Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.
Bejeweled Familiars. Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted.
Flying Noisemakers. In the southern deserts, scarab beetle patterns are particularly prized. Anytime the creatures move they emit an audible rhythmic buzz, especially when taking to the air. Once in flight, they create a disturbing cacophony of clicks and whirs.
Hidden Timers. The most talented gear‑mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the tightly wound gear-counter expires, it suddenly triggers a mechanical metamorphosis within the beetle, causing it to rapidly transform and blossom into a completely different clockwork creature—a wondrous surprise known in advance only to the designer who created it so many years ago.
Constructed Nature. A clockwork beetle doesn’t require air, food, drink, or sleep.
Tiny construct, unaligned
Armor Class 14 (natural armor)
Hit Points 15 (6d4)
Speed 30 ft., fly 50 ft.
|8 (-1)||16 (+3)||10 (+0)||4 (-3)||12 (+1)||7 (-2)|
Saving Throws Dex +5
Skills Stealth +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, telepathy 100 ft. (creator only)
Challenge 1/2 (100 XP)
Immutable Form. The clockwork beetle is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork beetle has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.