Small Construct, Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 60 (8d6 + 32)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +4, WIS +4
Skills Perception +6
Damage Immunities Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Common The Clockwork Spider understands Common but can't speak the language., Thri-kreen, Ziklight
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The horror doesn’t require air, food, drink, or sleep. Once every two months the horror requires fresh oil change.

Actions

Multiattack. The horror makes two Claw attacks.

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

 

Description

When another creature gets in its way, a clockwork horror attacks that creature with its razor-sharp mandibles and two tiny rotating saws mounted at the tips of its forelimbs. A horror can also discharge bolts of lightning from a short lightning rod embedded in its body.

When a clockwork horror dies, the magic that created it consumes it over a period of 1 minute. Its metallic body and crystal eye degrade rapidly until nothing is left but a small heap of glittering dust.

This version of a Clockwork Spider is used as a pack mule and therefore has lost some of its usual functions. The Clockwork Spider can drop a item the owner wants it to drop.

AzarRovazor