Vrilwork, Mannequin

Family: Vrilwork

Medium construct (bronze, vrilwork), lawful neutral

Armor Class 15 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

14 (+2) 11 (+0) 13 (+1) 12 (+1) 8 (-1) 1 (-5)

Skills Perception +1, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Proficiency Bonus +2
Challenge 3 (700 XP)


  • 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. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Mannequin Limbs. Whenever the mannequin takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
    • 1–8: One leg is severed from the mannequin if it has any legs left.
    • 9–16: One arm is severed from the mannequin if it has any arms left.
    • 17–20: The mannequin is decapitated. If the mannequin is reduced to 0 hit points, all parts of it die. Each time the mannequin loses an arm, it loses a vril staff attack (and cannot use the staff with both hands). If its head is severed, the mannequin is blinded unless the head can see it. The mannequin’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from bonuses to speed.
  • False Appearance. While the mannequin remains motionless, it is indistinguishable from a normal mannequin.
  • Pack Tactics. The mannequin has advantage on an attack roll against a creature if at least one of the mannequin’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Vril Engine. When the construct dies, it inflicts 10 (3d6) force damage in a 5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table.


  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Vril Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 4 (1d8) force damage, or 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) force damage, if used with two hands, and the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the end of its next turn.
  • Vril Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 6 (1d10 + 1) force damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the clockwork host’s next turn.

This cobbled together mannequin is made of different types of metal.

Mannequins are the animated scraps of other projects. Turned into cheap labor through the power of vrilgonite, they fill a wide variety of roles ranging from pilot to chef, personal assistant to audience member.

Most vrilwork mannequins encountered individually are typically provided low-powered vril staves and given roles of important responsibility like pilots, guards, etc.

Gnomish audiences are filled with sunwork eyes and a cluster of vrilwork mannequins known as an audience. The mannequins are dangerous separately, but they are deadliest in groups, where they become a flailing swarm that can overcome any foe.

Section 15: Copyright Notice

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

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