AC 13 (natural armor)
HP 28 (8d4 + 8; bloodied 14)
Speed 30 ft., climb 20 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +0, Stealth +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages —
Clockwork Nature. A clockwork doesn't require air, nourishment, or rest, and is immune to disease.
Immutable Form. The clockwork is immune to any effect that would alter its form.
ACTIONS
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Needle. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
BONUS ACTIONS
Photograph. The gear spider stores a black and white image of what it can see. The gear spider can hold up to 10 images at a time. Retrieving the image storage device inside the gear spider requires 1 minute. Once the device is accessed, viewing a stored image requires a DC 12 Investigation check to make out any details.
Combat
The gear spider has perfect memory of an area no larger than a 1,000-foot cube. When the gear spider senses an intruder or a clue to intrusion in its area, it uses Photograph. If attacked, it responds with its needle attack and flees.
Legends and Lore
With an Engineering or History check, characters can learn the following:
DC 15 Engineers and artificers can build metal spiders, suits of armor, and larger constructs out of nothing but gears and springs.
DC 20 Clockworks are not magical and don’t think or learn. Given the same situation, they will always act the same way.
Although they don’t attract as much attention as larger constructs, gear spiders are extremely sophisticated devices. Contained within their elliptical bodies are rudimentary image-recording devices and high-functioning logic engines that make them “smarter” than their peers. They’re familiar with a territory and able to recognize when something has been altered or changed. They are limited in their use but superior to many living guards and spies: untiring, relentless, impartial, and with faultless visual memories.
1 Patrolling: attacks intruders on sight
2 Stationary: attacks if intruders take certain forbidden actions
3 Malfunctioning: emitting sparks as it walks in a circle or performs some useless activity. Attacks if interacted with
4 Follows a list of preprogrammed instructions
1 Ruts worn into stone floors
2 Distant clanks, clicks, and hisses
3 Workbenches containing artisan tools, gears, springs, and the like
4 Inert and half-assembled engineering projects
Clockworks guard palaces, fortresses, and ancient tombs.
CR 0–2 bolt-thrower ; 1d4 gear spiders
CR 3–4 clockwork sentinel ; 2 bolt-throwers ; bolt-thrower with animated armor
CR 5–10 crusher ; clockwork sentinel with 1 to 3 bolt-throwers
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.