Clockwork Humans (Creature)

 Small construct, unaligned


Armour Class: 14 (Natural Armour)

Hit Points: 27 (6d6 + 6)

Speed: 30 ft.


STR DEX CON INT WIS CHA

14 12 12 6 11 5


Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge: 1/2 (100 XP)

Description

The Clockwork Workers are meticulously designed constructs, embodying both the ingenuity and the tragic narrative of their creator. Once human, their clockwork transformation is almost complete with few, if any, of their original flesh and blood organs remaining other than their brain, which now resides in a metal body and is capable of little more that motion and repetition - their humanity long-since having been removed.


Constructed from a mix of metal and arcane components, these constructs are ideal workers in the laboratory, performing tasks with unwavering dedication and accuracy. Their design is practical, featuring various compartments and appendages tailored for their work. 


Despite their mechanical nature, there's an almost sympathetic quality to them, as they tirelessly aid their master in his quest. An echo of what they once were.

Abilities

Constructed Nature. A clockwork worker doesn't require air, food, drink, or sleep.


Repairable. A clockwork worker can be repaired using tinker's tools. Spending one hour and materials worth 5 gp restores 2d6 hit points to the construct.


Clockwork Reliability. Once per day, the clockwork worker can re-roll a failed attack roll, ability check, or saving throw.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Tool Integration. The clockwork worker can produce basic tools from its body, allowing it to tighten bolts, cut wires, or hold items. While using this feature, it can perform simple tasks without making an ability check for actions that would typically require basic tools (e.g., screwdriver, wrench).


Self-Destruct (Recharge 5-6). The clockwork worker can intentionally overload its core, causing it to explode after a delay of 1 round. Each creature within a 10-foot radius must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much damage on a successful one. The clockwork worker is destroyed after using this feature.





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