Clockwork Construct (5e Template)
Clockwork Construct
Constructs made from clockwork, and animated with magic that can resist its effects. Clockwork
constructs tend to be hardier and stronger than their natural equivalents, but they aren't always as
smart and they have dull personalities, if they show at all. The cost to create a clockwork construct is
equal to 1,000 × the base creature's CR gp (count creature with a CR of 0 as having a CR of 1/8 for
the purposes of cost). It takes a creature proficient in tinker's tools a number of weeks (minimum one
week) equal to half the total gp cost to create the clockwork construct. Repairing the clockwork
construct requires a creature proficient in tinker's tools 1 hour of work per size category (1 hour for a
Tiny construct, 2 hours for a Small construct etc.) and 100 gp worth of materials, and allows the
construct to regain 1d4 + the repairer's Intelligence modifier (minimum 0) hit points. A clockwork
construct doesn't require air, food, drink, or sleep.
Prerequisite
Any creature that is not a celestial, construct, elemental, fey, fiend, ooze, or undead.
Statistics[edit]
Type. The clockwork construct's type is changed to construct.
Abilities. The clockwork construct's Strength and Constitution scores are both increased by 4 to a
maximum of 20, its Intelligence score is changed to 3 (-4), and its Charisma score is changed to 1 (-
5).
Senses. The clockwork construct has blindsight with a radius of 60 feet, and it is blind beyond this
radius.
Damage Immunities. The clockwork construct is immune to poison and psychic damage.
Condition Immunities. The clockwork construct is immune to the blinded, charmed,
deafened, exhaustion, frightened, paralysed, petrified and poisoned conditions.
Languages. The clockwork construct understands all languages of its creator, but cannot speak
them.
Alignment. The clockwork construct's alignment is changed to unaligned.
Traits[edit]
Antimagic Susceptibility. The clockwork construct is incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the clockwork construct must succeed on a Constitution saving
throw against the caster's spell save DC or fall unconscious for 1 minute.
Lifelike. While the clockwork construct is viewed from a distance and isn't performing obviously
abnormal activities, it resembles an ordinary creature. A creature within 30 feet of it can discern its
true nature with a successful DC 15 Intelligence (Nature) check.
Magic Resistance. The clockwork construct has advantage on saving throws against spells and
other magical effects.
Spellcasting. The clockwork construct loses any spellcasting traits.
CR Calculation[edit]
Recalculate the creature's CR with the following considerations:
Immunity to poison and psychic damage.
Increase effective AC by 2 (from Magic Resistance).