CLOCKWORKS
The gnomes' efforts to invent and tinker with magic and
mechanical devices produce many failed constructs, but
also result in genuine advances, such as clockworks.
Since their discovery, the methods used to craft clock-
works have passed from one community of gnomes to
another and down the generations.
Constructed Nature. A clockwork doesn't re quire air,food, drink, or sleep.
BRONZE SCOUT
A bronze scout seldom emerges from below ground;
thanks to its telescoping eyestalks, it can observe ene-mies at close range while most of its segmented, worm-like body remains buried. If it is de te cted , the bronze
scout deters pursuers by s ending electrical shocks
through the ground while it retreats to safety.IRON COBRA
An iron cobra is exactly what its name implies: a metal
snake with a poisonous bite. In addition to s tandard
poisons, gnomes load this clockwork with alchemicalconcoctions that can paralyze creatures and cloud their
minds with paranoia.OAKEN BOLTER
No ordinary ballista, an oaken bolter is a construct ca-pable of striking at long distances. The bolts it launchescan rend flesh, de stroy armor, or drag enemies toward
traps or melee-oriented clockworks-and at shorter
ranges, burst with explosive force.STONE DEFENDER
Thick plates of stone riveted onto a stone defender give
it substantial protection and allow it to conceal itselfagainst a stony surface. Its chief role isn't as an am-
busher, however, but as a bodyguard for gnomes andother clockworks.
INDIVIDUAL DESIGNS
A gnome artisan values an individualized clockwork
more highly than a perfectly functioning one that copiestoo much from another creation. For that reason, e ven
clockworks that fit establishe d designs, such as those
described here, are seldom identical.
A clockwork can b e customized by adding one of thefollowing enhancements and one potential malfunction
to its stat block. You can s elect randomly or choose apair of modifications that fit the temperament of theclockwork's builder.
CLOCKWOR K E N H A N C E MENTS
d l O EnhancementCamouflaged. The clockwork gains proficiency inStealth if it doesn't already have it. While motionless,it is indistinguishable from a stopped machine.2 Sensors. The range of the clockwork's darkvisionbecomes 120 feet, unless it is higher, and it gains pro-ficiency in Perception ifit doesn't already have it.CHAPTER 6 I BESTIARY
dlO Enhancement3 Improved Armor. The clockwork's AC increases by 2.4 Increased Speed. The clockwork's speed increases by10 feet.5 Reinforced Construction. The clockwork has resis-tance to force, lightning, and thunder damage.6 Self-Repairing. If the clockwork starts its turn withat least l hit point, it regains 5 hit points. If it takeslightning damage, this ability doesn't function at thestart of its next turn.7 Sturdy Frame. The clockwork's hit point maximum in-creases by an amount equal to its number of Hit Dice.8 Suction. The clockwork gains a climbing speed of 30feet.9 Vocal Resonator. The clockwork gains the ability tospeak rudimentary Common or Gnomish (creator' schoice).10 Water Propulsion. The clockwork gains a swimmingspeed of 30 feet.CLO CKWOR K MALFUNC TIONSdlO Malfunction2 3 4 5 6 7Faulty Sensors. Roll a d6 at the start of the clock-work's turn. If you roll a l , the clockwork is blindeduntil the end of its turn.Flawed Targeting. Roll a d6 at the start of the clock-work's turn. If you roll a 1, the clockwork makes at-tack rolls with disadvantage until the end of its turn.Ground Fault. The clockwork has vulnerability tolightning damage.Imprinting Loop. Roll a d6 at the start of the clock·work's turn. If you roll al, the clockwork mistakes
one creature it can see within 30 feet for its creator.The clockwork won't willingly harm that creature for 1minute or until that creature attacks it or deals dam-age to it.Leaking Lubricant. Roll a d6 at the start of the clock-work's turn. If you roll a 1, the clockwork gains 1 levelof exhaustion that it isn't immune to.Limited Steering. The clockwork must move in astraight line. It can turn up to 90 degrees before mov-ing and again at the midpoint of its movement. It canrotate freely if it doesn't use any of its speeds on itsturn.Overactive Sense of Self· Preservation. If the clock-work has half its hit points or fewer at the start ofits turn in combat, roll a d6. If you roll a 1, it retreatsfrom combat. If retreat isn't possible, it continuesfighting.8 Overheats. Roll a d6 at the start of the clockwork'sturn. If you roll a 1, the clockwork is incapacitated un-til the end of its turn.9 Rusty Gears. The clockwork has disadvantage on ini-tiative rolls, and its speed decreases by 10 feet.10 Weak Armor. The clockwork isn't immune to blud-geoning, piercing, and slashing damage from non-magical attacks that aren't adamantine.