Clockwork Fiend

Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 18 (natural armor)
Hit Points 195 (17d8+119)
Speed 30 ft.

26 (+8) 26 (+8) 24 (+7) 1 (–5) 11 (+0) 1 (–5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 17 (18,000 XP)


  • Explosive Rend. If a single creature is hit by both the clockwork fiend’s claw attacks in a single turn, the claws ignite into an explosive blast of fire. All creatures adjacent to the clockwork fiend take 26 (4d12) fire damage.
  • Overdrive. If a clockwork fiend is reduced to 100 hit points or less, but more than 0 hit points, its internal systems significantly enhance its combat capabilities at the cost of time wound up. As a result, the clockwork fiend can only remain active for another 19 (2d4 + 10) rounds before shutting off. While in this state, the clockwork fiend gains 100 temporary hit points. Additionally, the clockwork fiend gains an aura of fire that deals 7 (2d6) damage to any creature starting its turn adjacent to it. Finally, the clockwork fiend makes all attacks with disadvantage, but on a successful hit, it rolls the damage dice twice and take the higher result.
  • Savage Bite. A clockwork fiend scores a critical hit on its bite attack on a roll of 18 to 20. If it does, it rolls the damage dice three times instead of twice.
  • Winding. A clockwork fiend can function for one week every time it is wound. A creature of at least Small size can use an action to wind the clockwork fiend, restoring it to one week of operating time; a creature of Tiny size can wind it at half this speed.


  • Multiattack. The clockwork fiend makes one bite, two claw, and two wing attacks.
  • Bite. Melee Weapon Attack: +14 to hit, 5 ft. reach, one target. Hit: 21 (2d12 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, 5 ft. reach, one target. Hit: 13 (1d10 + 8) slashing damage.
  • Wing. Melee Weapon Attack: +14 to hit, 5 ft. reach, one target. Hit: 12 (1d8 + 8) bludgeoning damage.


Resembling a metallic horned devil, this apparatus whirs with the sound of internal mechanisms. Clockwork fiends often guard religious sites, but their tactics focus on an overwhelmingly strong offensive.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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