Clockworks
Artificers' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between artificer communities over many generations.
Jump to: Clockwork Iron Cobra | Clockwork Oaken Bolter | Clockwork Stone Defender
Individual Designs. Artificers prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Clockwork Enhancements
d10 | Enhancement |
---|---|
1 | Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine. |
2 | Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency. |
3 | Fortified. The clockwork's AC increases by 2. |
4 | Increased Speed. The clockwork's speed increases by 10 feet. |
5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. |
6 | Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. |
7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. |
8 | Suction. The clockwork gains a climbing speed of 30 feet. |
9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. |
10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet. |
Clockwork Malfunctions
d8 | Malfunction |
---|---|
1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. |
2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. |
3 | Ground Fault. The clockwork has vulnerability to lightning damage. |
4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or damages it. |
5 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. |
6 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting. |
7 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. |
8 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. |
Clockwork Bronze Scout
A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockwork Bronze Scout
Medium Construct, Unaligned
- Armor Class 13
- Hit Points 36 (8d8)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 3 (-4) 14 (+2) 1 (-5)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities charmed,exhaustion,frightened,paralyzed,petrified,poisoned
- Skills Perception +6,Stealth +7
- Senses darkvision 60 ft.,passive Perception 16
- Languages understands one language of its creator but can't speak
- Challenge 1
Earth Armor. The clockwork doesn't provoke opportunity attacks when it burrows.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Clockwork Iron Cobra
An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. artificers load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockwork Iron Cobra
Medium Construct, Unaligned
- Armor Class 13
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities charmed,exhaustion,frightened,paralyzed,petrified,poisoned
- Skills Stealth +7
- Senses darkvision 60 ft.,passive Perception 10
- Languages understands one language of its creator but can't speak
- Challenge 4
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6):
1�2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3�4: Paralysis. The target is paralyzed until the end of its next turn.
5�6: Poison. The target takes 13 (3d8) poison damage.
Clockwork Oaken Bolter
No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks--and at shorter ranges, burst with explosive force.
Clockwork Oaken Bolter
Medium Construct, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 3 (-4) 10 (+0) 1 (-5)
- Proficiency Bonus +3
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities charmed,exhaustion,frightened,paralyzed,petrified,poisoned
- Skills
- Senses darkvision 60 ft.,passive Perception 10
- Languages understands one language of its creator but can't speak
- Challenge 5
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Multiattack. The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack.
Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.
Explosive Bolt (Recharge 5�6). The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Reel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.
Clockwork Stone Defender
The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockwork Stone Defender
Medium Construct, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 1 (-5)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities charmed,exhaustion,frightened,paralyzed,petrified,poisoned
- Skills
- Senses darkvision 60 ft.,passive Perception 10
- Languages understands one language of its creator but can't speak
- Challenge 4
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.