Conjure Clockwork Automaton
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (clockwork dynamo worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You conjure clockwork parts to make an animated construct. The automaton manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Clockwork Automaton stat block below. When you cast the spell, choose a configuration: Defender, Scout, or Skirmisher. The creature physically resembles a clockwork form of your choice. A defender could look like a shield guardian or stone defender and a skirmisher cloudd look like an iron golem. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Clockwork Automaton
Medium (defender & skirmisher) / small (scout) construct, unaligned
- Armor Class 11 + the level of the spell (natural armor)
- Hit Points equal the construct’s Constitution modifier + your spellcasting ability modifier + ten times the spell's level
- Speed 30 feet, Fly 25 feet (scout only)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 3 (-4) 11 (0) 3 (-4)
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60 feet. Passive perception 10
- Languages Understands the languages you speak, but can’t speak
- Pacification Aura (Defender Only). Any creature, other than you, that starts its turn within 5 feet of the Defender Automaton must succeed on a Constitution saving throw against your spell save DC or have disadvantage on attack rolls and strength and dexterity checks until the start of its next turn. one.
- Designate Target (Scout Only). As a bonus action, the scout automaton designates a target it can see in range. The next attack roll made against this target by the automaton or you has advantage. That target also has disadvantage on stealth (dexterity) checks until the start of the automaton’s next turn.
Actions
Multiattack. The automaton makes a number of attacks equal to half this spell’s level (rounded down).
Stunning Grasp (Defender Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level lightning damage. On a hit against a target affected by the pacification aura, the target must succeed a Constitution saving throw against your spell save DC or by stunned until the end of its next turn.
Lightning Bolt (Scout Only). Ranged Weapon Attack: +3 + the spell’s level to hit, range 90 ft., one target. Hit: 2d6 + 3 + the spell’s level lightning damage.
Arcing Grasp (Skirmisher Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 2d6 + 3 + the spell’s level lightning damage. On a hit, an arc of lightning hits a second target within 5 feet of the first target dealing 1d6 lightning damage.