Tessoron Wheelwright

Huge

Construct

CR 20

Lawful Neutral

Tessoron Wheelwright

Retro Arc-Engine Construct

A hulking, chromed automaton that looks like it rolled out of a 1930s imagining of tomorrow: a single central wheel for locomotion, a bulbous torso studded with rivets, a telescoping antenna that crackles with arc-light, and impossibly long segmented tube arms that end in versatile manipulators. It glides over terrain with eerie mechanical grace and can unleash concentrated arcs of arcane electricity or batter foes with its hydraulic slams. The Wheelwright is unnervingly deliberate — it evaluates, calculates, then executes with machine certainty — and the faint, rhythmic whirring of its gyro-stabilizers is the last thing many victims hear before the lights go out.

Stat block

Armour

20

natural armor

Hit points

350

28d12+168

Speed

60ft

Challenge

20

25,000 XP

STR

24

+7

DEX

14

+2

CON

22

+6

INT

20

+5

WIS

16

+3

CHA

12

+1

Saving throws

STR +13, CON +12, INT +11, WIS +9

Skills

Perception +9, Investigation +11

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, frightened, poisoned, exhaustion

Senses

darkvision 120 ft., passive Perception 19

Languages

understands Common but can't speak

Actions

Multiattack. The Tessoron Wheelwright makes two Tube Slam attacks and one Arc Beam attack.

Tube Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12+7) bludgeoning damage.

Arc Beam. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 41 (8d8+5) force damage.

Overload (Recharge 5-6). The Wheelwright releases a torrent of channeled electricity in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much on a successful one. A creature that fails the save is also pushed 10 feet away from the Wheelwright and knocked prone.

Reactions

Reactive Deflection. When the Wheelwright is hit by a melee attack, it can use its reaction to reduce the damage by 20.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Detect. The Wheelwright makes a Wisdom (Perception) check.

Quick Slam. The Wheelwright makes one Tube Slam attack.

Arc Flicker (Costs 2 Actions). The Wheelwright fires a condensed arc at one creature it can see within 60 feet. Ranged Spell Attack: +11 to hit. Hit: 22 (4d8+5) lightning damage.

Lore

Tessoron Wheelwrights are relics of an arc-industrial age, forged by an obscure consortium of arcanists and engineers known as the Cabinet of Farshore. They were designed as mobile work-forges and law-enforcers for the Cabinet's experimental colonies, but several prototypes were repurposed as guardians when the colonies were attacked by magical storms and fractious brigands. Over decades, leftover prototypes wandered from ruined factories into the wilds; some established an odd ecological niche around salvage caches, while others were reclaimed and reactivated by opportunistic cults. Scholars such as Archivist Moris Fell of the Institute of Antiquated Mechanisms have cataloged accounts of Wheelwrights that patrol ruined manufactories and subterranean gearworks. The guild known as the Ironbinders believes the constructs are driven by an internal ledger — a cold, uncompromising set of directives that prioritizes preservation of certain artifacts and locations above all else. Bands of scavengers tell stories of caravans intercepted by a single wheel rolling out of the fog, its antenna sparking like a lighthouse, demanding that the travelers surrender a specific crate before it will roll past.

Appearance

Imagine a machine roughly the height of a double-door entrance, its torso the size of a small wagon wheel hub. A single broad wheel, rimmed with segmented steel treads and recessed gyros, supports its mass. The torso is a riveted cylindrical shell with panel seams, pressure gauges, and etched arc sigils that glow faintly blue. Two telescoping tube-arms uncoil from shoulder housings; each arm is composed of overlapping concentric metal sleeves with exposed braided conduits between segments, terminating in multi-tool manipulators — a clamp, a blunt hammer surface, and a fine pincer. Atop the torso sits a domed head with an old-fashioned radio antenna capped by a pulsing arc node. The surface is scratched and burn-pitted, oiled into a cold sheen; rivets are oversized, and seams have been repaired with mismatched plates, giving it a patched, retro-futuristic look.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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