Clockwork Claw

Family: Clockwork

Large construct, unaligned

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

16 (+3) 13 (+1) 17 (+3) 1 (-5) 10 (+0) 1 (-5)

Saving Throws Str +6, Con +6
Skills Athletics +6, Perception +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 13
Languages understands Common but doesn’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Arcane Enhancements. The clockwork claw’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
  • Immutable Form. The clockwork claw is immune to any spell or effect that would alter its form.
  • Magic Resistance. The clockwork claw has advantage on saving throws against spells and other magical effects.
  • Trampling Charge. If the clockwork claw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the clockwork claw can make another Claw attack against it as a bonus action.


  • Multiattack. The clockwork claw makes two Claw attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Section 15: Copyright Notice

Wanderer’s Guide to Merchants & Magic. Copyright 2021. Eventyr Games.

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