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Retriever

Huge construct, chaotic evil

Armor Class 18 (natural armor)
Hit Points 170 (20d12 + 40)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 15 (+2) 3 (–4) 11 (+0) 1 (–5)

Skills Perception +10
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 20
Languages understands the languages of its creator but can’t speak
Challenge 13 (10,000 XP)

Special Traits

  • Spider Climb. The retriever can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the retriever knows the exact location of any other creature in contact with the same web.
  • Web Walker. The retriever ignores movement restrictions caused by webbing.

Actions

  • Multiattack. The retriever makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
  • Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Eye Rays. The retriever’s eyes produce four different magical rays, each of which can only be used once every four rounds. The retriever can only fire a single ray each round, choosing one target it can see within 90 feet of it: Cold Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one.
  • Fire Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.
  • Lightning Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much on a successful one.
  • Petrification Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.