AC 15 (natural armor)
HP 36 (8d8; bloodied 18)
Speed 25 ft.
Initiative Dex +0 (10), Insight +0 (10), Perception +0 (10)
Proficiency +2; Maneuver DC 14
Saving Throws Str +4, Dex +0, Con +0, Int +0, Wis +0, Cha –1; see Shared Will and Peer Pressure
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities fatigued, paralyzed, petrified, poisoned
Senses darkvision 120 feet, passive Perception 12
Languages understands Common and Primordial but can’t speak
Aligned Senses. Increase the passive Perception of all brass men within 3 miles of each other by +1 for each brass man after the first.
Coordinated Tactics. Roll initiative once for all brass men; they act simultaneously. Each can move independently but must take the same action; if a given brass man cannot take the same action as its peers, it takes no action. Likewise, they must take the same bonus action (typically to reload their muskets). Brass men cannot take reactions.
Shared Will. Brass men have advantage on Intelligence, Wisdom, and Charisma saving throws. See also Peer Pressure.
ACTIONS
Metal Fist. Melee Weapon Attack: +6 to hit; reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Musket. Ranged Weapon Attack: +2 to hit; range 60/180 ft., one target. Hit: 9 (2d8) piercing damage. Special: The brass man (and all its peers) must use an action or bonus action to reload its weapon, so cannot attack with it more than once per turn. If the brass man rolls a natural 1 on an attack roll with the musket, the barrel is fouled, causing future attacks to have disadvantage until the brass man spends an action to clear the barrel (but see Coordinated Tactics). Rolling a natural 1 on an attack roll with a fouled barrel causes the weapon to explode, dealing 9 (2d8) damage to the brass man.
TECHNOLOGICAL WEAKNESS
Peer Pressure (Insight DC 12). Their movements are so synchronized, it’s like they share one mind. If the brass man fails an Intelligence, Wisdom, or Charisma saving throw, the consequence also affects all other brass men within 3 miles.
Risuri soldiers who served in the Fourth Yerasol War tell ghost stories of men made of brass who fought alongside them, voiceless, but possessed of unsettling awareness. Implacable and nearly impervious to most weapons, they were also slow and had poor aim.
The usual tales involves sailing to war beside a friend with some memorable quirk, losing the friend in battle, then weeks later being saved by a lance of these brass men—never more than six—led by a live officer. The officer demands they tell no one of the strange mechanical warriors, then orders the lance to move out. But before leaving, one of the brass men nods to the storyteller and performs the same quirk their friend always did.
The Risuri government claims it undertook a formal inquiry into these stories and determined the constructs were the creation of a lone wizard whose name has not been revealed. However, sightings continue around the world, and recently a ranger of the Titan Conclave reported seeing a lance of these same brass men marching toward the ancient ziggurat in the Antwalk Thicket near Bole.
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.