Vrilwork, Slaymate

Family: Vrilwork

Huge construct (tin, vrilwork), lawful evil

Armor Class 19 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 40 ft.

14 (+2) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 10 (+0)

Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 16
Languages Common
Proficiency Bonus +4
Challenge 10 (5,900 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.
  • Music. When the slaymate begins a game, it emits music that can be heard out to a range of 300 feet.
  • Regeneration. The slaymate regains 5 hit points at the start of its turn. If the slaymate takes force damage, this trait doesn’t function at the start of the slaymate’s next turn. The slaymate is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
  • 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 21 (12d6) force damage in a 15 ft. radius. Creatures in the radius can make a DC 16 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table.


  • Multiattack. The slaymate makes two ranged attacks with its Vril Gaze or two attacks with its Vril Burst.
  • Vril Gaze. Ranged Weapon Attack: +8 to hit, range 80/240 ft., one target. Hit: 13 (2d8 + 4) force damage.
  • Vril Burst. The slaymate fires at a point within 240 feet that it can see. Each creature in a 10-foot cube must succeed on a DC 15 Dexterity saving throw or take 13 (2d8 + 4) force damage.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage


  • Spot Cheater. The slaymate targets one moving creature it can see within 240 feet of it. The target must contest its Strength (Athletics) or Dexterity (Acrobatics) check against the slaymate’s Wisdom (Perception) check, with disadvantage if it is using the Dash action. If the slaymate wins, all creatures within 10 feet of the target, including the target creature, must make a DC 15 Dexterity saving throw or take 21 (4d8 + 4) force damage and are knocked back-wards 10 feet away from the slaymate and fall prone.


This large construct looks like a giant creepy doll.

Slaymates have but one purpose: to thin the herd of competitors. Armed with two automatic vril rifles in its eyes, the slaymate plays a musical tune with its head facing away from competitors. When it stops, it spins back around instantly to determine who is still moving. Whoever it detects is fired upon. In this fashion, slaymates can decimate dozens of people in the span of a few minutes.

Section 15: Copyright Notice

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

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