Soulwork, Crossbones

Medium construct (gold, soulwork), chaotic evil

Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 5 (-3) 10 (+0) 7 (-2)

Skills Perception +3
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak
Proficiency Bonus +3
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Antimagic Susceptibility. The clockwork is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the clockwork must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
  • Constructed Nature. The construct doesn’t require air, food, drink, or sleep.
  • Incorporeal Movement. The crossbones can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Soul Engine. When the construct dies, it inflicts 10 (3d6) necrotic damage in a 5 ft. radius. Creatures in the radius can make a DC 13 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Soul Engine Malfunction table.
  • Standing Leap. The crossbone’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

  • Multiattack. The crossbones makes two melee attacks, only one of which can be a bite attack.
  • Skull Chains. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the crossbones has advantage on attack rolls against it and can’t use this attack against other targets. When the crossbones moves, any Medium or smaller target it is grappling moves with it.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled by the crossbones, incapacitated, or restrained. Hit: 14 (3d6 + 4) bludgeoning damage.
  • Chain Sweep. The crossbones swings its chain, and every creature within 10 feet of it must make a DC 13 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
  • Chain Smash (Recharge 6). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

  • Aggressive. As a bonus action, the crossbones can move up to its speed toward a hostile creature that it can see.

ABOUT

This human-sized gold skull clanks along, connected by four chains to smaller skulls. And then it phases right through a wall!

Crossbones are giant skulls unleashed by mad inventors for the sole purpose of eliminating a foe. They make a beeline for the target, phasing right through walls and destroying everything and everyone in their path. They specifically focus on living intruders, but will just as easily smash through other creatures should they get in their way.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

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