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Creatures

Coupler Golem

A compact rail construct with repair actions, coupling tactics, and a maintenance-mode solution.

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.

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