Clockwork, Gearwolf

Family: Clockwork

Large construct (iron, clockwork), unaligned

Armor Class 21 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Proficiency Bonus +2
Challenge 2 (450 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 12 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.
  • Keen Hearing and Smell. The gearwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The gearwolf has advantage on an attack roll against a creature if at least one of the gearwolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


This dog-like construct has massive mechanical jaws.

Gearwolves are used by other casters to sniff out and overwhelm forces. They are relatively easy to construct and thus expendable on the battlefield. Most gearwolves are run in packs of five to ten, and although they do not need to eat or hunt, they are programmed to act like bloodthirsty wolves.

Section 15: Copyright Notice

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

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