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Re-Animated Raider

A humanoid corpse shambles toward you, its flesh riddled with large hoses and metal plates. Grotesque metal rods replace large portions of its form with no rhyme or reason as to their placement or purpose.

Medium construct, unaligned

Armor Class 17 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 4 (–3) 10 (+0) 5 (–3)

Damage Resistances poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can’t speak

Challenge 4 (1,100 XP)

Special Traits

  • Explosive. When the re-animated raider is reduced to 0 hit points, it explodes, and each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the raider’s components.

Actions

  • Multiattack. The re-animated raider qmakes two attacks.
  • Automatic Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. This crossbow doesn’t have the loading property.
  • Grabbing Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and a medium or smaller target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the re-animated raider can’t use that claw to attack another creature, and if the creature is Medium, the re-animated raider gets a +2 bonus to its AC as if from a shield. If the re-animated raider moves, the grappled creature moves with it.

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.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.