Clockwork Justice Clockwork Enforcer
Medium Construct, Typically Lawful Neutral
The characters cross paths with clockwork constructs and
may learn exactly how dangerous the truly lawful can be. Armor Class 17 (natural armor)
Hit Points 119 (14d8 + 56)
In this encounter for a party of 12th-16th-level, the
Speed 0 ft., fly 60 ft.
characters come to blows with dangerous, otherworldly
constructs, either because they have broken interplanar STR DEX CON INT WIS CHA
laws or because the constructs are in their way – and 20 (+5) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 14 (+2)
refuse to move! Saving Throws Str +9, Con +8, Wis +8
Skills Athletics +9, Perception +8
Starting the Encounter Damage Resistances acid, cold, fire; bludgeoning,
This encounter can begin in many ways, with some of piercing, and slashing from nonmagical attacks
the most likely being: Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
• The characters have broken an interplanar law, frightened, paralyzed, petrified, poisoned
such as releasing a dangerous demon, working Senses darkvision 60 ft., passive Perception 18
forbidden magic, or some other, arbitrary law, and Languages all, telepathy 120 ft.
the constructs have been sent from the plane of Challenge 9 (5,000 XP) Proficiency Bonus +4
Mechanus to bring them to justice. Clockwork Weakness. Any creature within 10 feet
• The characters need to go somewhere, get of the enforcer that has a passive Perception of 15 or
something, or speak with someone, and the higher or that uses an action and succeeds on a DC 15
constructs are in their way, perhaps because they are Wisdom (Perception) check notices that the enforcer’s
tasked with guarding whatever the characters seek. form has weak points. A creature that makes an attack
Indistractable, armed with endless patience, and against the enforcer can choose to take a -5 penalty to
perfectly dedicated to their task, there is no other the attack roll to target a weak point and cause one of
way to get past the constructs than to destroy them. the following effects on a hit (attacker’s choice):
• The enforcer can’t use Multiattack.
The constructs usually give their quarry fair warning
• The enforcer can’t use Spellcasting.
before attacking. They communicate in monotone
• The enforcer’s speed is halved and its AC becomes 14.
voices and with no emotion.
Immutable Form. The enforcer is immune to any spell
Running the Encounter or effect that would alter its form.
Unusual Nature. The enforcer doesn’t require air, food,
The constructs fight fearlessly and relentlessly – drink, or sleep.
they give no quarter and expect none. They are,
however, not savages – they will refrain from killing Actions
incapacitated combatants and focus on ending the fight Multiattack. The enforcer makes two Slam attacks.
as quickly as possible. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage.
Conclusion Force Bolas. Ranged Weapon Attack: +7 to hit, range
60 ft., one Large or smaller creature. Hit: The target is
The enforcers fight to the death, unless instructed restrained. At the start of each of its turns, a creature
by the inquisitor to flee using plane shift – which it restrained in this way takes 9 (2d8) force damage and
will if dropped below 30 hit points.. The constructs must succeed on a DC 15 Constitution saving throw
disintegrate when they drop to 0 hit points. or be incapacitated until the start of its next turn. A
restrained creature can use its action to make a DC
15 Strength (Athletics) or Dexterity (Acrobatics) check,
Adjusting Difficulty
freeing itself on a success.
This encounter is suitable for a party of 12th–16th-
Spellcasting. The enforcer casts one of the following
level characters. Below is advice on adjusting the
spells, requiring no material components and using
encounter based on the desired difficulty and the
Wisdom as the spellcasting ability (spell save DC 16):
Combined Party Level*:
1/day each: command, magic missile (as a 3rd-level
• Easy. 1 clockwork enforcer/24 CPL
spell), plane shift, silence
• Medium. 1 clockwork enforcer/36 CPL + 1
clockwork inquisitor Reactions
• Hard. 1 clockwork enforcer/24 CPL + 1
Equilibrium (1/Day). When a creature within 30 feet
clockwork inquisitor
of the enforcer would roll a d20 with advantage or
*Combined Party Level (CPL) is the sum of the characters’
levels, i.e. four 3rd-level adventurers have a CPL of 12. disadvantage, the enforcer prevents the roll from being
affected by advantage or disadvantage.
Clockwork Creatures Clockwork Inquisitor
The denizens of Mechanus are lawful in every sense Clockwork inquisitors are large, humanoid constructs
of the word – unfeeling, predictable, and perfectly with four arms. They are among the upper castes of
rational. the strict hierarchy on Mechanus. In combat, they use
their strength to muscle foes around or spellcasting
Clockwork Enforcer to engage or silence them. They also carry the word
Clockwork enforcers are flying, circular constructs. of law, and can magically condemn subjects or serve
They strike with their two clublike arms, shoot force injunctions against certain actions. Inquisitors are
bolases, or use a limited selection of spells. They have usually accompanied by at least one clockwork
inherent weaknesses that, if spotted, can be exploited enforcer.
to limit their abilities or slow them down, until they’ve
had an opportunity to be repaired.
Clockwork inquisitor
Large Construct, Typically Lawful Neutral target is a creature, it must succeed on a DC 20 Wisdom
saving throw or take 9 (2d8) psychic damage after each
Armor Class 20 (natural armor)
attack it makes against the inquisitor before the end of
Hit Points 178 (17d10 + 85)
the inquisitor’s next turn.
Speed 30 ft.
Stunning Strike. Melee Weapon Attack: +11 to hit,
STR DEX CON INT WIS CHA reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
22 (+6) 15 (+2) 20 (+5) 22 (+6) 24 (+7) 19 (+4) damage. If the target is a creature, it must succeed on a
DC 20 Constitution saving throw or be stunned until the
Saving Throws Con +10, Int +11, Wis +12
end of the inquisitor’s next turn.
Skills Arcana +11, Insight +12, Perception +12
Spellcasting. The inquisitor casts one of the following
Damage Resistances acid, cold, fire; bludgeoning,
spells, requiring no material components and using
piercing, and slashing from nonmagical attacks
Wisdom as the spellcasting ability (spell save DC 20):
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, At will: command, dimension door, dispel magic
frightened, paralyzed, petrified, poisoned, stunned 1/day each: disintegrate, plane shift, silence, wall of force
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft. Bonus Actions
Challenge 16 (15,000 XP) Proficiency Bonus +5 Condemnation. A creature the inquisitor can see
within 60 feet of it must succeed on a DC 20 Charisma
Clockwork Weakness. Any creature within 10 feet of saving throw or take 18 (4d8) psychic damage and have
the inquisitor that has a passive Perception of 15 or disadvantage on attack rolls and saving throws until the
higher or that uses an action and succeeds on a DC 15 end of the inquisitor’s next turn.
Wisdom (Perception) check notices that the inquisitor
Injunction. A target creature the inquisitor can see
has weak points. A creature that makes an attack
within 60 feet must succeed on a DC 20 Intelligence
against the inquisitor can choose to take a -5 penalty
saving throw or take 18 (4d8) psychic damage and the
to the attack roll to target a weak point and cause one
inquisitor chooses an action for that target: Attack, Cast
of the following cumulative effects on a hit (attacker’s
a Spell, Dash, Disengage, Dodge, Help, Hide, Ready,
choice):
Search, or Use an Object. The target can’t take that
• The inquisitor’s AC is reduced by 2. action on its next turn.
• The inquisitor’s Strength score is reduced by 2.
• The inquisitor’s speed is reduced by 10 feet. Legendary Actions
Immutable Form. The inquisitor is immune to any spell The inquisitor can take 3 legendary actions, choosing
or effect that would alter its form. from the options below. Only one legendary action
Legendary Resistance (3/Day). If the inquisitor fails a option can be used at one time and only at the end of
saving throw, it can choose to succeed instead. another creature’s turn. The inquisitor regains spent
legendary actions at the start of its turn.
Unusual Nature. The inquisitor doesn’t require air,
food, drink, or sleep. Adjudicate. The inquisitor uses Condemnation or
Injunction.
Actions Teleport. The inquisitor magically teleports to an
Multiattack. The inquisitor makes two melee attacks. unoccupied space it can see within 30 feet of it.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one Cast Spell (Costs 2 Actions). The inquisitor uses
target. Hit: 17 (2d10 + 6) bludgeoning damage. If the Spellcasting.