Sciapod

sciapod

Also known as skiapodes and monopods, these Humanoid creatures with a single leg ending in an overly large foot. Despite having only a single leg, they are swift moving and able to quickly bound across the countryside.

Unwavering Hunters. While sciapods look like large dwarves or small humans, they are wild and uncivilized. They dress in simple rags and animal hides, seldom wearing boots. They have a tendency to lie on their back during sunny days and shade themselves with their foot.

Literal-minded. Quite loyal despite their savage natures, sciapods obey the orders of their leaders without question. They are extremely literal, having no sense of imagination or concept of metaphors.

Medium humanoid, lawful neutral
Armour Class 13 (leather)
Hit Points 27 (5d8 +5)
Speed 40 ft.


Str 13 (+1) Dex 14 (+2) Con 11 (+1) Int 7 (-2) Wis 13 (+1) Cha 8 (-1)


Senses passive Perception 11
Languages Common
Challenge 1/4 (50  xp)


Springing Attack. If the sciapod moves at least 30 feet straight towards a creature and then hits with a stomp attack on the same turn, the creature  must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the target is already prone, the stomp attack deals an additional 3 (1d6) bludgeoning damage.

Standing Leap. The sciapod’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Stomp. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. 

Clocktopus

clocktopus

Crafted from whirring gears and clicking the cogs, this massive multi-armed machine is dotted with corrosion. Most of the parts of a clocktopus are crafted from brass that has been treated with tin to survive immersion in saltwater.

Guardian Mechanisms. The creation of a trio of eccentric wizards, the clocktopus was designed to defend their private sanctuary from aquatic threats. They are alert and able to hide in surprisingly small places, remaining completely motionless for months at a time.

Deceptively Swift. Despite its massive size and bulk, a clocktopus can swim with ease. The central body of the clocktopus is hollow and the outer shell is designed to fold inward, allowing the construct to contract its body to a fraction of its normal size. As much of its body is empty, a clocktopus weighs only 2000 pounds.

Constructed Nature. A clocktopus doesn’t require air, food, drink, or sleep.

Clocktopus

Huge construct, unaligned
Armour Class 15  (natural)
Hit Points 105 (10d12 +40)
Speed 25 ft., swim 40 ft.


Str 23 (+6) Dex 13 (+1) Con 19 (+4) Int 3 (-4) Wis 12 (+1) Cha 2 (-4)


Skills Perception +4, Stealth +4
Damage Immunities poison, psychic;  bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900  xp)


Collapse Body. As a bonus action, the clocktopus can fold in on itself until it is Medium sized. While compressed, the reach of its tentacles becomes 5 ft.

Oily Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the clocktopus. If in the air, all creatures caught in the spray gain vulnerability to fire damage until they wipe the oil off as an action. If it is underwater the area is heavily obscured for 1 minute, and the clocktopus can use the Dash action as a bonus action.


Multiattack. The clocktopus makes 8 tentacle attacks.

Tentacle. Melee weapon attack: +9 to hit, reach 15 ft., one target. Hit: 12 (1d12+6) bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or become grappled (escape DC 14). If the target is medium or smaller sized it is restrained until this grapple ends. While grappling a target, the clocktopus has advantage on attack rolls against it but can’t use this tentacle against another target.