Clockworks (MToF)
Clockworks are gnomish construct contraption creatures. Although they have an aesthetic that is heavily based upon steampunk and oozing with cogs and brass, they are actually magically made. Mordenkainen has some choice words berating gnomish creations for some of them being “downright functional”, despite the Archwizard being famous for having created some of the worst spells for their level in this edition.
As individually built constructs, you can basically use any reason you want to have on in your campaign. Though most of the examples in this book are just some variation of a combatant. In order to keep your players on their toes, or perhaps just to make them better fit the niche they need to occupy, you can roll or assign a pair of modifications to each one. An Enhancement and a Malfunction. In general, the mobility enhancements are great, the defensive enhancements are OK, and the rest of the enhancements are there to make for recurring NPCs. The Malfunctions run the gamut from “This isn’t doesn’t seem like a hindrance at all” Sense of Self-Preservation, to significant stat penalties, to the incredibly harsh loss of actions, and the totally devastating Imprinting Loop. Use them with caution, or don’t use them at all, they are strictly optional after all.
These monsters are one of the times I would have liked to have more detail on how they are made because I know some players are going to want some as soon as they see them. Heck, I have a few characters of my own who would be overjoyed to have some constructs.
All Clockworks lost their immunity to non-magical, non-adamantine weapons, in exchange for roughly double their previous HP. Generally speaking, this makes them more durable in mid to high level games, while also making them far less scary in low level games.
Bronze Scout
The only Clockwork with an actual non-combat function, these caterpillar looking things can burrow around in the ground and function as a scout. With Expertise in Stealth and Perception, they are quite good at their job.
In combat, the Bronze Scout is going to burrow underground to sneak behind the enemy ranks, pop up in the middle of a pack, and use their Lightning Flare ability to hit as many as possible. Then it is going to burrow away to back underground to avoid reprisal, and make its way to the squishy back ranks to harass them. Their Earth Armor ability allows them to move about or away from the battlefield with almost no fear of Opportunity Attacks. As fitting for a creature with this kind of power, the Scout is the one Clockwork that is most likely to have instructions ordering them to make it back alive, if only to give their master a report on the enemy. Keep in mind that if the Scout is Burrowing, it can use the ground itself as a form of cover, granting a bonus to AC and Dex saves.
Iron Cobra
The Iron Cobra is one part lurker, and one part controller. Likely to be used as an assassin of sorts, they will use their stealth to hide somewhere waiting to ambush, waiting for their creator to give a signal to attack.
In combat, the Cobra has a random selection of alchemical mixtures it can use with its Bite. Confusion is particularly nasty due to the fact it’s not classified as a poison or a form of Charm, making typical resistances to them ineffective. Then it adds injury to insult by actually forcing the target to spend their next turn moving and attacking a random creature, which will most likely be an ally. Any Rogue that falls victim to that concoction is going to be putting their party in a world of hurt. Paralysis is the next nastiest option, as it can set the target up to be more easily harassed on the next turn. As usual for controller type enemies, the extra poison damage, though significantly more damage than the basic Bite, is the least impactful option.
Oaken Bolter
The Oaken Bolter is shockingly enough, an artillery unit, with a fun side serving of control. Of all the Clockworks, this is the most combat oriented, without even so much as a skill to use outside of combat.
In combat, the Bolter will open up with their Explosive bolt for a smattering of AoE damage, then follow up with Multiattack, using their Harpoon whenever they don’t have anything grappled. Ideally, they should then pull their grappled target into a position where they can either use another Explosive Bolt on 3+ enemies, or into a pack of their allies, depending on what is more feasible at the time. Alternatively, they could also pull their target into a trap.
Stone Defender
A bodyguard model, which has perhaps the most impractical appendages of the lot, despite being the only one that has hands. Like seriously, how do you take the time to mold hands onto something, only to put said hands on the front of some massive stone slabs that are almost as big as the rest of their body?
In combat the Stone Defender will stay close to their charge, in order to employ their Intercept attack power, and slam any enemies bold enough to approach, which will knock them down without a saving throw. Unfortunately, the Defender lacks any kind of ranged attack, which kind of puts a cramp on their job.
In the changeover, the Defender Also lost their False Appearance power, meaning it can’t ambush people by pretending to be a rock anymore.