Medium fey, chaotic neutral

Armor Class 14
Hit Points 51 (6d8+24)
Speed 30 ft.

11 (+0) 18 (+4) 18 (+4) 11 (+0) 12 (+1) 18 (+4)

Skills Persuasion +6
Damage Vulnerabilities cold
Damage Immunities fire, lightning
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 2 (450 XP)


  • Innate Spellcasting. The hesper’s innate spellcasting ability is Charisma (spell save DC 14). The hesper can innately cast the following spells, requiring no material components:
  • Power Sprite. The hesper can bond with one source of power appropriate to its environment. Examples include a blacksmith’s forge, an artificer’s lightning rod, or a starship’s power cell. While so bonded, it gains fast healing 5 and immunity to the innate hazards of its bonded power source. If the power source is destroyed, the hesper dies. A hesper can end this bond by forging a new bond with another power source.


  • Altering Touch. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target must make a DC 14 Constitution saving throw or suffer a change appropriate to the hesper’s power source (turned metallic, for a forge sprite, for example) for 10 rounds. While so changed, the creature suffers the poisoned condition. This effect can only be ended early by restoration, dispel magic, or similar effects.
  • Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) acid, cold, fire or lightning damage.


Lithe and handsome, hespers embody the potential for change inherent in technological power sources. They are energetic and excitable, interested in new faces, sights, and sensations, which drives them to spread across the universe. However, hespers are invested in change for change’s sake. Though rarely malicious, they worm their way into any repository of advanced technology, rebuilding devices and asking endless questions. Most line their nests with all sorts of souvenirs— most of them stolen—which they occasionally rebuild into bizarre and sometimes radioactive totems.

Hespers stand 4 to 5 feet tall but are deceptively dense, weighing 300 to 400 pounds despite their slim, generally masculine builds. Their hair color changes from day to day, running the gamut of the colors of the humanoids around them, and their flesh glows softly in the dark.

Radiant Energy. Though they’re not dangerously radioactive unless they wish to be, their presence excites the air around them, creating drifting motes of light. A hesper can focus this energy at will to project rays of fire, emit arcs of electricity, or overload electronic devices.

This same energy can infuse other living creatures with focused doses of radiation, skipping the normal radiation sickness and instead causing short-lived changes to a victim’s genetic structure.

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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