Clockwork Scorpion

Family: Clockwork

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft.

19 (+4) 13 (+1) 19 (+4) 3 (–4) 12 (+1) 1 (–5)

Skills Perception +5
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4


  • Construct Nature. The clockwork scorpion doesn’t require air, food, drink, or sleep.
  • Immutable Form. The clockwork scorpion is immune to any spell or effect that would alter its form.
  • Magic Resistance. The clockwork scorpion has advantage on saving throws against spells and other magical effects.


  • Multiattack. The clockwork scorpion makes one Sting attack and two Claw attacks.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 16). The clockwork scorpion has two claws, each of which can grapple only one target.
  • Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 22 (4d10) poison damage. The scorpion then chooses one of the following alchemical solutions, and the target must make a DC 16 Constitution saving throw. The effect is determined by the chosen solution.
    • Hallucinatory Elixir. On a failed save, the target sees enemies everywhere for 1 minute. On its turn, the target uses its action to make a melee attack against the nearest creature that is not the clockwork scorpion, moving up to its speed toward the creature, if necessary. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is charmed until the end of its next turn.
    • Sleep Solution. On a failed save, the target falls unconscious for 1 minute. This effect ends for the target if it takes damage or if another creature takes an action to wake it. On a successful save, the target is incapacitated until the end of its next turn.
    • Vocal Paralytic. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target is unable to speak or cast spells that require verbal components. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is poisoned in this way until the end of its next turn.
  • Acid Spray (Recharge 5–6). The clockwork scorpion spews acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.


  • Gas Nozzles. When the clockwork scorpion takes damage, each creature within 5 feet of it takes 5 (1d10) poison damage. If the damage it took was fire, the gas ignites and deals an extra 5 (1d10) fire damage.


A massive, mechanical scorpion rears its stinger, the tail’s segments sloshing with colorful alchemical solutions inside them. Puffs of noxious gas discharge from nozzles poking through the gaps in its armor. Constructing and maintaining a clockwork scorpion requires mastery of both engineering and alchemy. Because of this, they are usually built with the cooperative work of multiple artisans. Being the sole creator of a clockwork scorpion is considered a mark of prestige.

Valued Guardians. Nobles that enjoy supporting scientific pursuits might commission a master crafter that they’re sponsoring to create a clockwork scorpion for them. This allows the noble to show off their protégé’s skills while improving their home’s protection.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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