Effigy Creature
This lifelike automaton looks just like you—until it rips your heart out with clockwork precision!
A masterwork of arcane engineering and elemental binding, the Effigy Creature is a haunting mimicry of life—an artificial being sculpted in the image of a once-living creature, yet animated only by the cold will of its creator.
Appearance
At first glance, an Effigy Creature is eerily indistinguishable from the living entity it imitates. Its outer shell is crafted from expertly forged metal, lacquered wood, or enchanted ceramics, intricately painted or adorned with lifelike fur, flesh-colored veneers, or even simulated veins and pupils. Fine gears and arcane etchings lie just beneath the surface, sometimes visible through stress cracks or after damage. When moving, it makes faint ticking or whirring sounds, like a concealed timepiece behind a flesh mask.
Behaviour
Effigies possess no will of their own and exhibit a disturbing calm. They move with mechanical precision, emotionless and utterly silent unless ordered otherwise. Their reactions are purely functional—no curiosity, no hesitation, only purpose. If not given a task, they stand perfectly still, sometimes for decades, until activated. Their behavior mimics muscle memory, not consciousness, performing complex tasks flawlessly but never creatively.
Habitat
Effigy Creatures do not create or choose habitats. They dwell where they are placed—standing guard in dusty ruins, hidden in noble households as secret protectors, or patrolling ancient forges beneath mountains. Most are found in the service of powerful arcanists, artificers, or divine beings tied to creation, such as Hephaestus. Wild effigies, long abandoned, may be found broken or dormant in forgotten dungeons or buried beneath battlefields.
Modus Operandi
Effigies act only on direct instruction. They carry out orders literally and to the letter, whether that means standing guard, attacking intruders, or following a target. They cannot strategize but can follow pre-coded contingencies—like targeting specific races, responding to being attacked, or obeying chain-of-command changes. In combat, they fight with relentless efficiency, never tiring, retreating, or showing mercy unless specifically told to.
Motivation
Effigies have no internal desires, only the echo of intent left by their creators. Their “motivation” is a mechanical devotion to command. However, some ancient or damaged effigies may glitch, reinterpreting old commands in dangerous ways—guarding ruins long after their masters have died, or protecting “the party” by turning on anyone not wearing specific insignia. The elemental spirit bound within is emotionless but powerful, making every order it obeys feel chillingly exact.
Effigy Creature 5e
Effigy Hoplite 5e
Effigy Creature 3.5
Effigy Creature
Medium Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 30)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | — | — | 11 (+0) | 1 (-5) |
Note: As a construct, the Effigy Creature has no Constitution or Intelligence score. It is immune to effects requiring either.
Saving Throws Strength +7, Wisdom +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the Effigy Creature understands the languages of its creator but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
TRAITS
Constructed Form.
The effigy does not require air, food, drink, or sleep. It is immune to disease and poison.
Elemental Core.
The Effigy Creature is powered by a bound elemental spirit. When it drops to 0 hit points, roll a d6:
- 1–3: The core explodes, and all creatures within 10 feet must make a DC 14 Dexterity saving throw, taking 4d6 fire damage on a failed save or half on a success.
- 4–6: The core sputters and fades with a low whirring sound—no effect.
False Flesh.
The effigy appears as a living creature unless damaged. A creature that sees the effigy must succeed on a DC 20 Intelligence (Investigation) or Wisdom (Perception) check to identify it as a construct. Once the effigy takes damage, its true nature is obvious.
Obedient Automaton.
The effigy follows only direct commands. If it receives no order and is not under attack, it takes no action. If attacked, it defaults to protecting itself and its designated allies as its last standing command.
ACTIONS
Multiattack.
The Effigy Creature makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Braced Assault (Recharge 5–6).
The effigy locks its joints and slams forward in a straight line. It moves up to 20 feet in a straight line through enemy spaces. Each creature in its path must succeed on a DC 15 Strength saving throw or be knocked prone and take 13 (3d6 + 3) bludgeoning damage. On a success, a creature takes half damage and isn’t knocked prone.
Command Echo (1/Day).
The effigy repeats the last command it received at double intensity, granting it advantage on attack rolls and damage rolls for 1 minute. While under this effect, it cannot distinguish friend from foe unless clearly marked by its creator.
TACTICS
- In Combat: The effigy always follows programmed logic. If defending a location, it attacks the first hostile creature to enter its range. It prioritizes melee over ranged foes, charging in with Braced Assault to knock targets down, then pummeling them.
- Loyal to the Letter: If ordered to “defend,” it interprets that as violently as necessary. Clever players may be able to trick or reprogram it through command manipulation.
- Explosive End: If nearing defeat, a suicidal overload of its Elemental Core may turn it into a last-ditch bomb—especially if the spirit within is unstable.
DESCRIPTION
Effigy Creatures are cold, artificial shadows of life—sculpted likenesses driven by bound elemental spirits and ancient craft. Though eerily lifelike, they lack emotion, reason, or will. They act with chilling precision, and once unleashed, they are as unstoppable as the gears that power them.
Originally Posted in Forgotten Realms Helps.
Effigies are magically animated automatons built in the form of living creatures. They are things of clockwork mechanisms and always animated by an elemental spirit bound to their mechanical shells. Magical artificers and artisans capable of creating such complex devices are few and far between, so effigies are not at all common and are mainly made by either Hephaestos or his servants.
Unlike with most constructs, an effigy creature’s true nature is not always immediately obvious. Some are quite lifelike, revealing their true nature only after taking serious damage. An observer must succeed at a DC 20 Spot check to notice that the effigy is an automaton, not a living creature of its type.
Effigy creatures do only what they are instructed to do by their creators. They draw no conclusions of their own and follow orders explicitly with no regard for their own safety. The commands given them must be simple, such as “Remain here and attack any elves who enter this room,” or “Follow and defend against any who attack my party.”
An effigy’s creator can command it if the effigy is within 60 feet and can see and hear him. If uncommanded, an effigy usually follows its last instruction to itself if attacked. An effigy’s creator can order the creature to obey the orders of another individual (who can in turn order effigy to obey someone else), but the effigy’s creator can always resume control over his creation by commanding the effigy to obey him
alone.
Damaged effigies can be repaired by means of any repair spell or by manual repair in an appropriate workshop or laboratory. The individual performing the repairs must have the Craft Construct feat or 10 ranks in Knowledge (architecture and engineering), and must spend 50 gp and 1 hour per hit point restored.
Creating An Effigy
“Effigy” is an acquired template that can be added to any corporeal aberration, animal, dragon, giant, humanoid, magical beast, monstrous
humanoid, or vermin (referred to hereafter as the base creature). An effigy uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to construct. It loses all subtypes and does not gain the augmented subtype. Recalculate base attack bonus, saving throws, feats, and skills accordingly as described below.
Hit Dice and Hit Points: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining Hit Dice to 10s. As a construct, the creature loses any bonus hit points for high Constitution, but gains bonus hit points based on its size, as shown below:
construct Size | Bonus Hit Points |
Fine to Tiny | – |
Small | 10 |
Medium | 20 |
Large | 30 |
Huge | 40 |
Gargantuan | 60 |
Colossal | 80 |
Speed: As base creature.
Armor Class: An effigy’s natural armor bonus improves by 2 points. It is crafted from material generally tougher than living flesh.
Base Attack Bonus: As a construct, an effigy creature’s base attack bonus is equal to 3/4 irs Hit Dice (as a cleric).
Attack: An effigy retains all the natural attacks and weapon proficiencies of the base creature. An effigy based on a humanoid or human-shaped creature with no natural attacks gains a slam attack as shown below, which it can use in place of a weapon attack. An effigy that has two slam attacks can wield a weapon in one hand and make a slam attack with its offhand at a -5 penalty, adding 1/2 its Strength bonus
on the damage roll.
Size | Attack |
Fine or Diminutive | – |
Tiny | 1 slam (1d2 plus 1-1/2 x Strength bonus) |
Small | 1 slam (1d3 plus 1-1/2 x Strength bonus) |
Medium | 1 slam (1d4 plus 1-1/2 x Strength bonus) |
Large | 2 slams (1d6 plus Strength bonus) |
Huge | 2 slams (2d6 plus Strength bonus) |
Gargantuan | 2 slams (3d6 plus Strength bonus) |
Colossal | 2 slams (4d6 plus Strength bonus) |
Special Attacks: An effigy loses all supernatural special attacks, spell-like abilities, and extraordinary special attacks for which a target’s saving throw is based on the effigy’s Constitution (since the creature no longer has a Constitution score). It retains any extraordinary special attacks that do not allow a saving throw (such as rake, rend, or constrict) or any for which the target’s saving throw is based on the creature’s Strength
(such as trample) or Dexterity (such as a howler’s quills).
Special Qualities: An effigy loses all the special qualities of the base creature, but it gains the special qualities given below.
* Damage Reduction (Su): An effigy gains damage reduction based on the base creature’s Hit Dice:
Hit Dice | Damage Reduction |
1-3 | 1/adamantine |
4-6 | 3/adamantine |
7-10 | 5/adamantine |
11-15 | 7/adamantine |
16-20 | 10/adamantine |
21 or more | 15/adamantine |
Saving Throws: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/3 HD.
Abilities: An effigy creature’s Strength increases by 4, and it takes a -2 penalty to Dexterity. It has no Constitution or Intelligence score, and has Wisdom 11 and Charisma 1.
Skills and Feats: An effigy creature loses all skill points and all feats except for those feats that improve its attacks (such as Improved Natural Attack, Multiattack, Weapon Finesse, or Weapon Focus).
Environment: Any.
Organization: None.
Challenge Rating: Same as base creature +1.
Treasure: None.
Alignment: Always neutral.
Advancement: None.
Level Adjustment: –
Effigy Hoplite
Medium Construct, Unaligned
A divine automaton forged in the likeness of a mortal warrior, tasked with eternal vigilance and unwavering obedience.
STATISTICS
Armor Class 18 (bronze plate and shield)
Hit Points 110 (13d10 + 30)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | — | — | 11 (+0) | 1 (-5) |
Saving Throws Strength +7, Wisdom +3
Skills Athletics +7, Insight +3, Artisan’s Memory (see Traits)
Damage Resistances bludgeoning, piercing, slashing (nonmagical)
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands Ancient Greek, Common, and creator’s languages; cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
TRAITS
Forged by Hephaestus (Divine Construction).
Crafted in sacred forges—whether by Hephaestus, his mortal disciples, or ancient artificers—the effigy is resistant to degradation.
- Immune to rusting effects and spells like heat metal.
- Can be partially healed by mending (1d6 HP) or arcane infusion (treat as Cure Wounds for constructs).
Artisan’s Memory.
Though mindless, the effigy echoes the skills of its creator. It has expertise in the following tools (uses a flat +6 modifier):
- Smith’s Tools (metalwork)
- Mason’s Tools (stonework)
- Jeweler’s Tools (finesse detail)
If used under direct instruction, it functions as a perfect assistant, halving crafting times.
False Flesh.
Covered in ceramic-painted sinews, inlaid bronze joints, and glass eyes, the effigy is disturbingly lifelike.
- A creature must succeed on a DC 20 Intelligence (Investigation) or Wisdom (Perception) check to determine it’s a construct.
- After it takes damage, its inner gears and glow reveal its true nature.
Obedient Automaton.
Effigies follow only direct, simple commands such as “Protect the statue” or “Kill intruders.”
- If no order is given, it does nothing.
- If attacked or ordered to defend, it uses full combat routines until the threat ends.
- Command range is 60 ft., and the effigy must see and hear its master.
Elemental Core (Bound Spirit).
Powered by a bound elemental, the effigy can detonate or sputter on destruction. When reduced to 0 HP, roll a d6:
- 1–3: It explodes. Creatures within 10 ft. must make a DC 14 Dexterity save, taking 4d6 fire damage on a fail.
- 4–6: It collapses harmlessly with a hiss of steam and sparks.
ACTIONS
Multiattack.
The effigy makes two attacks: one with its doru (spear) and one with its aspis (shield).
Doru (Bronze Spear).
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 10 (1d8 + 6) piercing damage.
Two-Handed: If not using its shield, the doru deals 13 (1d10 + 6) piercing damage.
Aspis (Shield Bash).
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 4) bludgeoning damage.
Target must succeed on a DC 14 Strength save or be pushed 5 ft. and knocked prone.
Hoplon Line (Recharge 5–6).
The effigy slams its shield into the ground with thunderous force, mimicking the shockwave of a phalanx charge.
- Creatures in a 15-ft. cone must make a DC 15 Strength saving throw.
- On a failure, take 14 (4d6) thunder damage, are knocked prone, and pushed 10 ft.
- On success, take half damage and no knockback.
Command Echo (1/Day).
The effigy reprocesses its last command and enacts it with fervor.
- For 1 minute, it has advantage on all attack rolls and damage rolls.
- During this time, it cannot distinguish allies from enemies unless clearly marked.
TACTICS & ROLEPLAY NOTES
- Tactical Formation Fighter: Works best in formation. When paired with other constructs or warriors, it mirrors ancient phalanx tactics—creating a wall of shields and spears.
- Siege Defender: Perfect for guarding temples, gates, relic vaults, or noble tombs. It holds position unless directly commanded to pursue.
- Command Interpretation: Witty players can attempt to manipulate its obedience by giving it contradictory or clever commands.
- Mythic Relic Guardian: Ideal for a mythological dungeon where each guardian was sculpted to resemble a specific hero or past champion—complete with their armor and style.
DESCRIPTION
Clad in gleaming bronze, carved from stone and steel, and powered by a spirit from the elemental planes, the Effigy Hoplite is a tribute to mortal craftsmanship and divine power. These tireless guardians once stood at the gates of Atlantis, in the courts of Therosian kings, or before the forge-thrones of Mount Olympos. Though silent, they are not mindless; though obedient, they are deadly.
To face an Effigy Hoplite is to face the perfection of form without mercy, memory, or fear.