Scavenger Bot
Tiny • Construct • Unaligned
Armor Class 15
Hit Points 40 (8d8 + 8)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 12 (+1) | 6 (−2) | 8 (−1) | 4 (−3) |
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 30 ft., passive Perception 9
Languages understands Common but can’t speak
CR 2 (XP 450; PB +2)

Chest Cavity. The scavenger bot can store up to three Small or smaller objects in its body. While incapacitated, other creatures can open the storage to retrieve objects. Mundane objects inside the cavity are destroyed when the scavenger bot explodes.
Unusual Nature. The scavenger bot doesn't require air, food, drink, or sleep.
Volatile. The scavenger bot explodes when it dies (reducing it to 0 hit points with non-lethal attacks doesn't trigger this ability). Dexterity Saving Throw: DC 11, each creature in a 5-foot emanation originating from the scavenger bot. Failure: 9 (2d8) force damage. Success: Half damage.
ACTIONS
Multiattack. The scavenger makes two Claw attacks.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage, and the target is grappled (escape DC 12).
Break and Assimilate (Recharge 5–6). The scavenger destroys a non-magical Small or smaller object made out of metal it is carrying or takes out from its Chest Cavity and regains 9 (2d8) hit points.
BONUS ACTIONS
Spin and Jank. Strength Saving Throw: DC 12, one creature grappled by the scavenger. Failure: The target is pushed 10 feet in a random direction, knocked prone, and the scavenger rips an object the target was carrying from its possession.
Scavenger Bot
Tiny • Construct • Unaligned
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 11 (+0) | 6 (−2) | 8 (−1) | 4 (−3) |
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 30 ft., passive Perception 9
Languages understands Common but can’t speak
CR 1/4 (XP 50, PB +2)

Chest Cavity. The scavenger bot can store up to three Small or smaller objects in its body. While incapacitated, other creatures can open the storage to retrieve objects. Mundane objects inside the cavity are destroyed when the scavenger bot explodes.
Unusual Nature. The scavenger bot doesn't require air, food, drink, or sleep.
Volatile. The scavenger bot explodes when it dies (reducing it to 0 hit points with non-lethal attacks doesn't trigger this ability). Dexterity Saving Throw: DC 10, each creature in a 5-foot emanation originating from the scavenger bot. Failure: 4 (1d8) force damage. Success: Half damage.
ACTIONS
Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage, and the target is grappled (escape DC 11).
Break and Assimilate (Recharge 6). The scavenger destroys a non-magical Small or smaller object made out of metal it is carrying or takes out from its Chest Cavity and regains 4 (1d8) hit points.
BONUS ACTIONS
Spin and Jank. Strength Saving Throw: DC 11, one creature grappled by the scavenger. Failure: The target is pushed 10 feet in a random direction, knocked prone, and the scavenger rips an object the target was carrying from its possession.
Scavenger Bot
Tiny • Construct • Unaligned
Armor Class 16
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 14 (+2) | 6 (−2) | 8 (−1) | 4 (−3) |
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak
CR 5 (XP 1,800, PB +3)

Chest Cavity. The scavenger bot can store up to three Small or smaller objects in its body. While incapacitated, other creatures can open the storage to retrieve objects. Mundane objects inside the cavity are destroyed when the scavenger bot explodes.
Unusual Nature. The scavenger bot doesn't require air, food, drink, or sleep.
Volatile. The scavenger bot explodes when it dies (reducing it to 0 hit points with non-lethal attacks doesn't trigger this ability). Dexterity Saving Throw: DC 14, each creature in a 5-foot emanation originating from the scavenger bot. Failure: 13 (3d8) force damage. Success: Half damage.
ACTIONS
Multiattack. The scavenger makes two Claw attacks.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 17 (4d6 + 3) slashing damage, and the target is grappled (escape DC 14).
Break and Assimilate (Recharge 5-6). The scavenger destroys a non-magical Small or smaller object made out of metal it is carrying or takes out from its Chest Cavity and regains 16 (3d10) hit points.
BONUS ACTIONS
Spin and Jank. Strength Saving Throw: DC 14, one creature grappled by the scavenger. Failure: The target is pushed 10 feet in a random direction, knocked prone, and the scavenger rips an object the target was carrying from its possession.
QUICK REFERENCE
Habitat
- Found in ruins, scrapyards, abandoned workshops
- Often encountered in old battlegrounds littered with metal debris
- Common in regions where artificers or inventors once operated
Behavior
- Roams aimlessly while collecting metal scraps or small objects to repair its aging body
- Treats anything made of metal as potential material or “food”
- Often pauses to inspect machinery or tools with curious twitching motions
Information (Intelligence Check)
- DC 12 Arcana: Scavenger bots are volatile constructs that explode when destroyed
- DC 14 Investigation: Their chest cavity can store several small objects they have taken or scavenged
- DC 17 Tinkerer's or Smith Tools: Their constructions allow them to rapidly assimilate all kinds of objects to restore their own integrity
Combat
- Opens combat by grappling a target with its claws to tear away gear or restrain movement
- Uses Break and Assimilate early if carrying metal objects to regain hit points
- Stays within close quarters to ensure its death explosion harms enemies; rarely tries to escape
Loot Ideas
- Salvaged metal components suitable for tinkering or crafting
- A partially damaged but functional tool or item from its chest cavity
- Randomly sized metal parts from different metals, such as adamantine or mithril
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.
