Clockwork Mage

Family: Clockwork

Medium construct (clockwork), unaligned

Armor Class 16 (natural armor)
Hit Points 104 (16d8+32)
Speed 20 ft.

13 (+1) 6 (-2) 14 (+2) 18 (+4) 10 (+0) 10 (+0)

Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


    • Wand Magic. Each clockwork mage may cast spells powered by wands stored in internal compartments. These spells are cast with DC 16 and +8 to hit. The spells are determined by the wand stored. Some of the most common wands are as follows:


      • Slam. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 8 (2d6 + 1) bludgeoning damage.


These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a spell gem into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.

A humanoid figure of mithral, steel, and vapor-filled crystals, a clockwork mage often drapes itself in a cloak or shroud. It stands 7 feet tall.

Clockwork. As a constructed being, a clockwork mage doesn’t eat, breathe, drink, or sleep. If it is not wound regularly, it becomes inert until it is wound again.

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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