Large construct, unaligned

Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 0 ft., fly 30 ft. (hover)

20 (+5) 13 (+1) 18 (+4) 6 (-2) 16 (+3) 1 (-5)

Damage Resistances acid, cold, fire, radiant, thunder
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from magical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses passive Perception 13
Languages understands all but can’t speak
Challenge 9 (5,000 XP)

Special Traits

  • Immutable Form. The mytholabe is immune to any spell or effect that would alter its form.
  • Magic Resistance. The mytholabe has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The mytholabe’s weapon attacks are magical.
  • Melodious Recharge. Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.
  • Spanner in the Works. When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.
  • Sentient Transformation. If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon’s.
  • Unbearable Scraping. When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.
  • Innate Spellcasting (1/day). The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.


  • Multiattack. The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.
  • Heroic Jab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.
  • Purifying Resonance (Recharge 5-6). The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it’s maintaining broken.


An ever-shifting clockwork wonder engineered by the divine floats a few feet off the ground, bearing the weapons of legends long past.

When heroes die, their magic equipment is often buried with them or passed to their descendents, but sometimes the gods have other plans for such items. The gods will bind the personal effects of their many fallen champions into clockwork mechanisms that do their bidding.

Impervious. Crafted from the finest, toughest materials, and resonating with divine power that emits a deep, beautiful thrum, it is virtually impossible to damage a mytholabe through conventional heroic means. Magic weapons clang harmoniously off it with no lasting impact, and magical effects fare only slightly better.

Weakness to the Mundane. Mytholabes are broken, not killed. A common spear thrust into a gear will mar the perfection of its mechanical workings and its harmonic resonance. Mundane weapons are the most effective, but the nails-on-chalkboard screeching during the dismantling process must be painfully endured.

Housing for sentience. Sometimes a sentient weapon is part of the machine, and its personality takes over (or corrupts) it. Some weapons find this pleasing; others, suffocating.

Construct Nature. A mytholabe doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

This is not the complete section 15 entry - see the full license for this page