Small Construct, Unaligned
Armor Class 14 Natural Armor
Hit Points 40 (8d6 + 16)
Speed 40 ft., Climb 40 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws DEX +10, CON +8
Skills Acrobatics +5, Stealth +5
Damage Vulnerabilities Lightning
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic, Radiant
Senses Blindsight 30 ft (blind beyond this radius), Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Anticipatory Movement. The Clockwork Scuttler’s precise, mechanical movements allow it to react quickly to danger. It has advantage on initiative rolls and can take the Dodge action as a bonus action on its turn.

Spider Climb. The Clockwork Scuttler can climb difficult surfaces, including walls and ceilings, without needing to make an ability check.

Darkvision. Thanks to its arcane design, the Clockwork Scuttler can see in darkness as if it were dim light, up to a range of 30 feet.

Constructed Resilience. The Clockwork Scuttler is immune to disease, and it does not need to eat, drink, or breathe.

Magic Resistance. The Clockwork Scuttler has advantage on saving throws against spells and other magical effects.

Self-Repair. At the start of its turn, if the Clockwork Scuttler has at least 1 hit point, it can spend 5 feet of movement to repair itself, restoring 1d6 hit points.

Malfunction. Whenever the Clockwork Scuttler takes lightning damage, there is a chance that its internal systems may short-circuit, causing it to malfunction temporarily. The Clockwork Scuttler must make a DC 12 Constitution saving throw. On a failed save, it suffers a temporary malfunction for 1d4 turns, during which time it experiences the following effects:

  • Disrupted Movement: The Scuttler’s movement is halved.

  • Unstable Actions: The Clockwork Scuttler has disadvantage on attack rolls and ability checks.

  • Erratic Behavior: The Clockwork Scuttler must roll a d6 at the start of its turn. On a 1-3, it must take a random action (such as a Claw attack on a random creature or using its Web Spitter on a random target).

The malfunction ends early if the Clockwork Scuttler receives a successful Repair (a DC 15 Intelligence check made by a creature within 5 feet of it, using a set of artisan's tools or tools appropriate for repairing constructs).

Actions

Multiattack. The Clockwork Scuttler makes two attacks: one with its Claw and one with its Web Spitter.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 7(2d4+3) slashing damage.

Web Spitter. Ranged Weapon Attack: 5, range 20/60 ft., one target.
Hit: The target is restrained by thick webs. A restrained creature can use its action to make a Strength saving throw against the Clockwork Scuttler’s DC (13). On a success, it frees itself.
Alternatively, a creature can break the webbing with a Strength (Athletics) check contested by the Clockwork Scuttler’s Dexterity (Acrobatics) check.

Arcane Buzzsaw (Recharge 5-6). The Clockwork Scuttler can channel raw arcane energy into its body, activating an arcane buzzsaw-like apparatus. The scuttler spins rapidly, dealing 10 (2d6 + 3) slashing damage to creatures within 5 feet of it. Creatures must make a Dexterity saving throw (DC 13) or take full damage, or half as much on a successful save.

Bonus Actions

Dodge. As a bonus action, the Clockwork Scuttler can take the Dodge action, making it harder to hit until the start of its next turn.

Repositioning Scuttle. The Clockwork Scuttler moves up to 20 feet without provoking opportunity attacks. This movement is part of a burst of sudden speed, making it unpredictable and difficult to catch.

Reactions

Deflecting Web. When a creature the Clockwork Scuttler can see attacks it with a ranged attack, the scuttler can use its reaction to shoot out a burst of webbing. The attacker must make a Dexterity saving throw (DC 13). On a failure, the attack is deflected, and the attacker’s attack misses. On a success, the attack proceeds as normal.

Evasive Jump. When a creature makes a melee attack against the Clockwork Scuttler, it can use its reaction to leap out of the way, imposing disadvantage on the attack roll. If the attack misses, the Clockwork Scuttler can move 5 feet without provoking opportunity attacks.

Description

Clockwork Scuttlers are often created by tinkers, artificers, or wizards looking to build efficient, multi-purpose creatures that can handle tasks ranging from scouting and maintenance to combat and trapsetting. Typically built to resemble a spider, these constructs have mechanical legs, hardened metal exoskeletons, and an array of arcane devices that make them unpredictable and dangerous foes in battle. Some Clockwork Scuttlers are even programmed to serve as guardians for vaults of treasure.

Monster Tags: construct

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