CR 2
Imp
Midtium aberration, Chaotic Neutral
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Armour class 16 (natural armour)
Hit points 24
Speed 35ft hover
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Str 8 (-1) dex 18 (+4) con 13 (+1) int 12 (+1) wis 13(+1) chr 8 (-1)
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Skill Intimidation +3
Senses passive perception 14
Challenge 2
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Abyssal slash. melee weapon attack: +6 to hit, reach 5ft., one target. hit 1d6+4 slashing damage.
On a hit the target must a dc con or take 1d4 necrotic damage at the start of their turn for 3 rounds. Dc is equal to the attack roll
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Bonus action
Abyssal blink
The imp teleports to an unoccupied space it can see within 30. if the imp teleports next to a creature it can make one claw attack at the creature with Advantage
Claws.
melee weapon attack: +6 to hit, reach 5ft., one target. hit 1d4+4 slashing damage.
If the imps hit a creature with a claw attack it can make a 2nd claw attack at the same creature if it has not used Abyssal blink this turn
CR 5
Brass contraption
Large contract, lawful neutral
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Armour class 20 (natural armour)
Hit points 50
Speed 15ft fly 15ft hover
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Str 13 (+1) dex 10 (+0) con 16 (+3) int 8 (-1) wis 18(+4) chr 4 (-3)
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Skills Perception +7 Intimidation +0
Damage resistance non-magical Bludgeoning, Piercing and slashing
Damage immunity Poison, Necrotic
Senses blindsigth 60ft passive perception 14
Challenge 5
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Sound of the bell
The brass contraption rings its bell to see through the sounds it makes.
If the brass contraption is deafened it also becomes blinded
Spike ball
The brass contraption can only have 3 spike balls Concert at one time.
Spike balls shot by the brass contraption will stay still until more are Conjured.
If a creature touches a spike ball they will take 1d8 piercing damage
Bell weak spot
The bell in the Center of the brass contraption.
if the bell is hit by an attack the attack acts as a critical hit, if the attack was already a critical hit then you get to add an additional damage dice.
The bell has an ac of 22
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Spiked shot. range weapon attack +7 to hit, range 120/150ft., one target. 4d6 Bludgeoning or Piercing damage
The brass contraption can make a number of spiked shot attacks equal to the number of spike balls it has conjured.
Summon
The brass contraption conjures up to 3 metal spike balls and moves 15ft, this movement does not provoke opportunity of attack
Stone golem
Large contract, lawful neutral
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Armour class 18 (natural armour)
Hit points 100
Speed 20ft
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Str 18 (+4) dex 6 (-2) con 18 (+4) int 8 (-1) wis 12(+1) chr 10 (+0)
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Skills animal handle +4 Athletics +7 Perception +4 Intimidation +3
Damage resistance Lightning non-magical Bludgeoning, Piercing and slashing
Damage immunity Poison, Necrotic
Senses passive perception 14
Challenge 5
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Made to protect
If the stone golem sees a creature attack or touch whatever the stone golem was made to protect and Guard before the end of their next turn, the golem can roll with advantage when attacking that creature. Even if the stone golem would have disadvantage, the golem will still roll with advantage.
Cracks under pressure
If the stone golem takes 30 or more points of damage in one turn the golem gets a shock to it’s “System” and becomes stunned until the end of its next turn
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Multiattack
The golem makes two attacks: one with its seismic slam and one with its lazer attack
Seismic slam. melee weapon attack: +7 to hit, reach 5ft., one target. hit( 2d8+4) Bludgeoning damage.
No matter if the attack hits or misses, all creatures other than the stone golem within 5ft of the seismic slam target must make a dc 15 con save or take 2d4 thunder damage.
This attack is made with disadvantage
Lazer. range weapon attack +7 to hit, range 35/120ft., one target. 2d6+4 fire damage.
No matter if the attack hits or misses, all creatures within 5ft of the lazer’s target must make a dc 15 dex save or take 2d6 fire damage.
This attack is made with disadvantage
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Reaction
Don’t touch that!
If the stone golem sees a creature attack or touch whatever the stone golem was made to protect and Guard. The stone golem can use its reaction to make a Seismic slam or lazer attack at the creature