This small metallic globe skitters about on many-jointed legs.
Cleaning Constructs. Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.
Xanka are not built for fighting—their instinct tells them to skitter for cover when danger threatens—but they will defend themselves when cornered.
Follow Commands. These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.
Absorb Matter. When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.
Constructed Nature. Xanka do not require air, food, drink, or sleep.
Small construct, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 25 ft., climb 15 ft.
|10 (+0)||15 (+2)||12 (+1)||4 (-3)||10 (+0)||7 (-2)|
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages Understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP)
Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons. The xanka’s weapon attacks are magical.
Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.