct unaligned Lifeberg 14 5 ft., swim 40 ft. Gargantuan construct unaligned Living City 50 120 ft. Titanic construct unaligned Living Floating Disk 1/2 0 ft., fly 30 ft. (altitude limit 3 ft.) Small construct chaotic neutral Living Stinking Cloud 3 0 ft., fly 30 ft. (hover) Huge construct unaligned Lychguard 9 40 Medium construct neutral evil Machine Lifeform, Adam 10 30 ft. Medium construct neutral evil Machine Lifeform, Adam Evolved 15 30 ft. Medium construct neutral evil Machine Lifeform, Engels 18 25 ft. Gargantuan construct any alignment Magearna 18 30 ft. Medium construct lawful neutral Magitek Armor 5 30 ft Large Construct Lawful Evil Martian 10 25 Large Construct Lawful Evil Matrix Guardian 9 35 ft. Large construct unaligned Mech 9 30 ft. Huge construct unaligned Mechanical Golem 9 30 ft. Large construct unaligned Metagross 10 0 ft., fly 30 ft. Medium construct any alignment Metang 5 0 ft., fly 30 ft. Small construct any alignment Microwave 1/2 0 ft. Small construct lawful neutral Minicritter 1/4 20 ft. Tiny Construct Unaligned Mt. Nomad 26 5 ft., swim 60 ft. Gargantuan construct neutral evil Necrofex Colossus 17 30 ft., swim 30 ft. Gargantuan construct neutral evil Necrosphinx 15 40 ft. Huge construct unaligned Needlekin 2 30 ft. Medium construct Unaligned Nightmare, Variant 1/2 40 ft. Medium construct chaotic evil Obsidian Golem 15 30 ft. Large construct unaligned Omega 27 40 ft., climb 40 ft. Huge construct unaligned Omega, Variant 27 30 ft., climb 30 ft., fly 80 ft. Gargantuan construct lawful evil Pagefiend 1/8 10 ft., fly 30 ft. (hover) Tiny construct unaligned Paper Dragon 1/2 25 ft., fly 50 ft. Tiny construct unaligned Pod 1/2 30 ft., fly 30 ft. (hover) Tiny construct any alignment Polyhedron 30 ft., fly 30 ft. Medium construct chaotic neutral Porygon 2 30 ft. Small construct any alignment Porygon-Z 7 30 ft. Small construct any alignment Porygon2 4 30 ft. Small construct any alignment Possessed Lute 7 25 ft. Small construct any chaotic alignment Ravage 3 50 ft., climb 40 ft. Medium construct lawful evil Regice 18 30 ft. Large construct lawful neutral Regidrago 18 30 ft., fly 30 ft. (hover) Large construct lawful Neutral Regieleki 19 50 ft., fly 50 ft. (hover) Medium construct Chaotic Evil Regirock 18 30 ft. Large construct lawful neutral Registeel 19 30 ft. Large construct lawful neutral Ripper Drone 3 25 ft., 40 ft. flying Small construct Unaligned Robot Blademaster 18 60 ft. Medium construct lawful neutral Robot GCV 6 120 ft. Large construct lawful neutral Robot Grunt 3 60 ft. Medium construct lawful neutral Robot Grunt Mark II 7 60 ft. Medium construct lawful neutral Robot Horse 3 60 ft. Large construct Lawful neutral Rumble 4 30 ft. Medium construct chaotic evil Runic Golem 18 40 ft. Huge construct unaligned Rust Golem 11 20 ft. Large construct unaligned Salt Golem 9 20 ft. Large construct unaligned Sanctuary Guardian 7 0 ft., 25 ft. flying (hover) Large construct lawful neutral Sand Golem 3 30 ft., burrow 30 ft. Medium construct unaligned Schematica 15 30 ft. Large construct neutral SCP-173 15 60 ft. Medium construct unaligned Scrimshaw Figure 1/4 20 ft., swim 20 ft. Tiny construct neutral good Scrive-Spinster 13 30 ft., fly 40 ft. (hover) Huge construct lawful neutral Senior Scrivener 16 20 ft., fly 50 ft. (hover) Gargantuan construct lawful neutral Sepiks Prime 7 0 ft., fly 15 ft. (hover) Huge construct unaligned Sepulchral Stalker 7 40 ft., burrow 30 ft. Large construct neutral Silver Scourge 5 30 ft. Large construct unaligned Skeletron Prime 18 25 ft., fly 50 ft. Huge construct chaotic evil Skull Puppet 1/8 30 ft. Medium construct lawful neutral Slaughterstone Behemoth 29 20 ft. Huge construct unaligned Snow Golem 2 30 ft. Medium construct unaligned Snow War Golem 5 40 ft. Medium construct unaligned Soundwave 6 40 ft. Huge construct lawful evil Space Marine, Dreadnought 12 30 ft. Huge construct any non-good alignment Stone Hinox 7 40 ft. Huge construct lawful evil Straw Juggernaut 3 30 ft. Large construct chaotic neutral Sugar Construct 2 30 ft. Medium construct unaligned Suicidal Muffin 0 0 ft., fly 60 ft. (hover) Tiny construct unaligned Swarm of Fob-watch Flyers 4 0 ft., fly 60 ft. (hover) Tiny construct lawful neutral Swarm of Paper Dragons 1 25 ft., fly 50 ft. Medium construct unaligned Sword Spirit 30 ft., fly 30 ft. medium construct varies Terminator, T-1000 8 30 ft., climb 20 ft. Medium construct lawful evil Terminator, T-800 6 30 ft., climb 20 ft. Medium construct lawful evil The Rook 17 30 ft. Huge construct unaligned The Sculpture 24 0 ft. Medium construct chaotic neutral The Stalker 9 40 ft. Medium construct lawful evil Throne of Blades 2 0 ft., fly 20 ft. (hover) Medium construct unaligned Titan Warbot 18 40 ft Gargantuan construct unaligned Titanium Golem 17 30 ft. Large construct neutral Tomb Scorpion 13 40 ft., burrow 40 ft. Huge construct neutral Tomb Scorpion, Variant 15 50 ft., burrow 50 ft. Huge construct lawful neutral Treasure Golem 14 30 ft., fly 30 ft. (hover) Large construct unaligned Tubbioca 1 25 ft. Tiny construct neutral good Twins 18 0 ft., fly 50 ft. Huge construct chaotic evil Ullagon 23 30 ft. Large construct neutral Ushabti 7 30 ft. Large construct neutral Venom 2 30 ft., climb 30 ft. Medium construct chaotic evil Walking Castle 35 80 ft. Colossal construct neutral Walking Forge 18 20 ft. Huge construct unaligned Warbot 1 30ft Medium construct Unaligned Warmech 40 300 ft., fly 300 ft. (hover) Colossal construct lawful neutral Wax Golem 6 20 ft. Large construct unaligned White Bishop 3 80 ft. Large construct lawful good Wickerman 12 30 ft. Huge construct unaligned Wood Golem 7 20 ft. Large construct unaligned Wraithguard 10 20 ft. Large construct chaotic good (50%) or chaotic evil (50%) Zombie Golem 7 20 ft. Medium construct neutral evil
Sours: https://www.dandwiki.com/wiki/5e_Construct_Monsters

D&D 5E Construct/Golems and Conditions Immunities

I'm running my first game in 5e and I'm looking for help on clarifying the condition immunities for golems and constructs in 5e. My players came across a manual of golems and are dead set on making the Iron Golem they found inside. Here is my question. The condition immunities are listed as Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned. Is there any explanation given (other than perhaps game balance) why golems/constructs are not immune to other conditions like blinded, deafened, stunned, incapactitated, or unconscious? That is, how do I explain rationally to my players why a golem made of essentially magic infused iron can be blinded by bright light, deafened by thunderclaps, stunned by a monk's stunning fist, or knocked out all together? Would it be logical to add in these immunities when its physiology should make it immune? Or would it be better to just follow the rules exactly as written? As a side note, do golems/constructs count as objects (lifeless,"inanimate") or creatures for spells such as teleport or do they receive their own special classification? Would they take double damage from the siege monster ability? Thank you for your advice! :D

 

Sours: https://www.enworld.org/threads/construct-golems-and-conditions-immunities.540028/
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Constructs in 5e

As you enter the musty room, the heavy stone door slams behind you. You feel rumbling as the statues lining the walls turn towards you. One by one, each statue steps off its platform, the sound of stone-on-stone echoes throughout the chamber.

Constructs include some of the most classic of classic monsters in fantasy. From ambulatory statues to clockwork automatons to floating weaponry, constructs include a wide range of creatures in Dungeons & Dragons 5th Edition.

But, what, specifically, are constructs in 5e? How do they work? And, how can you use them in your game?

Today’s post covers what constructs are, how to use them in your game, and some common questions surrounding them.

Let’s start with explaining the construct creature type.

The Construct Creature Type

Construct is on of the 14 creature types in D&D 5e. It’s used to describe any artificially created creature or a creature born from the awakening of inanimate object that isn’t a body or plant.

Basically, a construct is any creature made or brought to life by another that wasn’t formally a living being. The line between construct, undead, and plant creatures is thin. But, it’s easy since undead and plants come from formally or currently living beings instead of, say, a chair.

…Unless it’s a chair made of bones, I guess. Or, a chair made of still alive vines….

Anyway.

Page 6 of the Monster Manual describes constructs.

"Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures."

So, creatures like Animated Armor and the Clay Golem count as constructs since some other being either enchanted or crafted them.

The thing to remember when it comes to constructs is they’re made creatures. Now, I like to play around with that concept when it comes to the possibility of inanimate objects absorbing magical energies to create a construct. But, at the end of the day, constructs in 5e are inanimate creatures given life through mechanical or magical means.

Now that you know what constructs are in D&D 5e, let’s look at some of their shared traits.

D&D 5e Construct Traits

Constructs vary greatly from each other. So, their traits differ from each other according to the purpose of their creation and the materials used in their construction. That said, they do share some common traits.

The most obvious commonality between constructs in 5e is they’re made from inorganic, non-living matter. Things get a little funky in the differentiation once you realize that ensorcelling wooden furniture means you technically practice a form of plant-necromancy. So, I suggest not thinking too hard about it.

At the end of the day, every construct in D&D is an inanimate object brought to "life" by another creature.

Constructs also share some common immunities and how healing spells affect them. But, their construction, purpose, and capabilities vary depending on the type of construct they are.

They may be made of wood, metal, or stone. They may be as small as a housecat or as large as a 40 foot statue to a great hero. They may serve their creator as an extra set of hands to help around their lair or as a guardian dedicated to fighting off intruders.

So, the constructs in 5e have traits as different from each other as almost any other creature.

Construct Immunities in 5e

Constructs often have a number of damage or condition immunities. Being non-organic creatures, they often don’t suffer the negative effects of poisons and charm spells.

The poison damage type deliberately harms living things. So, it has no effect on constructs since they don’t suffer the same negative drawbacks of consuming or becoming exposed to poison.

By extension, constructs also often have an immunity to the Poisoned condition.

Now, many constructs also have an immunity to psychic damage. Like poison, psychic damage really only affects thinking creatures. Some constructs may still take psychic damage, but many of them don’t.

While we’re on the topic, many constructs don’t fall victim to charming spells and abilities. They often have no free will or sentience, so the abilities that impose the Charmed or Frightened condition don’t affect constructs.

In fact, many of the conditions in D&D 5e don’t affect constructs; including Exhaustion, Paralyzed, and Petrified. Some do, like the Homunculus, but those constructs usually fall lower on the Challenge Rating scale.

Healing Constructs

Most healing spells have no effect on constructs in 5e.

It’s really as simple as that. Nearly every healing spell in D&D 5e explicitly states: "This spell has no effect on constructs or undead".

That said, some spells that restore hit points do affect constructs by virtue that they don’t explicitly stating they won’t work. These spells include:

Aid is more of a roundabout way of healing a construct. You’re not actually healing them. Rather, you’re increasing their current and maximum hit points by five. If a construct is down some hit points, then you’re techincally healing them.

Regenerate does two things. First, you heal 4d8+15 hit points. Second, any severed limbs grow back. Interestingly, this spell doesn’t specify that it doesn’t work on constructs. So, that 4d8+15 worth of healing works on them.

Now, some other, non-spell equipment works it you’re looking for how to heal constructs in 5e.

First, a bog-standard Potion of Healing. It only specifies that a character who drinks it gets healed. So, any constructs who partake in the good hit point juice benefit from the effects.

Next, a Healer’s Kit paired with the Healer feat. Now, I can’t get into too much detail of the Healer feat because it’s not included in the SRD. But, it does let you heal a creature using a Healer’s Kit. The best part is it doesn’t specify that it doesn’t work on constructs.

Finally, healing a construct in 5e might fall under a tool Ability Check. Now, this falls under the ruling of your DM at the table. Personally, I’d allow a player to make a Smith’s, Tinker’s, or Woodcarver’s Tools, depending on the materials making up the construct, to repair any damage done. But, that’s up to how your DM runs your game.

Spells That Affect Constructs in 5e

Most spells, with the exception of healing spells, affect constructs in 5e just like any other creature.

The important thing to remember is the damage immunities many constructs have; poison and psychic. If a spell deals these types of damage (or any other a construct may have), then it won’t do anything.

Same with healing spells. They just won’t work (for the most part).

Now, what about spells that remove magical effects like dispel magic?

Well, that’s up to both the construct and your DM.

Some constructs explicitly state what happens if any such spell targets them. For example, the Flying Sword makes a Constitution saving throw if targeted by dispel magic. And, it suffers the Incapacitated condition while in an area affected by the antimagic field spell.

On the other hand, the Flesh Golem makes no mention of these spells having any special effects on it.

So, when it comes to how spells affect constructs, it’s really up to your DM (or you if you are the DM).

Furthermore, charm spells, as mentioned earlier, usually have no effect on constructs.

Aside from these special circumstances, spells affect constructs like they would against other creatures..

How to Create Constructs in 5e

There are few explicit rules in D&D 5e on how to creature constructs. Often, it’s up to the DM to determine what goes into the process. But, some creatures include a vague idea as to their creation.

Now, it may seem like a huge problem that there are no guidelines on creating constructs. But, I see it as a huge boon. It means you’re not constrained by "well, that’s not how it works in the book." You’re free to do whatever you want when detailing a construct’s origins.

You can make it as simple or complicated as you like.

Now, I will say, some constructs come simpler than others. For example, a Flying Sword is basically just a mundane sword under a more permanent effect of the animate objects spell.

The flip side to this is the creation of more complex constructs like the Shield Guardian or Homunculus. These creatures should probably have more intricate rituals and construction standards.

Now, I will say the Dungeon Master’s Guide includes the different Manual of Golems magic items. Each type of golem (Clay, Flesh, Iron, and Stone) have their own manual with time and gold cost required for their creation. They don’t go into the specific process for each golem. But, they allow someone to create their own golem.

Outside of these, go wild with how constructs come to be in your game.

Using Constructs in Your Game

Constructs in 5e make great ancillary creatures. Whether as allies or enemies, they often pose as minions of the campaign’s villain or as guardians of ruins.

The easiest way to use constructs in your D&D 5e game is as minions of a greater villain. Since they’re made creatures, your villain could build a small group of obedient automatons or even a full army. Regardless, they’re great as enemies the party shouldn’t need to think too much about destroying (as opposed to a living creature).

This all said, what if you want a construct as your villain?

Well, I’d suggest either a construct who gains sentience and lashes out at the world (ala Ultron from the Marvel movies/comics) and creates their own automaton army. Or, a sentient super-structure broken up and scattered across the world; each piece plotting it’s return to the body and bestowing life to other objects.

As far as allies go, adding a Shield Guardian as an artificer’s servant or a Homunculus familiar for a mage gives some interesting character notes for your NPCs. Or, if you want to go bigger, maybe there’s an entire civilization that specializes in the creation of magical and mechanical tools.

It’s fairly easy working constructs into your D&D 5e game since they can be as simple or as complicated as you want. There are no limits on what constructs may exist in your world.

Here are five encounter ideas/plot hooks using constructs in 5e:

  • The villain awakens an ancient structure built solely for the creation of a massive army of automatons.
  • A lost Shield Guardian rampages across the countryside following the disappearance of its creator.
  • Bodies keep disappearing from the local graveyards and cemeteries. Eventually, stitched horrors (Flesh Golems) begin showing up around towns across the county.
  • The party comes across a Homunculus during their travels. It carries a message from its master, but it got lost along the way.
  • The dungeon the party is paid to clear out is filled with animated furniture, armors, and weaponry.

Constructs in 5e by CR

Here’s a list of the constructs found in D&D 5e’s Basic Rules.

  1. CR 0
    • Homunculus
    • Homunculus Servant
    • Improved Steel Defender
    • Steel Defender
  2. CR 1/8
  3. CR 1/4
  4. CR 1
  5. CR 2
  6. CR 5
  7. CR 7
  8. CR 9
  9. CR 10
  10. CR 16

Constructs in 5e FAQ

Is a Construct a Humanoid in 5e?

No. Constructs are not humanoids in 5e. "Construct" and "humanoid" are each their own separate creature type.

What Language Do Constructs Speak in D&D 5e?

Most constructs don’t speak a language. Being created creatures means at most they usually speak the same language as their creator. That said, some constructs like the Modrons found in the Monster Manual do have their own language.

How Tall Are Constructs in 5e?

Construct sizes vary wildly. They range from size Tiny up to Gargantuan. So, constructs can be as tall as you want them to be.

Are Warforged Constructs in 5e?

No. Warforged are not constructs in 5e. This player race comes from Eberron: Rising from the Last War where they fall into the humanoid creature type.

Are Golems Constructs?

Yes. Golems in D&D 5e count as constructs.

 

Summary of Constructs in 5e

That’s about it for constructs in D&D 5e.

They’re basically any ambulatory, non-living creature that isn’t undead or a plant. Because of this, they vary greatly in appearance, construction, and purpose. But, they share some general traits including immunities to poison and psychic affects.

What is your favorite construct to use in D&D 5e? What’s your most memorable encounter involving a construct? Leave a comment below and we’ll swap stories.

And, make sure to follow Role Player’s Respite to get notified every time a post goes live!

Sours: https://roleplayersrespite.com/constructs-in-5e
Constructs \u0026 Golems in 5e Dungeons \u0026 Dragons - Web DM Dungeon Monsters

Dungeons And Dragons: 10 Most Powerful Constructs, Ranked

Constructs in Dungeons and Dragons are creatures made up of inorganic material. They are usually created by intelligent tinkerers, talented magicians, and others with the know-how to forge such automatons. Constructs serve their masters with complete obedience. Performing their duties without distractions like morality and emotions, constructs "live" only to fulfill whatever task is currently at hand.

RELATED: Dungeons And Dragons: 10 Things You Didn't Know About Hags

There are many benefits to working alongside constructs. Unfortunately, many villains also know this. On top of their unquestionable loyalty, construct's man-made makeup provides them with immunity to a number of attacks and conditions that are deadly to the living.

10 Oaken Bolter

Oaken Bolters are the most powerful constructs to visit the material plane as a result of gnomish engineering. Belonging to a subset of constructs known as clockworks, oaken bolters are the product of the gnomes' endless fascination with melding magic and mechanical devices.

The idea is simple enough: a ballista that fires itself. The product is even more dangerous. Bolters make use of not just normal lancing bolts but harpoon hooks and explosive rounds as well. The end result is a defensive engine capable of making even giants think twice.

9 Shield Guardian

Shield guardians are amalgamations of metal armor and sturdy wood infused with magic by a wizard or other spellcaster. The key to controlling these so-called "guardians" lies in an amulet that costs 1,000gp to craft. Shield guardians are only ever created to serve one purpose. Protect the wearer of the amulet at all costs. Accordingly, many a rich kingdom calls upon wizards and other magic users so that they will craft shield guardians and their control amulets to protect the kingdom's royal blood.

RELATED: Dungeons & Dragons: 5 Things Players Do That DMs Hate (& 5 Things Players Hate From DMs)

Guardians are particularly effective at this as any damage the amulet wearer takes is halfway transferred to the guardian. Furthermore, guardians can be stored with powerful spells that they can cast on specific triggers or when the amulet wearer commands it.

8 Clay Golem

Golems are created through a mechanical process that can be found in a manual of golems. Each manual speaks to the creation of only a single type, though there is word of spellcasters binding such manuals together into greater compendiums. Golems crafted from clay first require an artisan of great skill with sculpting and/or stonecutting.

Then, the clay body is infused with a spirit from the elemental plane of earth. Unfortunately, clay does not contain the spirit incredibly well. Consequently, clay golems that suffer damage can sometimes be unbound from their masters, resulting in a freakish frenzy that continues until the golem is utterly destroyed.

7 Stone Golem

Stone golems are quite a bit stronger than their clay counterparts. If we're going purely by challenge rating, they're about twice as strong. As opposed to clay golems who are crafted with an all too intractable material, stone golems can be chiseled and carved into an infinite number of likenesses.

Their ultimate form displays the skills and techniques learned through a lifetime of a craftsman's dedication. Besides their innate golem resistances to nonmagical weapons and spells, stone golems also have access to an ability that mirrors the slow spell.

6 Cadaver Collector

Cadaver collectors are ancient war machines that endlessly roam the geometric surfaces of Acheron collecting the bodies of those slain in the infernal battlefield. The construct's salvaged armor often features pikes, swords, axes, and other weapons upon which the armor's previous owners were impaled. The construct uses these protrusions as holding places for the bodies of the slain it collects, mounting the bodies all along the outside of its armor.

RELATED: Dungeons And Dragons: 5 Best Things About Lawful Good Characters (& 5 Worst)

But these bodies aren't just for show. The cadaver collector can call forth the spirits of the slain to fight in battle alongside it as specters. Furthermore, the collector has access to a paralyzing stench that can make even the most stalwart of warriors freeze up.

5 Retriever

These spider-like machines bear the visage of their drow creators. First manufactured in order to hunt down and capture demons who would later be pressed into service of the drow, the retrievers soon proved themselves too useful to withhold toward a single task.

The spider engines are powered by the spirit of a bebilith, though the spirit's intellect has long been drilled away. Retrievers fulfill their namesake through the use of beams of force and paralysis as well as the plane shift spell.

4 Hellfire Engine

Hellfire Engines are the foremost works of engineering crafted by devilkind. These infernal machines yearn for destruction as though created by demons; however, their yearnings can often go unanswered for long periods of time as the devil army's generals usually hold them in reserve in case of demons pushing too far into Avernus.

Outfitted with lightning flails, a thunderous cannon, or acidic spray, hellfire engines are made to mow down swathes of enemies. Worst of all, any creature slain by the engine automatically rises in the River Styx as a lemure in 1d4 hours. The only way to present this fate is through the quick application of resurrection magic granted there's a body left to resurrect.

3 Iron Golem

Iron golems are the penultimate creations from the manuals of golems. While other golems are crafted from strong materials, iron is undoubtedly the strongest of them all. Furthermore, the iron from which these golems are made is mixed with other rare tinctures and admixtures before being pressed into its golem shape.

The result is a construct that's nearly indestructible. Iron golems are also outfitted with the capability of releasing poisonous gases. Lastly, they are often given giant two-handed weapons to ensure a buyer's gratitude.

2 Steel Predator

Steel predators come from the mind of a single hexton modron. While there are only 36 hextons in modron society and all normally serve as generals in Primus' army, this particular hexton went rogue after turning its creations against its superiors. These creations have come to be known as steel predators, and anyone with enough coin and the ability to reach Sigil, the city of doors, can hire the modron to craft one.

RELATED: Dungeons & Dragons: 10 Ways To Be The Best Healer

The predators serve as relentless assassins, stopping at nothing to destroy their target and return to Sigil as proof of the deed. Steel predators look much like giant metal panthers. What makes them particularly dangerous is their driven focus on a singular target. Couple this with their ability to release an ear-shattering stunning roar and you've got an assassin with an extremely high success rate.

1 Marut

While technically called maruts, these constructs are better known by their street name: the inevitables. Primus created maruts to enforce contracts written in the Hall of Concordance within the city of Sigil. Two parties who wish to come to an agreement can have their contract written into a sheet of gold and placed within a marut's chest, provided they have the absurd amount of gold required to pay for such a service. The marut then enforces the terms of the contract until it becomes fulfilled, punishing any party who breaks said terms. Inevitables are large, animated suits of armor with lanky legs and a compressed upper body.

At the center of the upper body is a single unblinking eye underneath which the golden contract rests. Impossibly small wings stem from the marut's shoulders and ankles. Despite their small size, the wings allow inevitables to hover. Maruts earned their nicknames for a reason. The contracts they enforce always see their terms fulfilled. If a marut's contract calls for lethal action, death comes swiftly to the perpetrator through the use of the marut's unerring attacks, arcane chest beam, and ability to transport itself along with up to two other creatures directly into the Hall of Concordance.

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Chris Stomberg (98 Articles Published)

Chris Stomberg is an avid gamer of all kinds. Board games, card games, tabletop games, video games: if its a game, it will pique his interest. Chris has written anchor stories for news broadcasts, modules for his D&D group, and is currently working on his first novel. His hobbies outside of gaming include yoga, reading, bar hopping, and spending time with friends old and new.

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Sours: https://www.thegamer.com/dungeons-and-dragons-powerful-constructs/

5e dnd constructs

Constructs

5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

  • Adam the Defender
  • Akaasit
  • Algorith
  • Amalgamation
  • Animated Bearskin Rug
  • Animated Book
  • Animated Chains
  • Animated Darkwood Desk
  • Animated Feast
  • Animated Longbow
  • Animated Object, Animated Armor
  • Animated Object, Demon-Possessed Doll
  • Animated Object, Flying Sword (Nord Games LLC)
  • Animated Object, Flying Sword (Studio Agate)
  • Animated Object, Giant Foo Dog Statue
  • Animated Object, Huge
  • Animated Object, Jar
  • Animated Object, Large
  • Animated Object, Medium
  • Animated Object, Miniature Red Dragon
  • Animated Object, Mossy Couch
  • Animated Object, Rug of Smothering
  • Animated Object, Small
  • Animated Object, Tiny
  • Animated Spiked Armor
  • Apaxrusl
  • Archon, Clockwork
  • Asuran Lockwatcher
  • Beastmaster Statue
  • Bloodstone Sentinel
  • Bone Reaper Reflection
  • Bookkeeper
  • Brass Man
  • Brass Man, Berserk
  • Brazen Dragon Statue
  • Bronze Minotaur
  • Bronzeback Armadillo
  • Broodiken
  • Buxiu (Immortal Guard)
  • Caryatid Column
  • Cauldronborn
  • Cephalophores
  • Chronomatic Enhancer
  • Clockwork Archon
  • Clockwork Assassin
  • Clockwork Assassin Drone
  • Clockwork Beetle
  • Clockwork Dragon, One-Headed
  • Clockwork Dragon, Three-Headed
  • Clockwork Hound
  • Clockwork Huntsman
  • Clockwork Leech
  • Clockwork Leviathan
  • Clockwork Mantis
  • Clockwork Myrmidon
  • Clockwork Servant
  • Clockwork Soldier
  • Clockwork Spider
  • Clockwork Sprite
  • Clockwork Spy
  • Clockwork Tiger
  • Clockwork Watchman
  • Cranial Dissectibot
  • Cyberphrenic Tadpole
  • Dam-thing
  • Demon Gate
  • Dissectrinator
  • Divine Tomb Guardian
  • Divymm
  • Dread Walker, Excavator
  • Duck of Many Things
  • Emerald Eye
  • Empty Cloak
  • Fabricator
  • Faceted Scorpion
  • Fellforged
  • Feyward Tree
  • Flailing Dreadnaught
  • Fleshgine, Haunted Carriage
  • Fleshgine, Macabre Lift
  • Fleshgine, Mighty Pump
  • Flying Dagger
  • Flying Halberd
  • Forius
  • Gargoyle, Scrimshaw
  • Ghost Machine
  • Ghost Ship
  • Ghostly Stagecoach
  • Giant Animated Armor
  • Glass Bear
  • Glass Fox
  • Gnarljak
  • Golem, Alchemical
  • Golem, Altar Flame
  • Golem, Armory
  • Golem, Bearing
  • Golem, Blasphemous
  • Golem, Bone
  • Golem, Book
  • Golem, Brass
  • Golem, Bronze
  • Golem, Cannon
  • Golem, Clay
  • Golem, Conveyance
  • Golem, Coral (Legendary Games)
  • Golem, Coral (Tribality (Innovaworks Inc.))
  • Golem, Death Shroud
  • Golem, Doom
  • Golem, Dragonflesh
  • Golem, Eye
  • Golem, Flagstone
  • Golem, Flesh
  • Golem, Fractal
  • Golem, Gallows
  • Golem, Gold
  • Golem, Hair
  • Golem, Hippokabeiro
  • Golem, Hive
  • Golem, Hoard
  • Golem, Ice
  • Golem, Iron
  • Golem, Junk
  • Golem, Kaukasios
  • Golem, Keg
  • Golem, Khalkotauro
  • Golem, Khrysea
  • Golem, Kuon
  • Golem, Lead
  • Golem, Lead
  • Golem, Lesser
  • Golem, Lesser Flesh
  • Golem, Lotus
  • Golem, Magnesium
  • Golem, Manastorm
  • Golem, Mithral (Frog God Games, Challenge 18)
  • Golem, Mithral (Necromancer Games, Challenge 22)
  • Golem, Mithril (Onyx Path Publishing, Inc.)
  • Golem, Mud
  • Golem, Mushroom
  • Golem, Necromantic
  • Golem, Ooze
  • Golem, Orcus
  • Golem, Ossuary
  • Golem, Paper
  • Golem, Rope
  • Golem, Salt
  • Golem, Serpent
  • Golem, Shedu
  • Golem, Smaragdine
  • Golem, Spellbook
  • Golem, Steam
  • Golem, Steamwerks
  • Golem, Stone
  • Golem, Stone, Greater
  • Golem, Sugar
  • Golem, Tallow
  • Golem, Talos
  • Golem, Vine
  • Golem, War Machine
  • Golem, Witch-Doll
  • Golem, Wood (Frog God Games)
  • Golem, Wood (Legendary Games)
  • Golem, Wood (Open Design)
  • Graven Guardian, A'an
  • Graven Guardian, Greater
  • Graven Guardian, Ibis
  • Graven Guardian, Moon
  • Griever
  • Guardian Scroll
  • Gullinhest
  • Harbinger of Wrath
  • Haunted Doll
  • Hitched Scarecrow
  • Hollow Knight
  • Homunculus
  • Hsagrath
  • Idolic Deity
  • Inkling
  • Ioun Wyrd
  • Iron Cobra
  • Iron Sphere
  • Jack o' Lantern
  • Jade Colossus of the Sultana
  • Jorezistent
  • Juggernaut
  • Kallidu Crawler
  • Kallidu Walker
  • Kobold War Machine
  • Kratt
  • Lhaksharut
  • Library Automaton
  • Living Doll
  • Living Wick
  • Locksmith
  • Mad Piper
  • Masterwork Animated Armor
  • Mechanical Octopus
  • Mechanoid Emulator
  • Miniature Chariot
  • Miniature Soldier
  • Minotaur, Obsidian
  • Mirror Fiend
  • Mokkurkalfi
  • Monolith Champion
  • Monolith Footman
  • Mytholabe
  • Obsidian Minotaur
  • Onyx Magistrate
  • Patchwork Inevitable
  • Pewter Knight
  • Pillar of the Lost Magocracy
  • Porosi
  • Possessed Armor
  • Possessed Pillar
  • Quicksilver Fox
  • Re-Animated Guard
  • Re-Animated Laborer
  • Re-Animated Raider
  • Reliquary Guardian
  • Repository
  • Retriever
  • Righteous Sentinel
  • Ring Servant
  • Robodragon
  • Scorched Effigy
  • Searing Wind
  • Sentient Sword
  • Sentinel in Darkness
  • Sentinel Sphere
  • Sepulchral Guardian
  • Shabti
  • Shadow Homunculus
  • Shield Guardian
  • Shrine Stone
  • Siegemetal Ram
  • Sigilian
  • Slaver’s Pet
  • Snake, Thread-Bound Constrictor
  • Snow Construct
  • Spider Thief
  • Sprite, Sugar
  • Stained Glass Knight, Greater
  • Stained Glass Knight, Lesser
  • Statue of Wishes
  • Steel Beetle
  • Steelwing Moth
  • Stone Bat
  • Stone Guard
  • Terra-Cotta Rider
  • Terra-Cotta Soldier
  • Tetomatli
  • Thornheart Guardian
  • Thunder Orb
  • Thunderbones
  • Tiberolith
  • Titan Cyclops
  • Tophet
  • Tophet
  • Tremathr
  • Unholy Choir (Fleshgine)
  • Ushabti (Nord Games)
  • Ushabti (Open Design)
  • Waxwork Wyvern
  • Weaving Spider
  • Weirding Scroll
  • Wickerman
  • Witch Totem
  • Witchlight (Frog God Games)
  • Witchlight (Open Design)
  • Witchlight, Elder
  • Wizard's Poppet
  • Wood Ward
  • Xanka
  • Yohualtepoztli
  • Zalikum
  • Zoetic Wall
Sours: https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/constructs/
What is the Strongest Party in Dungeons and Dragon 5e?

Source: Tasha's Cauldron of Everything

4th-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Duration: Concentration, up to 1 hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Spell Lists.Artificer, Wizard

Construct Spirit
Medium construct
Armor Class: 13 + the level of the spell (natural armor)
Hit Points: 40 + 15 for each spell level above 4th
Speed: 30 ft.
STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)14 (+2)11 (+0)5 (−3)
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

artificerconjurationfourthwizard

Sours: http://dnd5e.wikidot.com/spell:summon-construct

Now discussing:

There was a big sign on the door: Dear colleagues, entrance to the department for testers with children is prohibited. Leave them at the entrance or in the children's room on the eighteenth level. Many employees of Interskop brought children to work, because almost all European robots were made here, and for them it.

Was a real adventure. But, of course, all departments engaged in the development of robots for adults were closed, the entrances were by passes, as well as to the development departments.



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