Clockwork, Hammerfist

Family: Clockwork

Huge construct (iron, clockwork), unaligned

Armor Class 21 (natural armor)
Hit Points 60 (8d12 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +3
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses blindsight 10 ft., passive Perception 13
Languages
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Clockwork Engine. When the construct dies, it inflicts 21 (12d6) slashing damage in a 15 ft. radius. Creatures in the radius can make a DC 13 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.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.

ACTIONS

  • Constrict. Melee Weapon Attack: +7 to hit, reach 35 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the hammerfist can’t constrict another target.
  • Fling. One Large or smaller object held or creature grappled by the hammerfist is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
  • >Punch. Melee Weapon Attack: +7 to hit, reach 35 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be pushed 15 feet and knocked prone.

ABOUT

This massive hand is connected to the ground and swings wildly at you!

Legend has it that the keygnomes originally planned to build a giant automaton to conquer their enemies, similarly to what nomes created in Faerie. In both cases, but two versions are known to exist and both were failures. Still, the gnomes pressed on, determined to create something even greater than their Faerie brethren.

But due to a lack of funding, resources, and willingness to complete the project, they were only able to create these fists instead. They are dangerously powerful but have little purpose other than grabbing and smashing.

Section 15: Copyright Notice

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

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