Gearghost

Tiny undead, chaotic evil

Armor Class 17 (natural armor)
Hit Points 77 (14d4+42)
Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 17 (+3) 14 (+2) 14 (+2) 15 (+2)

Skills Perception +5, Stealth +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech, Deep Speech
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Create Trap. Once per week, a gearghost can create a trap, without requiring any cost or materials. The trap can take the form of a pit, poison dart, spikes, or other type of trap. The trap has a +5 to hit or a save DC (of the appropriate type, usually Dexterity), of 13, and does 16 (3d10) damage, chosen from bludgeoning, piercing, or slashing. A trap that does piercing can substitute poison damage for one or two dice of piercing damage. A trap can take up to a 10 foot by 10 foot square.
  • Rejuvenation. A destroyed gearghost returns in 2d6 days with full hit points. To permanently destroy a gearghost requires that every trap within 100 feet of its remains be destroyed, or the remains must be placed in an area that forbids undead (such as a hallow spell).
  • Resetter. A gearghost can use its bonus action to reset a simple or mechanical trap it can see.
  • Turn Resistance. The gearghost has advantage on saving throws against any effect that turns undead.

ACTIONS

  • Multiattack. The gearghost makes two slam attacks.
  • Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 1 bludgeoning damage.
  • Make Whole. The gearghost repairs a single break or tear in an object it touches, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, it mends it, leaving no trace of the former damage. The gearghost can physically repair a magic item or construct but can’t restore magic to such an object.
  • Telekinesis. The gearghost can move one creature or object it can see that is within 60 feet. It may affect a creature up to Huge size or an object up to 1,000 pounds. It may move the target up to 30 feet in any direction, including upward but not beyond 50 feet. Until the end of its next turn, a target creature is restrained in its telekinetic grip. A creature lifted upward is suspended in mid-air. It can affect the same target round after round or choose a new one at any time. If it switches targets, the prior target is no longer affected by telekinesis. Affecting a creature, or an object held by a creature, requires the gearghost to win a Charisma ability check against the target creature’s Strength ability check each turn.

ABOUT

Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed.

Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches, appearing to its victims as grasping arms emerging from a tangled cluster of debris and mechanical parts, with a metal skull hovering above the clanging mess.

A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. A gearghost only keeps treasure as a lure for hapless adventurers, often using such treasure as the trigger for one of its devious creations.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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