Vile Reconstructor

A small, lithe humanoid with pale skin and a maw of needle-sharp teeth looks up at you through the eerie sheen of a monocular fused to one of his cruel and beady eyes. An assortment of curious tools and strange devices are affixed to a belt wrapped around its waist. Curiouser still are the three rod-tipped mechanical arms that protrude from this stranger’s back—each one whirring and gesticulating in odd concordance with the weird creature’s erratic motions.

The Architect’s Assistants. Cousins to the sinister siabhra (or vile barber), these impish unseelie fey are often tasked with resetting the triggers of complex traps and other contraptions. The ability to traverse shadows—combined with their uncanny mechanical acumen and eldritch implants—allow vile reconstructors to ingress many places considered dangerous and otherwise unreachable. And they do seem to rather enjoy doing it.

Bad Science. Upon enlistment or enslavement, vile reconstructors are subjected to a series of intense physical and mental modifications. These painful arcane medical procedures bestow upon the subject an array of heightened abilities and a macabre complement of skin-grafted tools and weapons (along with a variously fractured mind). And while the specimen classified here has come to be known as a standard variety, stranger and more unique types of vile reconstructors have certainly been encountered in the wild.

Inconvenient Saboteurs. While they are often found in the action of repairing or resetting traps and other mechanisms, vile reconstructors have been known to happen upon adventurers during the most awkward and ill-timed of circumstances. Reconstructors delight in making those moments as deadly (and humorous) as possible in an effort to please themselves and the maniacal whims of their dark creator.

Vile Reconstructor

Small fey, lawful evil
Armor Class 15 (leather armor)
Hit Points 28 (8d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 10 (+0) 8 (−1) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron or silvered weapons
Skills Perception +6, Sleight of Hand +4, Stealth +4
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Undercommon, Sylvan, Umbral
Challenge 1 (200 XP)

Inhumanly Quick. The vile reconstructor can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can’t use the same bonus action twice in a single turn.

Mending Rod. The vile reconstructor can use an action to cast the mending cantrip at will, using one of its rod-tipped arms.

Monocular Graft. The vile reconstructor has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that require sight.

Nimble Escape. As a bonus action, the vile reconstructor can take the Disengage or Hide action on each of its turns.

Shadow Step. As a bonus action, the vile reconstructor magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The reconstructor then has advantage on the first melee attack it makes before the end of the turn.

Actions

Multiattack. The vile reconstructor makes two attacks with its torch rods.

Torch Rods. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) fire damage or 7 (1d6 + 4) lightning damage.

Mock Box. As a bonus action, the vile reconstructor targets a creature that can hear it within 60 feet. That target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.

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