Creature profile
| Type | Medium construct, unaligned |
|---|---|
| Armor Class | 17 (rail plating) |
| Hit Points | 68 (8d8 + 32) |
| Speed | 30 ft., climb 20 ft. |
| Ability Scores | STR 18, DEX 12, CON 18, INT 5, WIS 12, CHA 5 |
| Saves and Skills | Strength +7; Athletics +7, smith’s tools +6 |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | understands Common rail commands |
| Challenge | 5 (1,800 XP) |
Traits
Magnetic Feet. The golem cannot be knocked prone while touching a train. Maintenance Mode. Three successful DC 15 Arcana, smith’s tools, or tinker’s tools checks disable it for ten minutes.
Actions
Multiattack. Two Wrench Arm attacks. Wrench Arm. Melee Weapon Attack: +7 to hit, reach 10 ft.; 11 (2d6 + 4) bludgeoning. Repair Coupling. The golem restores 15 hit points to a rail object or removes one successful coupling sabotage check.
Tactics and roleplaying
The golem repairs before attacking, grapples anyone at the coupling, and ignores passengers. It stops immediately in maintenance mode or when the train’s conductor gives a valid shutdown command.
Game Master guidance
This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.