TEXT: Clockworks
  Clockwork constructs are the technological cousins of
  golems, constructed with a combination of magic and precise
  technologies dependent upon the internal churning and
  turning of thousands of intricate springs, screws, and gears.
  There are those who would scoff at the work of clockwork
  engineers, whose constructs seem at best merely imitations
  of the creations brought to life by practitioners of the purely
  arcane arts. However, those canny enough to realize the
  potential of clockwork engines know their true power to be
  both exotic and potent. In worlds where clockworks are
  common, these creatures can rival even the most powerful of
  golems for raw power. Massive giants comprising countless
  nuts and bolts have torn entire empires asunder. Time and
  time again, clockwork creatures have proven themselves a
  formidable presence in the face of more traditional rivals, and
  those who have borne witness to the feats of these creatures
  know to hold their tongues before questioning the constructs'
  power.
  Clockwork creatures function by combining magical
  energies and clockwork mechanisms. The myriad metal parts
  that go into the construction of a clockwork creation require
  absolute precision in order to function properly, so they must
  be built by only the steadiest of hands. Amateurish attempts
  at clockwork construction typically result in nonfunctional
  units or misfires, and many an engineering lab has been
  burned to the ground by novices seeking to learn the basics
  of clockworks and the elements that power them.
  Clockwork creations, as their names suggests, must be
  wound up before they animate. The creator of a clockwork
  crafts a unique key for each creation. This key is typically
  inserted into the clockwork's back and turned clockwise to
  wind it. Turning the key counterclockwise has the effect of
  winding the machine down, though only a willing (or
  completely helpless) machine will allow itself to be unwound
  in this way, meaning either its creator or someone its creator
  has specifically designated can normally do so. Larger
  clockworks tend to have larger keys, and particularly huge
  keys require more than one set of hands to turn. Rather than
  seek assistance from other engineers, eccentric or hermetic
  inventors often rely upon other clockwork creations to help
  them turn keys or aid in the creation of more monumental
  constructs. Other times, engineers give copies of keys to their
  most trusted clockworks, which can be programmed to wind
  allies and even themselves as the situation requires.
  Much like golems and animated objects, clockwork
  creatures can be given any number of commands; a
  perpetually turning script in their core records those orders
  and programs the rest of the machine. Only one who
  possesses a key to the clockwork can program it, but any
  commands given to the construct last until the clockwork is
  reprogrammed or destroyed. An individual clockwork's
  potential is only limited by its creator's innovation and
  aptitude. Unlike many golems, which are trapped in bodies
  resembling lumbering and fallible cages, clockwork
  constructs can be repeatedly reworked and reengineered—
  gears can be oiled, springs can be replaced, and pistons can
  be fine-tuned. The ever-adjustable framework of these
  mechanical beasts allows for extreme variation from creation
  to creation.
  
  Clockwork Dragon
  Clockwork dragons' powerful breath weapons and
  mastery of flight make them versatile and graceful
  killers. Designed for long flights and missions, the
  intricate winding mechanism of the clockwork dragon is
  more efficient than that of other clockwork constructs,
  partially because it reuses some of the energy generated
  by its intricate wings and the complex machinery of its
  breath weapon device. One of the most complicated and
  subtly crafted clockworks, its many moving parts are
  fortified by adamantine supports and fixtures, making
  this killing machine a brilliant mix of intricacy and
  unyielding terror.
  The basic chassis and internal workings of the
  clockwork dragons are highly adaptable, and many
  variants of the clockwork dragon exist. Clockwork
  dragons are typically 20 feet long from snout to the tip of
  its tail, and weigh nearly 75 tons.
  Clockwork Dragon
  Huge construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 175 (14d12 + 84)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  13 (+1)
  22 (+6)
  6 (-2)
  15 (+2)
  3 (-4)
  Saving Throws Dex +6, Con +11, Wis +7, Cha +1
  Skills Perception +7
  Damage Resistances fire, lightning
  Damage Immunities poison, psychic; bludgeoning,
  piercing and slashing from nonmagical attacks that
  aren't adamantine
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 17
  Languages understands the languages of its creator but
  can't speak
  Challenge 14 (11500 XP)
  Immutable Form. The clockwork dragon is immune to
  any spell or effect that would alter its form.
  Magic Resistance. The clockwork dragon has advantage
  on saving throws against spells and other magical
  effects.
  Magic Weapons. The clockwork dragon's weapon
  attacks are magical.
  ACTIONS
  ACTIONS
  Multiattack. The clockwork dragon makes three attacks:
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit: 17 (2d10+6) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target. Hit: 13 (2d6+6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
  target. Hit: 15 (2d8+6) bludgeoning damage.
  Fire Breath (Recharge 5-6). The dragon exhales fire in an
  100-foot line that is 5 feet wide. Each creature in that
  line must make a DC 19 Dexterity saving throw, taking
  45 (13d6) fire damage on a failed save, or half as much
  damage on a successful one.
  LEGENDARY ACTIONS
  The clockwork dragon can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action can be used at a time and only at the end of
  another creature's turn. The clockwork dragon regains
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 19 Dexterity saving throw or
  take 13 (2d6 + 6) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
  Clockwork Dragon Variants:
  The following are a number of variant clockwork
  dragons. Some clockwork dragons exhibit more than
  one of these variations.
  Acid Breath. Equipped with an internal fountain of caustic
  liquid, this type of clockwork dragon replaces its fire breath
  with a 60-foot line of acid that is 5 feet wide. Each creature in
  that line must make a DC 19 Dexterity saving throw, taking
  49 (14d6) acid damage on a failed save, or half as much
  damage on a successful one.
  Destroyer. These clockwork dragons are used as highly
  mobile and powerful siege engines. While the destroyer
  clockwork dragon lacks a breath weapon, as an action while
  on solid ground, it can move its gears to pull its wings apart
  and to rise up as a heavy bombard. The body of the clockwork
  is used as the platform for the bombard, and the internal
  workings of the clockwork can load the bombard without a
  crew, though it still takes an action on the part of the
  clockwork to load the bombard. The clockwork dragon can
  also aim and fire the bombard using a single action. A
  clockwork dragon carries enough ammunition to fire the
  bombard 10 times.
  Bombard. Ranged Weapon Attack: +7 to hit, range
  200/800 ft., one target. Hit: 55 (10d10)
  bludgeoning damage. Deals double damage to
  objects and structures.
  Flaming Tar Breath (CR + 1). Instead of breathing fire,
  some clockwork dragons spray a 30-foot cone of flaming tar.
  Creatures in the area of effect must make a DC 19 Dexterity
  saving throw. On a failed save, a creature takes 49 (14d6) fire
  damage and are restrained in a thick layer of flaming tar for 5
  round. On a successful save, a creature takes only half
  damage and isn't restrained. A restrained creature takes 10
  (3d6) fire damage at the start of its turn. As an action, the
  restrained creature can make a DC 19 Dexterity, removing
  the tar and freeing itself on a success.
  Infiltrator (CR + 1). These clockwork dragons are more
  subtle and nimble than those of other clockwork dragons. An
  infiltrator clockwork dragon can rearrange its movable parts
  into very serpentine and compact shapes, which allows it to
  move through a space that is large enough for a medium-
  sized creature. Furthermore, its parts are coated with a black,
  noise-dampening resin, granting it a +6 bonus on Dexterity
  (Stealth) checks. Finally, it's infused with magic allowing it,
  as an action, to become invisible as the greater invisibility
  three times per day.
  Rust Breath. Rust-breath clockwork dragons do not breathe
  fire. Instead, the creatures breathe out a fine mist of an
  alchemical solvent that instantly rusts exposed nonmagical
  metals in a 60-foot line that is 5 feet wide. If the object isn't
  being worn or carried, the breath destroys a 5-foot cube of it.
  If the object is being worn or carried by a creature, the
  creature can make a DC 19 Dexterity saving throw to avoid
  the rust breath; however, they need to make a separate
  attempt for each exposed item. If the object affected is either
  metal armor or a metal shield being worn or carried, it takes
  a permanent and cumulative -1 penalty to the AC it offers.
  Armor reduced to an AC of 10 or a shield that drops to a +0
  bonus is destroyed.
  If the object is a held metal weapon, it takes a permanent
  and cumulative -1 penalty to damage rolls. If its penalty drops
  to -5, the weapon is destroyed.
  Each alchemical dragon can hold enough of the alchemical
  solvent to make up to three breath weapon attacks before the
  solvent must be refilled manually, which takes 10 minutes.
  These clockwork dragons are made of ironwood, adamantine,
  and other resistant materials immune to rusting of any form.
  Sleep Gas Breath. This clockwork dragon's breath
  weapon is replaced with tanks of sleep gas. When the
  clockwork breathes out this gas in a 30-foot cone, creatures
  within the cone must succeed on a DC 19 Wisdom saving
  throw or fall asleep for 1 minute. Clockwork dragons with
  this breath weapon tend to have the infiltrator variant. These
  clockwork dragons excel at missions that require stealth and
  precision rather than brute force.
  
  Clockwork Brawler
  Clockwork brawlers are powerful foes versed in the art
  of unarmed fights. They have keen sensors and their
  joints make them pretty flexible. The powerful magic
  infused in them allows them to react to changes in battle
  and modify their strategy accordingly.
  They are ideal to take care of a person's close
  protection. Clockwork brawlers have the same basic
  shape as a human, with heavy and large fists. They are 6
  to 7 feet tall and weigh around 600 pounds.
  Clockwork Brawler
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 19 (+4) 15 (+2) 6 (-2) 13 (+1) 3 (-4)
  Saving Throws Dex +7, Wis +4
  Skills Perception +4
  Damage Immunities poison, psychic, bludgeoning,
  piercing and slashing from nonmagical weapons
  that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages understands the languages of its creator
  but can't speak
  Challenge 5 (1800 XP)
  Immutable Form. The clockwork brawler is immune
  to any spell or effect that would alter its form.
  Magic Resistance. The clockwork brawler has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork brawler's weapon
  attacks are magical.
  Raw Fighting Style. While the clockwork brawler is
  wearing no armor, wielding no shield and not using
  a weapon, its AC includes its Wisdom modifier.
  ACTIONS
  Multiattack. The clockwork brawler makes two
  unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 10 (1d12+4)
  bludgeoning damage.
  Knockout (Recharge 4-6). Melee Weapon Attack: +7
  to hit, reach 5ft., one target. Hit: 10 (1d12+4)
  bludgeoning damage plus 9 (2d8) force damage. If
  the target is a creature, it must succeed on a DC 15
  Constitution saving throw or fall unconscious for 1
  minute. A target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself
  on a success.
  REACTIONS
  Sweep Kick. When a creature misses the clockwork
  brawler with a melee attack, the brawler can use its
  reaction to make a unarmed strike against the
  creature. If it hits, the attack deals normal damage
  and the creature falls prone.
  
  Clockwork Goliath
  Clockwork goliaths are huge golems created to destroy
  anything in there path. They are fueled by ligthning
  magic, and may deliver very powerful ligthning
  enhanced blows. They don't use elaborated strategy in
  combat and usually just throw their fists at any creature
  in range.
  A clockwork goliath is 12 feet tall and weighs about
  4,000 pounds.
  Clockwork Goliath
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 3 (-4)
  Damage Immunities lightning, poison, psychic;
  bludgeoning, piercing and slashing from
  nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 7 (2900 XP)
  Immutable Form. The clockwork goliath is immune
  to any spell or effect that would alter its form.
  Magic Resistance. The clockwork goliath has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork goliath's weapon
  attacks are magical.
  Lightning Overload. Whenever the clockwork goliath
  is subjected to lightning damage, it takes no
  damage and instead regains a number of hit points
  equal to the lightning damage dealt. In addition, it
  regains the use of its charged impact.
  ACTIONS
  Multiattack. The clockwork goliath makes two slam
  attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 17 (3d8+4) bludgeoning damage.
  Charged Impact (Recharge 5-6). Melee Weapon
  Attack: +7 to hit, reach 5ft., one target. Hit: 22
  (4d8+4) bludgeoning damage plus 18 (4d8)
  lightning damage. If the target is a creature, it must
  succeed on a DC 15 Strength saving throw or be
  pushed up to 15 feet away and knocked prone.
  
  Clockwork Lineholder
  Medium construct, unaligned
  Armor Class 15 (natural armor, shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 3 (-4)
  Damage Immunities poison, psychic; bludgeoning,
  piercing and slashing from nonmagical attacks
  that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 5 (1,800 XP)
  Immutable Form. The clockwork lineholder is
  immune to any spell or effect that would alter its
  form.
  Magic Resistance. The clockwork lineholder has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork lineholder's weapon
  attacks are magical.
  ACTIONS
  Multiattack. The clockwork lineholder makes two
  halberd attacks.
  Halberd. Melee Weapon Attack: +6 to hit, reach 10
  ft., one target. Hit: 9 (1d10 + 3) slashing damage
  and 7 (2d6) lightning damage.
  REACTIONS
  Shield Block. The clockwork lineholder adds 2 to its
  AC against one melee attack that would hit it. If the
  attack hits nevertheless the damage is reduced by 7
  (1d6 + 3) points of damage. To do so, the
  lineholder must see the attacker and be wielding a
  shield.
  
  Clockwork Mage
  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 wand 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 and steel, a clockwork
  mage has large crystal ball filled with shifting vapors for
  a head. It stands 7 feet tall.
  Variant: Arcane Paradox
  Magic and golem making aren't exact sciences and
  sometimes, things may go wrong.
  When using Arcane Conversion roll a d8 instead
  of a d6. If you roll the number corresponding to
  the current school of magic the clockwork mage is
  using, the crystal encased in its chest explodes,
  dealing 10 (3d6) force damage to the golem and
  any creature within 5 feet of it. The clockwork
  loses its ability to cast spells and any spells it was
  concentrating on ends.
  
  Clockwork Mage
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 21 (+5) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
  Damage Immunities poison, psychic; bludgeoning,
  piercing and slashing damage from nonmagical
  attacks that aren't adamantine
  Condition Immunities blinded, charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft., passive Perception 13
  Languages understands the languages of its creator
  but can't speak
  Challenge 9 (5000 XP)
  Immutable Form. The clockwork mage is immune to
  any spell or effect that would alter its form.
  Magic Resistance. The clockwork mage has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork mage's weapon
  attacks are magical.
  Silent Caster. The clockwork mage doesn't need
  verbal components to cast spells.
  Quickened Cast. When the clockwork mage casts a
  spell that has a casting time of 1 action, it may
  instead change the casting time to 1 bonus action.
  Wand Magic. The clockwork mage's crystal wand
  allows it to cast spells, requiring no material
  components. Its spellcasting ability is Wisdom
  (spell save DC 15). The arcane school of the wand
  determines the color of the crystal and the
  clockwork's spells:
  1. Abjuration (blue).
  At will: absorb elements, shield
  3/day each: lesser restoration, pass without
  trace
  1/day each: counterspell
  2. Conjuration (orange).
  At will: entangle, grease
  3/day each: misty step, web
  1/day each: stinking cloud
  3. Enchantment (yellow).
  At will: bane, sleep
  3/day each: crown of madness, hold person
  1/day each: confusion
  4. Evocation (red).
  At will: magic missile, thunderwave
  3/day each: gust of wind, scorching ray
  1/day each: fireball
  5. Illusion (purple).
  At will: color spray, disguise self
  3/day each: blur, invisibility
  1/day each: hypnotic pattern
  6. Necromancy (black).
  At will: inflict wounds, ray of sickness
  3/day each: blindness/deafness, ray of
  enfeeblement
  1/day each: bestow curse
  7. Transmutation (green).
  At will: expeditious retreat, catapult
  3/day each: enlarge/reduce, spider climb
  1/day each: haste
  ACTIONS
  Multiattack. The clockwork mage makes four slam
  attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 12 (3d6+2) bludgeoning damage.
  Arcane Conversion (Recharge 6). The clockwork
  mage uses its magical abilities to change the arcane
  school of its crystal wand. Roll a d6 to determine
  the new school, removing the current one from the
  list of possibilities. The clockwork mage regains the
  use of all its spells.
  
  Clockwork Pacifier
  Large construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 3 (-4)
  Damage Immunities lightning, poison, psychic;
  bludgeoning, piercing and slashing from
  nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 7 (2900 XP)
  Immutable Form. The clockwork pacifier is immune
  to any spell or effect that would alter its form.
  Magic Resistance. The clockwork pacifier has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork pacifier's weapon
  attacks are magical.
  Lightning Overload. Whenever the clockwork
  pacifier is subjected to lightning damage, it takes
  no damage and instead regains a number of hit
  points equal to the lightning damage dealt.
  ACTIONS
  Multiattack. The clockwork pacifier makes two slam
  attacks or fires two lightning bolts.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 16 (3d8+ 3) bludgeoning damage.
  Lightning Bolt. Range Weapon Attack: +6 to hit,
  range 90ft., one target, Hit: 15 (3d8 + 2) lightning
  damage and the target must make a DC 15
  Constitution saving throw, or become stunned until
  the end of the pacifier next turn.
  Pacifying Field (Recharge 5-6). An electric field raises
  around the pacifier. Each creature in a 20-foot cube
  originating from the pacifier must make a DC 15
  Constitution saving throw. On a failed save, a
  creature takes 18 (4d8) lightning damage and falls
  unconscious for 1 minute. On a successful save,
  the creature takes half as much damage and isn’t
  unconscious. A target can repeat the saving throw
  at the end of each of its turns, ending the effect on
  itself on a success.
  
  Clockwork Soldier
  The clockwork soldier is a mechanical mercenary that
  fights to the death for its creator. With the ability to wield
  most weapons with full proficiency, clockwork soldiers
  are versatile and wholly unpredictable foes. Most are
  armed with magic weapons, a +1 sword and a shield
  being the most common armament.
  Clockwork soldiers are among the most efficient
  constructs of their kind. They are ideal for sentry and
  guard duty. Clockwork soldiers have the same basic
  shape as a human. They are 6 feet tall and weigh 500
  pounds.
  Variant Weapon: Halberd
  Clockwork soldiers may use different type of melee
  weapons. For example, a soldier using a halberd
  would have a CR of 2, an AC of 12 and would make
  two halberd attacks (+5 to hit, reach 10 ft., one
  target. Hit: 10 (1d10+3) slashing damage).
  Clockwork Soldier
  Medium construct, unaligned
  Armor Class 14 (natural armor, shield)
  Hit Points 46 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 15 (+2) 7 (-2) 10 (+0) 3 (-4)
  Damage Immunities poison, psychic; bludgeoning,
  piercing and slashing from nonmagical attacks
  that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 3 (700 XP)
  Immutable Form. The clockwork soldier is immune
  to any spell or effect that would alter its form.
  Magic Resistance. The clockwork soldier has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The clockwork soldier's weapon
  attacks are magical.
  Death Burst. When the clockwork soldier dies, it
  explodes. Each creature within 5 feet of it must
  make a DC 13 Dexterity saving throw, taking 7
  (2d6) fire damage on a failed save, or half as much
  damage on a successful one.
  ACTIONS
  Multiattack. The clockwork soldier makes two
  longsword attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 7 (1d8+3) slashing damage.
  
  Clockwork Spy
  These spindly and discreet mechanical arachnids are
  ideal for surveillance and reconnaissance missions, and
  can be vital tools in political intrigues or illicit
  consortium tactics. Their retractable, insectile wings
  make the swift creatures even craftier foes than most
  would anticipate. As they are less combat-oriented than
  many other clockworks, if a clockwork spy is caught in
  the act of recording its target, escape is usually the most
  practical course of action for it.
  Clockwork spies are about 2 feet wide from leg to leg,
  and weigh less than 40 pounds.
  Gemstones used to record audio cost between 50
  to 150g, depending on availability.
  Clockwork Spy
  Tiny construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 5 (2d4)
  Speed 30 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  10 (+0)
  3 (-4)
  10 (+0)
  1 (-5)
  Skills Stealth +8
  Damage Immunities poison, psychic, bludgeoning;
  piercing and slashing from nonmagical attacks that
  aren't adamantine
  Damage Vulnerabilities lightning
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but
  can't speak
  Challenge 1/8 (25 XP)
  Immutable Form. The clockwork spy is immune to any
  spell or effect that would alter its form.
  Magic Resistance. The clockwork spy has advantage on
  saving throws against spells and other magical effects.
  Magic Weapons. The clockwork spy's weapon attacks
  are magical.
  Audio Recording. A clockwork spy can record nearby
  sounds as a bonus action, storing all sound within 20
  feet of it onto a small gem encased in its body. The
  clockwork spy can record up to 1 hour of sound. It can
  start and stop playback of recorded sound as a bonus
  action.
  Removing a gemstone or installing a gemstone into a
  clockwork spy requires an action and a DC 25 Dexterity
  (Thieves' Tools) check. Failure does not damage the
  gemstone but does erase any recorded sounds on the
  gemstone. Since clockwork spies are not intelligent,
  they must be given simple commands as to when they
  are to start recording sounds. A clockwork spy can
  differentiate between creature types and subtypes, but
  not between specific individuals - a spy can be ordered
  to start recording sound as soon as a humanoid
  (human) or an beast comes in range, but it cannot be
  ordered to start recording when a specific person
  comes within range. Once a clockwork spy begins
  recording sound, it cannot cease recording early.
  Likewise, it cannot record sound onto a gemstone that
  already contains a recording.
  Self Destruction. Unless specifically programmed
  otherwise by its creator, a clockwork spy explodes 1
  round after it is destroyed. During this round, the thing
  shrieks and thrashes about as if undergoing
  convulsions. On what would normally have been the
  clockwork spy's next action, it explodes. Each creature
  in a 5 foot radius around the clockwork spy must make
  a DC 10 Constitution saving throw, thaking 3 (1d6) fire
  damage on a failed save or half as much on a
  successful one. Using an action, a creature can make a
  DC 20 Dexterity (Thieves' Tools) check, halting the
  spy's self-destruct sequence on a success, but not
  preventing it from dying. A clockwork spy that self-
  destructs automatically destroys its gemstone, along
  with any information contained inside it.
  ACTIONS
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
  target. Hit: 2 (1d40) bludgeoning damage.
  
  Credits
  Creator:
  Homebrew created by /u/Lynesth.
  Arts:
  Clockwork Defender by Adam Paquette
  Clockwork Soldier by gugu-troll (Marina Kleyman)
  Cogwork Librarian by Dan Scott
  Clockwork Dragon n°1 by 47ness
  Clockwork Dragon n°2 by Shawn Alan Peters
  Clockwork Spy, Clockwork Brawler, Clockwork Goliath
  and Clockwork Mage arts are © Paizo Publishing LLC
  Other:
  Flavour text and monsters heavily inspired by Pathfinder.
  Thanks to everyone at /r/UnearthedArcana for their
  comments and reviews.
  Homebrew created using NaturalCrit's Homebrewery.
  Homebrew created by /u/Regerem.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Clockworks.pdf