Clockwork Conductor

Family: Clockwork

Small construct, lawful neutral

Armor Class 13 (natural armor)
Hit Points 28 (8d6)
Speed 30 ft.

7 (–2) 12 (+1) 10 (+0) 9 (–1) 12 (+1) 16 (+3)

Skills Perception +3, Performance +7
Damage Immunities lightning, poison, psychic, thunder
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2


  • Construct Nature. The conductor doesn’t require air, food, drink, or sleep.
  • Immutable Form. The conductor is immune to any spell or effect that would alter its form.
  • Magic Resistance. The conductor has advantage on saving throws against spells and other magical effects.
  • Metronomic Aura. When a friendly creature within 20 feet of the conductor makes an attack or a Charisma (Performance) check, the creature can treat the d20 roll as a 10 instead of using the die’s actual roll.


  • Conductive Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 4 (1d8) lightning damage, and the target can’t take reactions until the start of its next turn.
  • Overclocked Finale (Recharges after a Short or Long Rest). The conductor makes a grand sacrifice, spurring its allies on in a final masterstroke. Each friendly creature within 30 feet of the conductor that can see it gains a +5 bonus to attack rolls, damage rolls, and ability checks for until the end of the conductor’s next turn. Roll a d6. On a 1 to 4, the conductor can’t use Concerted Effort until it finishes a short rest. On a 5 or 6, it can’t use Concerted Effort, and its Metronomic Aura becomes inactive until it finishes a short rest.


  • Concerted Effort. The conductor inspires itself or one friendly creature it can see within 30 feet of it until the start of the conductor’s next turn. When the target makes an attack roll or a Constitution saving throw to maintain concentration on a spell, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


  • Multiattack. The clockwork pugilist makes two Fist attacks.
  • Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Brass Onslaught (Recharge 6). The pugilist moves up to 10 feet and makes one fist attack. If it hits, the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn’t provoke opportunity attacks.


  • Get Down, Sir! When a creature within 5 feet of the pugilist is targeted by a ranged attack or spell, the pugilist steps in the way, and the ranged attack or spell targets the pugilist instead.
  • Parry. The pugilist adds 2 to its AC against one melee attack that would hit it. To do so, the pugilist must see the attacker and have at least one hand empty. The mechanical brawler shows the dents of regular combat. Its chest is a filigreed breastplate, its hands are reinforced gauntlets, and its good eye is a stylized monocle. It moves with a deftness belying its artificial nature.


A polished, mechanical gnome waddles onto the stage. The figure begins to conduct the orchestra with a baton and even, measured gestures.

Clockwork conductors are ingenious little inventions devised by bards specializing in clockwork magic. The outer frame, a chassis often crafted to look like a formally attired gnome or halfling, houses an intricate metronome. Initially crafted with the intent to assist in composition and performances, clockwork conductors were later fine-tuned to empower their creators’ spellcasting and even out magic’s sometimes-unpredictable nature.

Since the first models were crafted, subsequent iterations have been developed, often with peculiar and sometimes temperamental personalities.

Sonorous Synergy. Clockwork conductors are in their element when assisting spellcasters and performance artists, but animated instruments especially benefit from their presence. The animated symphony makes an impression all the more majestic with a clockwork conductor leading the orchestration.

Mechanical Maestros. Clockwork conductors project an aura that ensures moderate success in most battle and artistic endeavors though this effect can often overshadow individual brilliance and triumph. Equipped with a baton-shaped arm that sports a painful electric charge, clockwork conductors can coax allies from afar into moments of deep focus. When all else fails, a clockwork conductor can overclock its inner workings, offering a surge of creative mastery to its allies at great expense to itself.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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