Clockwork, Megapede

Family: Clockwork

Gargantuan construct (bronze, clockwork), unaligned

Armor Class 17 (natural armor)
Hit Points 135 (10d20 + 30)
Speed 30 ft.

19 (+4) 15 (+2) 16 (+3) 1 (-5) 10 (+0) 6 (-2)

Damage Vulnerabilities piercing
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 10
Proficiency Bonus +4
Challenge 10 (5,900 XP)


  • Clockwork Engine. When the construct dies, it inflicts 70 (20d6) slashing damage in a 20 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. Smaller variants inflict 35 (10d6) in a 15 ft. radius for Huge, 20 (6d6) in a 10 ft. radius for Large, and 10 (3d6) in a 5 ft. radius for Medium or smaller.
  • Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Overrun. The megapede moves up to 30 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it makes a ram attack against that creature. If the attack hits, the target must also succeed on a DC 16 Strength saving throw or be pushed ahead of the megapede for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 15 (2d10 + 4) bludgeoning damage, or 26 (4d10 + 4) bludgeoning damage if it was already prone.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Siege Monster. The megapede deals double damage to objects and structures.


  • Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage


  • Split. When a megapede that is Large or larger is subjected to piercing damage, it splits into two new megapedes if it has at least 10 hit points. Each new megapede has hit points equal to half the original megapede’s, rounded down. New megapedes are one size smaller than the original megapede. Each new megapede’s speed increases by 10 feet and gains the Aggressive trait.


  • Aggressive (Smaller Megapedes Only). As a bonus action, the megapede can move up to its speed toward a hostile creature it can see.


This enormous, chitinous construct trundles along on multitudinous legs that are actually wheels.

Megapedes are juggernauts of constructs, capable of overrunning virtually every defense. Their one saving grace is that they can be split by firing at their joints with projectiles, which are made to separate under duress. Each megapede segment has its own head, and is thus capable of acting on its own.

Megapedes aren’t subtle. They charge forward relentlessly, destroying everything in their path and only changing course when confronted by an obstacle.

Section 15: Copyright Notice

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

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