Slaver’s Pet

Huge construct, unaligned

24 (+7) 10 (+0) 20 (+5) 1 (-5) 10 (+0) 1 (-5)

Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Skills Athletics +11, Perception +4
Damage Resistances bludgeoning, piercing and slashing from weapons that are not magical or adamantine
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 19
Challenge 12 (8,400 XP)

Special Traits

  • Immutable Form. The slaver’s pet is immune to any spell or effect that would alter its form.
  • Magic Resistance. The slaver’s pet has advantage on saving throws against spells and other magical effects.
  • Spider Climb. The slaver’s pet can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Unwavering. The slaver’s pet cannot be distracted and has advantage on all passive Perception checks.


  • Multiattack. The slaver’s pet makes four attacks using any combination of chain claw and slam attacks.
  • Chain Claw. Ranged Weapon Attack: +11 to hit, range 20/40 ft., one target. Hit: the target is grappled (escape DC 21) and is forced to move when the slaver’s pet moves. A controlled slaver’s pet never moves faster than the speed of its slowest grappled creature.
  • Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the creature must make a DC 17 Strength saving throw or be thrown 20 feet, landing prone.
  • Shock. As an action, the slaver’s pet can send a shock to each creature it has grappled. The creature takes 22 (4d10) lightning damage and must make a DC 15 Constitution saving throw or become unconscious for 1 minute.


When seeking to capture slaves, the slaver’s pet is careful to do only nonlethal damage to targets. Prospective slaves are captured by the chain claws; undesirables are flicked away by the spider-like legs. If still properly programmed but without a controller, it returns with its captured slaves by moving at a speed that they can keep. Rogue pets have lost this programming and might maintain their top speed, no matter what happens to the captured creatures. Some drag the dead along until they find a better candidate, who is likely to suffer the same fate.

The chain connecting a slave and the pet can be severed – it requires doing at least 25 points of acid, slashing or bludgeoning damage to that chain (note the resistances and immunities above).


The approaching form is that of a great metallic spider with long, multijointed legs. A tangle of chains that end in clawed metal hands whirls around it, and the creature clatters forward with clearly hostile intent.

Raider. The slaver’s pet is a construct developed to aid in slave raids. It resembles a large iron spider with eight long, spindly legs. At the intersection of the eight legs is a mass of coiled chains topped by four sharply clawed, animated hands. The construct can shoot out these hands, which remain attached to the body by a 40- foot chain that unwinds from the central point.

Pilot’s Seat. Though the slaver’s pet was designed to be autonomous, it is equipped with a padded seat where a controller can ride and direct its movements and actions. This construct can be used to cross difficult terrain, but there are few left today and even fewer wizards still able and willing to create them.

Rogue Machines. A few slaver’s pets are thought to roam lost and mindlessly following their masters’ latest orders – capturing innocents, chaining them, and dragging them along until they die of starvation or exposure.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.