From: The Shifting Enigma
Mechanical-looking creatures fashioned from mismatched gears and scrap metal. They might appear as skittering spiders with sparking joints, whirring birds with mismatched wings, or clicking insectoid creatures leaving trails of grease behind them. They aren’t aggressively hostile but might become disruptive if disturbed.
Expanded Lore of the Cogwheel Critters: These clockwork marvels aren’t true living constructs, but a testament to the gnome’s insatiable tinkering with magical animation. In his early experiments, he infused discarded clockwork, cogs, and scrap with unstable bursts of arcane energy. The results were unexpected – these bits gained a semblance of life, driven by fractured patterns of gnomish ingenuity.
- Purpose: Initially designed as self-repairing clockwork mechanisms to handle upkeep in the dungeon, their programming fragmented along with the gnome’s mind. No longer confined to a defined function, they roam, exploring their new purpose with chaotic glee.
- Nature: Cogwheel Critters operate on a rudimentary instinctual drive – a blend of their original function and the erratic magic embedded within their forms. If something seems out of place, they attempt to ‘fix’ it – sometimes making situations much worse!
- The Dungeon is Alive: While the Cogwheel Critters rarely pose a direct threat, their tinkering can have dangerous side effects. They might unknowingly dismantle mechanisms keeping certain areas stable or trigger dormant traps due to their “improvements”.
Cogwheel Critters: Tier One Stats
(I’ll provide a general template that can be tailored to specific critter forms – spider, bird, etc.)
- Size: Tiny (size will vary slightly depending on form)
- HP: 6-8
- Armor Class: 13 (metal casing)
- Speed: 20 ft. (climb can depend on form)
- Abilities: STR 8 (-1), DEX 15 (+2), CON 12 (+1), INT 3 (-4), WIS 6 (-2), CHA 5 (-3)
- Skills: Perception +2
- Damage Resistances: Piercing
- Condition Immunities: Charmed, Frightened, Exhausted, Paralyzed, Petrified, Poisoned
- Senses: Blindsight 30 ft. (blind beyond this radius)
- Challenge Rating: 1/4
Strategy:
- Cogwheel Critters prioritize investigating and attempting to ‘repair’ their surroundings.
- If something isn’t mechanical, they will try to forcibly make it into something resembling a machine.
- They react defensively only if forced, usually scattering with their increased mobility.
Attacks:
- Sparking Joints: When engaged in melee, sparking joints and exposed wiring can shock an attacker. +4 to hit, 1d4 lightning damage.
- Disassemble (Recharge 6): The critter focuses on tearing apart one object or part of a creature’s gear. Target must make a saving throw (DC varies on system) or suffer temporary impairment based on the broken item.
Vulnerabilities:
- Rust: Spells or effects that induce rust deal double damage and may hinder movement.
- Strong Magnets: Powerful magic involving magnetism can disable them temporarily.
- Blunt Force: Their small size and delicate build make them vulnerable to bludgeoning weapons.
Tags: Construct, Chaotic, Tinkering, Environmental Hazard
Battle Behavior
- Avoidance First: Cogwheel Critters aren’t inherently aggressive. Their primary instinct is to flee dangerous situations, scurrying into gaps and hard-to-reach places with surprising speed.
- Tinkering with Threats: If cornered or if part of their ‘territory’ is perceived as damaged, they lash out, attempting to ‘disassemble’ the threat or integrate the aggressor into their strange mechanical worldview.
- Unpredictable Mechanics: Their attacks aren’t driven by malice, but chaotic experimentation. An insectoid critter might try to ‘enhance’ a foe with additional buzzing wings, while a spider might ensnare them in cobbled-together wires.
- Environmental Hazards: The true danger lies in how they ‘fix’ problems mid-battle. They might destabilize support beams, trigger hidden mechanisms, or cause a malfunction in another dungeon hazard, leading to unpredictable chain reactions.
Environment: Cogwheel Critters thrive in areas mirroring the gnome’s abandoned workshop:
- Mechanical Caverns: Rooms strewn with discarded gears, springs, and half-finished mechanical contraptions.
- Under the Floorboards: They nest within the labyrinth’s internal workings, sometimes emerging unexpectedly through grates or ventilation shafts.
- Living Mechanisms: Certain areas of the dungeon, once static, might ‘awaken’ due to the critters’ tinkering (statues suddenly animated, doors gaining spindly, clockwork legs!)
Remains & Uses
- Salvage: Defeated critters leave behind a jumble of gears, springs, and unique mechanical components.
- Arcane Focus: If disassembled carefully, the core component that houses the arcane spark might serve as a temporary amplifier for enchantment-related magic.
- Unpredictable Crafting: A tinker with skill (and disregard for reliable outcomes) might incorporate leftover parts into unique inventions, though with a chance of chaotic misfires.
- Lure: They are highly attracted to active sources of magical energy, becoming a potential (if haphazard) method to steer them toward a location.


Sight
- Perception: Cogwheel Critters blend surprisingly well with mechanical debris. Initial perception usually comes from sudden movement – metallic skittering or the jarring juxtaposition of the organic/mechanical form.Description: Gears of mismatched sizes form the main body, oversized springs or spindly clockwork limbs. Exposed wiring crackles with tiny sparks of arcane energy. Eyes resemble repurposed, multifaceted lenses.Positives: Their haphazard construction allows adventurers to quickly grasp these are not natural constructs, and likely less malicious than they may seem.
- Negatives: In a dungeon filled with mechanical hazards, spotting the difference between an active Critter and a dormant trap might prove tricky.
- Sound
- Perception: Constant ticking, whirring, and the rasp of ill-fitting gears form a backdrop symphony within their territory. A sudden grinding indicates agitated ‘repair’ work or possibly a defensive response.
- Description: No two critters make exactly the same soundscape. A spider might create sharp clicking footfalls against metal grates, while a bird-like construct emits dissonant, whirring cries.
- Positives: This cacophony acts as an early warning to the cautious explorer, allowing time to plan an approach.
- Negatives: Their noises can easily obscure subtler signals and make stealth difficult within their territory.
- Smell:
- Perception: A strong odor of old grease, ozone (from the arcane spark within), and the sharp scent of heated metal permeates areas these critters frequent.
- Description: This potent combination is unique, marking their presence even outside visual range.
- Positives: Can warn of nearby critters before a visual encounter occurs.
- Negatives: The smell can be overpowering in enclosed spaces, potentially hindering skill checks requiring focus.
- Touch:
- Perception: Their metallic shell feels unexpectedly warm compared to inert machinery, vibrating faintly due to their active innards.
- Description: Textures vary wildly: rough patches of rust, smooth polished lenses repurposed as ‘eyes’, the sudden give of an exposed spring.
- Positives: Touching one confirms they are definitely constructs, and might hint at possible weak points in their assembly.
- Negatives: Their sparking joints pose a significant threat, dealing potential shock damage without proper insulation.
- Extrasensory Perception
- Detect Magic: Cogwheel Critters register powerfully to spells focusing on magical or artificial constructs.
- Artificer’s Eye: Someone focused on tinkering might perceive patterns or remnants of techniques similar to their own within the Cogwheel Critter’s construction.
- Nature Intuition: Animal-focused perception might register unease. These Critters might look vaguely animal-like, but something ‘wrong’ sets off natural warning bells.
Legend of the Tick-Tock Gnomespawn
In the Epoch of Forgotten Songs, there dwelt a Gnome of wondrous wit, Gearspinner by name. His mind raced faster than the finest spun gears, his hands danced across brass and wire, crafting contraptions never before seen. Yet, with each turn of the screw, each pulse of arcane current, hubris did gnaw at his heart.
“Why make watches to mark the flow of hours,” he once scoffed to the whispering leaves, “when Time itself could bend to my will?” He sought to break the clockwork binds of existence, pouring forbidden magics into scraps and spare parts. Yet, as is the way of all unchecked power, his craft took on a life of its own, twisted and broken.
Screeches echoed through his workshop, not of metal against metal, but something alive… yet not. Tiny limbs of tarnished gears skittered forth, twitching bodies built of broken clocksprings, faces but fractured watch faces. His ‘helpers’ now swarmed like maddened insects, their whirring a mockery of his fading wit. The gnomespawn, they were called, birthed not from a womb but from the broken gears of ambition.
They saw naught but flaws in the world around them, clicking mandibles hungry to repair, to restructure, to make anew. Yet, their touch brought not order, but discord. Grand tapestries ripped and re-threaded into nonsensical patterns, tomes chewed until words danced and bled into meaningless ink. The Gnome, some say, hid among his fractured inventions, others swear he too became as his children, driven to mindlessly tinker amidst the wreckage.
Moral of the Story: Even the brightest flame of invention casts shadows. Seek wisdom to temper one’s skill, lest creations outlive their purpose, and the creator finds themselves undone by their own hand.
Suggested conversions to other systems:
Call of Cthulhu
- SAN Loss: Seeing their unnatural form triggers a 0/1D2 sanity loss. Confronting their ‘repairs’ to once-functional devices might cause deeper disturbances.
- Investigation: A successful Library Use or Occult roll reveals scattered references to other clockwork constructs gone awry, hinting at the Cogwheel Critters’ wider connection to the gnome.
- Combat Traits
- HP: 5
- Armor: 2 points (metal construction)
- Attacks: Sparking Joints (melee, damage 1D4 electricity), Disassemble (1 focus to perform action on a piece of equipment, target opposed Dexterity roll – failure leaves item damaged/inoperable).
- Vulnerabilities: Rusting effects hinder abilities and may damage them over time.
Blades in the Dark
- Obstacle Type: Represent a complication during ‘Tinker’ Scores as they ‘fix’ items needed for the plan, or add ‘messy’ and ‘loud’ consequences during other Scores.
- Territory: Their nests exist within hidden mechanical spaces; rival gangs might seek to control this for access to salvageable tech.
- Downtime Activity: A tinkerer-focused crew member could risk ‘obsessing’ on these critters or salvaging them and be prone to dangerous side effects if unlucky.
Dungeons & Dragons 5th Edition
Cogwheel Spider
- Tiny construct, chaotic neutral
- Armor Class: 14
- Hit Points: 8 (2d6+2)
- Speed: 30 ft., climb 30 ft.
- STR 8 (-1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)
- Damage Resistances: Piercing
- Condition Immunities: Charmed, Frightened, Exhausted, Paralyzed, Petrified, Poisoned
- Senses: Blindsight 30 ft. (blind beyond this radius)
- Challenge Rating: 1/4
- Actions:
- Sparking Joints: Melee Weapon Attack +4 to hit, range 5ft., one target. Hit: 3 (1d4+1) lightning damage.
- Disassemble (Recharge 6): The spider attempts to forcibly dismantle a piece of equipment or a mechanical item. The target must make a DC 11 Dexterity saving throw, suffering damage to the item on a failure, potentially rendering it unusable for a time.
Knave
- HD: 1
- Armor: 1 (as metal)
- Attack: Sparking Joints (deal 1d4 damage and leave target Blinded on a failed DEX save, requiring a turn to clear vision)
- Special:
- Disassemble: Can dismantle mechanical objects or simple traps with ease.
- **Tinkering Swarm: ** If several critters focus on an area, they might ‘fix’ something with chaotic, undesirable side effects.
Fate
- Aspect: “Unnatural Clockwork Creations”
- Invoke (positive): To dismantle simple gadgets/devices, find hidden mechanical objects
- Invoke (negative): Involve malfunctioning equipment/unexpected hazards caused by their ‘repairs’ during conflicts
- Compel: Cogwheel Critters drawn to someone with lots of gadgets/tools; the target can become obsessed with figuring out ‘their purpose’.
Numenera & Cypher System
- Creature Level: 2 (due to ‘swarm’ potential)
- Motive: Driven by urge to ‘repair’ what seems broken in their environment
- Combat:
- Damage: 2 points
- Movement: Short (but with climb as long)
- Combat Abilities: 1) Sparking Joints – inflicts electric shock, can temporarily stun an unprepared target 2) Disassemble – targets mechanical devices requiring target to resist or suffer penalties while device malfunctions
- Special: Difficult to damage without rust-inducing effects.
Pathfinder 2e
Cogwheel Spider
- Tiny Construct, Chaotic Neutral
- Perception DC 14, Initiative +4
- HP 9, AC 15
- Speed 30 ft., climb 30 ft.
- Weaknesses electricity vulnerability 5, rust attacks +2 damage
- Resistances bludgeoning 5, piercing 5
- Immunities bleed, death effects, disease, nonlethal attack, paralyzed, poison, unconscious
- Low-Light Vision
- Sparking Joints (frequency once per round) + 6 to hit (melee), 1d4 + 1 electricity damage. Targets hit must succeed on a DC 12 Fortitude Save or be staggered for 1 round
- Disassemble: The spider focuses on dismantling a piece of equipment or part of a creature’s gear (requires the target to succeed on a DC 14 Reflex Save or suffer temporary penalties and impairment based on the broken item.)
Savage Worlds
- Attributes: Agility d6, Smarts d4-2 (instinctual), Spirit d4, Strength d4, Vigor d5
- Skills: Climbing d8, Notice d6
- Pace: 6; Parry: 4; Toughness: 5
- Special Abilities
- Construct: Immune to poison and disease; +2 to recover from being Shaken
- Sparking Joints: Close combat – causes 2d4 damage, chance of causing Shaken on a target with failed Vigor roll.
- Disassemble: The spider inflicts a -2 penalty to actions requiring specific gear, if its target fails an opposed Agility roll vs. the critter.
Shadowrun (5th Edition)
- Attributes: Body 2, Agility 4, Reaction 4, Strength 2, Willpower 1, Logic 1, Intuition 1, Charisma 1
- Skills: Perception 5, Electronics 3
- Powers:
- Sparking Joints: Considered a Physical, Direct Combat spell. Opposed test vs target’s Reaction + Intuition. If hit, deals electric shock equivalent to Stunbolt spell (base DV 4)
- Disassemble: Works against smaller electronic/mechanical devices (locks, gadgetry). Opposed Electronics skill test against the device’s Object Resistance.
- Matrix Actions: Cogwheel Critters with an affinity for data corruption in the Matrix might ‘repair’ files in ways detrimental to the user…
Starfinder
Cogwheel Spider
- Tiny Construct, Chaotic Neutral
- CR: 1/3
- HP 6, EAC 15, KAC 16
- Speed 30 ft., climb 30 ft.
- Melee slam + 5 (1d3 B)
- Ranged Sparking Joints +5 (1d4 E – target staggers for 1 round on a failed Fort save, DC = 10 + 1/2 CR + creature’s Con mod)
- Offense: Blindsight 30 ft.
- Defense: Immune to mind-affecting effects
Traveller (Mongoose 2nd Edition)
- Characteristics: DEX +3, END +1, STR -2
- Skills: “Electronics” 1 (basic tinkering actions)
- Combat:
- Sparking Joints inflict minimal physical damage but apply shock as a secondary effect; target suffers -1 penalty to actions on failed END roll until recovered.
- Can dismantle/disable mechanical and electronic devices (DMG equal to opposed INT rolls, difficulty depending on complexity)
Warhammer Fantasy Roleplay (4th Edition)
Cogwheel Spider
- WS BS S T Ag Int WP Fel 30 0 2 3 45 5 5 0
- Skills: Climb +20, Perception +10
- Talents: Hardy, Swarm
- Special Abilities:
- Sparking Joints – causes D3 wounds of Electricity damage
- Disassemble – can break smaller devices. WP Test for user with opposed roll vs the critter to avoid malfunction/effect backfiring.
