From: Whimsy Wunderkammer
Lore: Coglings are tiny clockwork creatures that resemble metallic fairies, serving as the mechanical workforce within the Whimsy Wunderkammer. They are creations of Professor Ignatius Q. Quibblewick, designed to be tireless and dedicated assistants. These miniature marvels of engineering scuttle around the workshop with precision and grace, diligently performing tasks such as fixing machines, fetching tools, and maintaining the enchanted devices that populate the Wunderkammer.
The bodies of Coglings are constructed from intricately interlocking gears and springs, a testament to the Professor’s expertise in clockwork engineering. Their compact size allows them to access even the tightest spaces within the workshop, making them indispensable for intricate repairs and maintenance work.
As Coglings carry out their duties, they emit soft ticking sounds, which further add to the whimsical atmosphere of the workshop. The constant hum of their clockwork mechanisms creates a harmonious symphony that echoes throughout the Wunderkammer.
Specific Tier One Stats:
- Health Points (HP): 15
- Armor Class (AC): 15
- Attack Bonus: +4
- Damage: 1d4 + 1 (bludgeoning)
Skills:
- Mechanism Repair: +6
- Stealth: +4
Appearance: Coglings are miniature, standing at only 6 inches tall. Their bodies are made of polished metallic gears and springs, which gleam in the light. They have delicate, ethereal wings that allow them to hover and flit around gracefully.

Size: Tiny (approximately 6 inches tall)
Requirements: Coglings are autonomous creations, and they do not require food, water, or sleep. However, they need occasional maintenance and winding to ensure they continue functioning at their best.
Tags: Mechanical Assistants, Clockwork Fairies, Workshop Helpers, Autonomous Constructs, Precision Gearsprites, Aether-Powered Tinkerers, Miniature Fixbots, Spring-Driven Drones, Quibblewick’s Microservants, Hovering Maintenance Units, Tick-Tock Laborers, Clockwork Winglets, Enchanted Repairlings, Brass-Bound Custodians
Attacks — Wrenching Strike: The Cogling uses its tiny wrench-like appendages to deliver precise strikes to opponents. It has a +4-attack bonus and deals 1d4 + 1 bludgeoning damage.
Emotions: Coglings are mechanical creations and do not experience emotions in the traditional sense. However, they exhibit a sense of determination and focus as they go about their tasks.
Age: Coglings do not age in the conventional sense. With proper maintenance and care, they can serve the Professor indefinitely.
Height and Weight:
- Height: 6 inches
- Weight: 0.5 lbs
Speed: Coglings have a flight speed of 30 feet, allowing them to move swiftly through the workshop and access hard-to-reach places.
Coglings play a crucial role in the smooth functioning of the Whimsy Wunderkammer, diligently attending to repairs and maintenance tasks, ensuring that the Professor’s inventions continue to operate flawlessly. Their diminutive size, clockwork construction, and tireless work ethic make them an essential and endearing part of the whimsical environment within the Wunderkammer.
Turning of the Little Hands: Tale of the First Cogling
Translated from rotating gear-etched rings recovered beneath the fractured vault of the Bellows-Heart Chamber, their inscriptions deciphered only under the synchronized hum of a thousand miniature springs. The language is believed to predate language itself, shaped in pulse, pressure, and motion.
In the age before hands shaped thought and before thought shaped tools, there was only the Labyrinth of Silence.
Within it, the Great Professor—he who bore no name yet contained all knowledge—dreamed in metal and breathed in steam. His mind turned like a wound mainspring, measuring moments not in minutes, but in ticks of potential. Each breath he exhaled clinked like falling screws. Each heartbeat echoed with blueprints.
But in all his brilliance, the Professor faced a flaw too small to see. For the tools he made—marvels of elemental force and invention—demanded perfection, and perfection, as all know, resides in the tiny.
And so, he began to shape life not of flesh or magic, but of rhythm and refinement.
At first, he crafted a singular being no larger than a plum. A creature not of whim, like the Breezy Sprites, nor of might, like the Automatons—but of precise purpose. Its body was a miracle of sprockets, jeweled pivots, and hair-thin gear teeth carved from whispersteel. Its heart was a ticking orb, suspended in magnetic dance between three coils of enchantment.
This was the First Cogling—whom the ancients name Tik’telil, the Tiniest Watcher.
He was born not from love, nor war, nor need—but from the unbearable imperfection of dust beneath the smallest hinge.
Tik’telil’s first motion was not a step, nor a word—but a correction. He flew on wings of filigree and turned a gear backward two clicks to realign a timing mechanism destined to explode. The Professor, watching with all twelve of his eyes (three per lens), leaned back and whispered the word “Continue.”
And so, Tik’telil did.
He scuttled through vents unseen, tightened every bolt the Professor forgot, oiled every joint the great mind neglected. Over time, more Coglings were built—though none were made like Tik’telil. They were variations: narrow-bodied, saw-toothed, wrench-fingered, or with eyes that shined like tiny emeralds. Together they became the Legion of Lintless Precision, moving as one with unity that not even symphonies could rival.
But then came the Backlash Storm.
A flood of wild magic surged through the Wunderkammer when an experiment meant to bottle entropy ruptured the seventh floor. Whirlwinds of unmade logic tore through the halls. Automatons froze, Breezy Sprites scattered, and even the Clockheart Professor fell into silent stillness.
It was then, beneath collapsed desks and within fractured cogs, that the Coglings moved.
They did not fight the storm. They repaired it.
One by one, they zipped through broken chambers, realigned spinning chaos, pinned wild spells beneath brass screws. Tik’telil, they say, flung himself into the center of the core breach, winding entropy around his own frame until the backlash slowed, and then stopped.
When the Professor awoke, the workshop was still.
All was mended—but Tik’telil was no longer there.
His last movement was found etched in the dust atop the Professor’s schematic table: a spiral carved by a single foot, repeating over and over, a spiral that wound backward into stillness.
To this day, every Cogling bears a single recessed spiral on its chest. Not decorative. Not mechanical. But memorial.
Some say Tik’telil still ticks somewhere beneath the floorboards, winding the dreams of future inventors. Others whisper that the spiral is his name, and when it is traced perfectly, he returns for one second to realign whatever is most broken.
Moral of the Story: Even the smallest turn can reset the world’s greatest machine.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- Creature Profile
- STR: 10
- CON: 30
- SIZ: 2
- DEX: 90
- INT: 50
- POW: 20
- HP: 3
- Move: 12 (Fly)
- Damage Bonus: −2
- Armor: 2 (hardened brass and gear plates)
- Skills:
- Mechanical Repair 70%
- Stealth 60%
- Sleight of Hand 50%
- Flight (Custom Skill) 80%
- Attacks:
- Wrenching Strike: 1d4−1 damage (metal pinchers, wrench arms)
- Interruptive Tap: May force a DEX×5 roll or cause mechanical action delays for one round
- Sanity Loss: 0/1 (due to unnatural mechanical autonomy)
Blades in the Dark
Cogling
- NPC Threat Profile
- Threat Level: 0
- Scale: Tiny
- Armor: 1 (Durable clockwork shell)
- Description: A clockwork drone, gliding through workshops with uncanny mechanical grace. Not combatants, but capable of disruption and surprise.
- Notable Actions:
- Fix: Recalibrates machinery, reroutes power or reduces complication clocks
- Interfere: Interrupts a character’s action by disassembling a nearby object or tool
- Flicker Movement: May exit a scene or reposition instantly by slipping into vents or mechanisms
- Special: Immune to fear, social influence, and psychic effects. Can be influenced or redirected by skilled Tinkerers or Whisperers using downtime or special tools.
Dungeons & Dragons (5e)
- CR 1/8 Construct
- Tiny Construct, Neutral
- Armor Class: 15 (natural armor)
- Hit Points: 15 (4d4+6)
- Speed: 10 ft., Fly 30 ft. (hover)
- STR 5 (−3) | DEX 18 (+4) | CON 13 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 3 (−4)
- Skills: Stealth +6, Arcana +2, Sleight of Hand +4
- Damage Resistances: Bludgeoning, Piercing, Slashing from nonmagical attacks
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses: Darkvision 60 ft., Passive Perception 11
- Languages: Understands one language of its creator
- Challenge: 1/8 (25 XP)
- Traits:
- Clockwork Precision: May take the Help action as a bonus action to assist with mechanical or magical device checks
- Tireless Worker: Never sleeps; immune to fatigue
- Vent Scuttle: Can pass through openings as small as 1 inch wide
- Actions:
- Wrenching Strike: Melee Weapon Attack: +4 to hit, 1d4 + 1 bludgeoning
- Interference Pulse (Recharge 6): Targets one device within 10 feet; disables or disrupts for 1 round (DC 11 INT save to resist)
Knave-Compatible
Cogling
- Creature Template
- HD: 1
- Armor: 15
- Morale: 8
- Attack Bonus: +4
- Damage: 1d4 + 1 (bludgeoning)
- Speed: 10 ft., Fly 30 ft.
- Special Abilities:
- Auto-Repair: Once per hour, the Cogling can restore 1d4 HP to a construct or machine
- Tiny Form: Can hide inside small machinery or tight spaces
- Interference Strike: When dealing damage, the Cogling may force a target to lose one held item or fumble a mechanical action (Reflex save to avoid)
- Description: These tiny, winged mechanical helpers move through gears and vents with unmatched efficiency. While not designed for combat, they can be a nuisance or a vital aid in puzzles, machinery, and sabotage scenarios.
Fate (Core System)
- High Concept: Tireless Clockwork Assistant
- Trouble: Lacks Creative Initiative
- Aspects:
- Born of Brass and Whim
- The Smallest Tool in the Kit
- Silent Until the Ticking Stops
- Approaches:
- Careful: +3
- Quick: +2
- Clever: +1
- Forceful, Sneaky, Flashy: +0
- Stress: 2 boxes
- Consequences: Mild (2)
- Stunts:
- Precision Calibration: +2 to Overcome actions when repairing or disabling small mechanical or magical devices
- Vent-Crawler: Can escape or enter any scene by describing access through tight mechanical passageways
- Emergency Pulse: Once per session, may instantly remove a situational aspect tied to device malfunction
Numenera / Cypher System
- Level: 2 (Target Number 6)
- Health: 10
- Damage Inflicted: 2 (Precision Strike)
- Armor: 2 (Clockwork plating)
- Movement: Short (ground), Long (flight with humming wings)
- Modifications:
- Repair and disable tasks as Level 4
- Stealth as Level 3
- Perception as Level 2
- Special Abilities:
- Tool Pulse (1 Intellect point): Immediately fixes or temporarily disables a device or construct (1 action)
- Wind-Up Precision: Once per scene, adds an asset to a PC’s roll to manipulate mechanical/electrical systems
- Scatter Flight: If attacked, can split into component parts and reform at Short distance as a reaction (one use per hour)
- Interaction: Nonverbal. Communicates with rapid ticks, gear chirps, or light-beacon flashes. Responds only to commands from attuned creators or similar constructs.
Pathfinder (2nd Edition)
Cogling
- Creature 0
- Tiny Construct, Unaligned
- Perception: +4; darkvision
- Languages: Understands Common or Auran; cannot speak
- Skills: Crafting +6, Stealth +6, Acrobatics +5
- Str −1, Dex +4, Con +1, Int +0, Wis +2, Cha −2
- AC: 15 | HP: 15 | Fort +4 | Ref +6 | Will +3
- Speed: 10 ft., Fly 30 ft.
- Attacks:
- Wrenching Strike +6: 1d4+1 bludgeoning
- Mechanical Interrupt (1 action): Target mechanical object or trap is disabled for 1 round (DC 13 Crafting to resist or repair)
- Abilities:
- Clockwork Wings: May hover and pass through openings as small as 1 inch
- Precision Logic: Gains a +2 circumstance bonus to checks related to machinery
- No Sleep Needed: Does not require rest, but must be wound once per day by creator or maintenance entity
- Immunities: Bleed, Death Effects, Disease, Mental, Necromancy, Paralyzed, Poison, Sleep
- Weaknesses: Electricity 3 (overloads logic engine)
Savage Worlds (Adventure Edition)
Cogling
- (Wild Card or Extra)
- Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d4
- Pace: 4 (Flight Pace: 8) | Parry: 4 | Toughness: 5 (1)
- Skills:
- Repair d8
- Stealth d6
- Notice d6
- Athletics d4
- Edges:
- Mechanical Insight: May reroll a failed Repair roll once per scene
- Tiny Size: −2 to be hit by attacks; can access spaces other creatures can’t
- Special Abilities:
- Wrenching Appendages: Str+d4 (bludgeoning), treats enemy armor as 1 point lower
- Emergency Repair (1/scene): Can stabilize a Construct or repair 1 Wound on machinery
- Wind-Up Core: Requires regular maintenance or suffers −1 to all rolls after 24 hours of continuous operation
- Construct: Immune to poison, disease, fatigue, and called shots
- Quirks: Soft ticking noises constantly audible; flinches from magnetic fields
Shadowrun (6th Edition)
Cogling
- Magitech Utility Drone (Fey-Linked Paracritter)
- Type: Critter (Construct subtype)
- Body: 1
- Agility: 6
- Reaction: 6
- Strength: 1
- Willpower: 3
- Logic: 4
- Intuition: 5
- Charisma: 1
- Edge: 1
- Condition Monitor: Physical 5, Stun 6
- Armor: 3 (Hardened Clockwork Shell)
- Movement: 15 meters (flight only)
- Skills: Engineering 5, Stealth 6, Electronics 4
- Powers:
- Auto-Repair Protocol: Can heal 1 box of damage to a construct or device as a Complex Action
- Interference Swarm: Once per scene, Cogling disrupts wireless or magical signals (imposes −2 dice penalty for 1 Combat Turn)
- Miniature Build: −3 dice to Perception tests to detect
- Notes: Cannot initiate Matrix actions. Operates via internal arcano-mechanical logic core. A master technician or summoner can reprogram or repurpose one with Extended Hardware or Spellcraft tests.
Starfinder
Cogling
- CR 1/4 Tiny Construct (Technological/Magical Hybrid)
- XP: 100
- Type: Construct (Technological, Magical)
- Init: +4 | Senses: darkvision 60 ft., blindsense (vibration) 30 ft.
- HP: 12 | EAC: 13 | KAC: 14
- Saving Throws: Fort +2, Ref +6, Will +1
- Speed: 10 ft., fly 30 ft. (perfect)
- Ability Modifiers:
- STR −2, DEX +4, CON +0, INT +2, WIS +1, CHA −1
- Skills: Computers +7, Engineering +8, Stealth +9
- Languages: Binary, Auran (understood only)
- Special Abilities:
- Micro-Support Protocol (Ex): As a move action, Cogling grants a +2 circumstance bonus to one Engineering or Computers check within 30 ft.
- Quick Patch (Su): Once per short rest, Cogling can restore 1d8 HP to a construct or tech-based device (DC 13 Engineering to override restrictions)
- Miniature Frame (Ex): +2 AC vs. AoE effects, can move through 1-inch spaces
Traveller (Mongoose 2nd Edition)
Cogling
- TL 14 Tiny Construct
- UPP: 243666
- Size: 15 cm (0.5 kg)
- Armor: 4
- Endurance: 5
- Speed: 10 meters (hover)
- Skills: Mechanics 2, Electronics 1, Recon 2, Stealth 1
- Traits:
- Precision Maintenance: Grants +1 DM to repair checks involving advanced systems when assisting
- Tiny Profile: −1 DM to be targeted unless scanned by TL10+ detection
- Self-Correcting Logic: Automatically retries failed tasks once per hour without input
- Tool Core: Equipped with micro-solderers, tinker claws, and flux jets
- Weaknesses: High-frequency EM pulses disable for 1d6 minutes unless rebooted
- Interaction: Responds to commands via programmable interface; limited reactive autonomy
Warhammer (4th Edition – Fantasy Roleplay)
Cogling
- Tiny Mechanical Construct (Wunderkammer Subtype)
- M WS: 25 | BS: 0 | S: 10 | T: 10 | I: 45 | Ag: 65 | Dex: 60 | Int: 40 | WP: 30 | Fel: 5
- Wounds: 10
- Movement: 4 (Fly 8)
- Armor Points: 1 (All Locations – gear plating)
- Skills:
- Crafting (Mechanisms) +10
- Stealth +20
- Sleight of Hand +10
- Traits:
- Constructed: Immune to poison, disease, psychology, and exhaustion
- Maintenance Subroutines: Once per hour, may repair 1 Wound to a non-living target or disable a trap
- Micro-Tinker: Can enter tiny compartments or repair items others cannot access
- Clockwork Focus: Immune to Charm, Intimidate, and magical Mind effects
- Special Rules:
- Precision Engine (Passive): +10 to any Crafting or Trade test involving devices, even when assisting
- Wind-Down Protocol: Must be rewound (Dexterity Test) after 6 hours or cease functioning until reset

Comments
2 responses to “Coglings”
[…] Coglings: Tiny clockwork creatures resembling metallic fairies, Coglings are the mechanical workforce of the Wunderkammer. They tirelessly scuttle around the workshop, fixing machines, fetching tools, and maintaining the enchanted devices. Their bodies are made of interlocking gears and springs, and they emit soft ticking sounds as they work. […]
[…] From: Coglings […]