5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Constructs >

Re-Animated

About

The scientifically- and magically-advanced underground race of humans oft-known as the Ancients never leave their subterranean cities, but their creations are often sent forth to forestall contact with the Outside. One of the more-common constructs seen in the mortal world are the horrible entities known as the re-animated.

Sometimes, the re-animated are sent into the mortal world as raiders, or guardians of sites which the Ancients wish to preserve for a time. Because of their rather simple mental workings, the re-animated can be subverted and, in effect, repurposed by an evil sorcerer or powerful entity. Thus, their use has spread around the world. Some entities or dark cults even engage in regular trade with the Ancients via their agents, in order to obtain re-animated for their own uses.

The largest group of re-animated originate as prisoners or criminals of the Ancients, who are executed by exotic tortures. The bodies are resuscitated, but only as biological machines, with no souls or minds. Instead, they are programmed to undertake limited activities. They are not true undead and cannot be turned or controlled by a cleric.

Constructed. Despite their organic components, the re-animated need no sleep, food, water, or air.

Variant Re-Animated

The re-animated are often missing pieces of their bodies as a by-product of their execution. To make them more effective servants or guards, the Ancients typically surgically implant magical or mechanical additions to them. Each re-animated can have a different array of weapons, always designed for its function.

Variant Trait: Explosive

A re-animated laborer or guard assigned to a location where it is isolated and vulnerable to attack might be booby-trapped with an alchemical explosive. It gains the re-animated raider’s Explosive trait, which increases a laborer’s challenge rating to 1 (200 XP) or a guard’s challenge rating to 3 (700 XP).

Variant Weapons

A re-animated might have one or more of the following adjustments to its attacks, which don’t change its challenge rating.

Drill. The creature’s melee weapon attack deals piercing damage and doesn’t start a grapple. The reanimated gains a burrowing speed of 10 feet.

Saw. The creature’s melee weapon attack deals slashing damage and doesn’t start a grapple. It scores a critical hit on a roll of 19 or 20.

Variant Actions

A re-animated might have one or more of the following actions. Adding one of the actions with a Recharge increases a laborer’s challenge rating to 1 (200 XP), a guard’s challenge rating to 3 (700 XP), or a raider’s challenge rating to 5 (1,800 XP).

Grappling Hook. The re-animated gains a climbing speed of 30 feet. As an action, it can shoot a rope or chain (GM’s discretion) that embeds itself in a firm surface the re-animated can see within 80 feet. The re-animated can then pull itself to that location or to any location on the straight line to it.

Flamethrower (Recharge 5–6). The re-animated projects a gout of flame in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half as much damage on a success.

Pesticide (Recharge 5–6). The re-animated projects a cone of poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failure, or half as much damage on a success. Each creature that fails its saving throw gains the poisoned condition if it isn’t holding its breath. The poisoned creature makes another Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.

Sterilizer (Recharge 5–6). The re-animated projects a cone of acidic gas in a 30-foot line that is 5 feet wide.

Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failure, or half as much damage on a success.