Clockwork, Cablespinner

Family: Clockwork

Large construct (iron, clockwork), unaligned

Armor Class 22 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 30 ft., climb 30 ft.

14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
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 14 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.
  • Extraordinary Leap. The distance of the cablespinner’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Spider Climb. The cablespinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Antifungal Spray (Recharge 5-6). The cablespinner exhales antifungal foam in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs are unaffected, and plants have disadvantage on the saving throw. A plant that fails its save takes maximum damage.
  • Net Cannon. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the cablespinner’s chest can fire a chain net with a 20-foot trailing cable anchored within the cablespinner chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 20 Strength check or by dealing 10 slashing damage to the net. The cablespinner can fire up to four nets before it must be reloaded.
  • Reel. The cablespinner pulls each creature each creature restrained by its net up to 20 feet straight toward it.


This large mechanical spider trails a cable made of chains from its abdomen.

Cablespinners are mindless automatons dedicated to capturing humanoids. Any living moving creature is attacked. It jumps to close the distance, then fires its net cannon, and then bites any creature captured in its net. It repeats this process until every visible prey stops moving or it runs out of nets, whereupon it spends an action to reload.

Section 15: Copyright Notice

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

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