Clockwork, Axeamaton

Family: Clockwork

Large construct (bronze, clockwork), neutral

Armor Class 15 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.

18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak
Proficiency Bonus +3
Challenge 5 (1,800 XP)


  • Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table.
  • Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Siege Monster. The axeamaton deals double damage to objects and structures.


  • Halberd. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) slashing damage.


A clockwork statue of an elven warrior with a wicked poleaxe in its hands systematically chops down all the vegetation in its path.

Axeamatons are sent in by inventors to clear an area of foliage. This can have devastating consequences on the environment, as axeamatons don’t distinguish between trees or other types of vegetation. Since they never tire, they will endlessly hack a path away until forests are barren wastelands. Left unchecked and without direction, axeamatons can deforest entire regions.

In combat, axeamatons focus on plant creatures first, but will defend themselves if necessary, resuming their task as soon as the threat stops.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

This is not the complete section 15 entry - see the full license for this page