Arc Walker
Large • Construct • Unaligned
Armor Class 15
Hit Points 102 (12d10 + 36)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 8 (-1) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
CR 7 (XP 2,900; PB +3)

Charging. Whenever the arc walker is subjugated to lightning damage, its Ionize ability recharges.
Bloodied - Damaged Grounding. While bloodied, the arc walker’s lightning damage immunity turns into a damage resistance. Additionally, when a creature ends its turn within a 5-foot emanation originating from the arc walker, it takes 3 (1d6) lightning damage.
Unusual Nature. The arc walker doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The arc walker makes two Arc Cannon attacks. When both attacks hit the same target, Constitution Saving Throw: DC 14. Failure: The target becomes stunned until the end of its next turn.
Arc Cannon. Ranged Weapon Attack: +6, reach 60 ft. Hit: 22 (4d10) lightning damage.
Spell Break Pulse (1/Day). Constitution Saving Throw: DC 14, each creature in a 20-foot emanation originating from the arc walker. Failure: The target loses the concentration it maintains on a spell and can’t cast spells until the end of its next turn. Success: The target loses the concentration it maintains on a spell.
BONUS ACTIONS
Ionize (Recharge 5-6). Constitution Saving Throw: DC 14, one creature within 60 feet of the arc walker that it can see. Failure: The target has disadvantage on Constitution saving throws, and attacks that deal lightning damage have advantage against the target. The effect lasts until the end of the target’s next turn.
Arc Walker
Large • Construct • Unaligned
Armor Class 14
Hit Points 75 (10d10 + 20)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 8 (-1) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
CR 4 (XP 1,100; PB +2)

Charging. Whenever the arc walker is subjugated to lightning damage, its Ionize ability recharges.
Bloodied - Damaged Grounding. While bloodied, the arc walker’s lightning damage immunity turns into a damage resistance. Additionally, when a creature ends its turn within a 5-foot emanation originating from the arc walker, it takes 2 (1d4) lightning damage.
Unusual Nature. The arc walker doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The arc walker makes two Arc Cannon attacks. When both attacks hit the same target, Constitution Saving Throw: DC 12. Failure: The target becomes stunned until the end of its next turn.
Arc Cannon. Ranged Weapon Attack: +4, reach 30 ft. Hit: 14 (4d6) lightning damage.
Spell Break Pulse (1/Day). Constitution Saving Throw: DC 12, each creature in a 10-foot emanation originating from the arc walker. Failure: The target loses the concentration it maintains on a spell and can’t cast spells until the end of its next turn. Success: The target loses the concentration it maintains on a spell.
BONUS ACTIONS
Ionize (Recharge 6). Constitution Saving Throw: DC 12, one creature within 30 feet of the arc walker that it can see. Failure: The target has disadvantage on Constitution saving throws, and attacks that deal lightning damage have advantage against the target. The effect lasts until the end of the target’s next turn.
Arc Walker
Large • Construct • Unaligned
Armor Class 16
Hit Points 123 (13d10 + 52)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 18 (+4) | 2 (-4) | 8 (-1) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
CR 10 (XP 5,900; PB +4)

Charging. Whenever the arc walker is subjugated to lightning damage, its Ionize ability recharges.
Bloodied - Damaged Grounding. While bloodied, the arc walker’s lightning damage immunity turns into a damage resistance. Additionally, when a creature ends its turn within a 5-foot emanation originating from the arc walker, it takes 7 (2d6) lightning damage.
Unusual Nature. The arc walker doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The arc walker makes two Arc Cannon attacks. When both attacks hit the same target, Constitution Saving Throw: DC 16. Failure: The target becomes stunned until the end of its next turn.
Arc Cannon. Ranged Weapon Attack: +8, reach 90 ft. Hit: 32 (5d12) lightning damage.
Spell Break Pulse (1/Day). Constitution Saving Throw: DC 16, each creature in a 30-foot emanation originating from the arc walker. Failure: The target loses the concentration it maintains on a spell and can’t cast spells until the end of its next turn. Success: The target loses the concentration it maintains on a spell.
BONUS ACTIONS
Ionize (Recharge 5-6). Constitution Saving Throw: DC 16, one creature within 60 feet of the arc walker that it can see. Failure: The target has disadvantage on Constitution saving throws, and attacks that deal lightning damage have advantage against the target. The effect lasts until the end of the target’s next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
