Wayward Windup
Travelers once mistook the courier for a wind-up trinket that had escaped a peddler's cart, and the mistaken name stuck. It was made to carry a sealed message between divine shrines. The message is long gone, but its core still safeguards the miraculous workings inside. The construct's immunity is not ordinary armor: it is an absolute ward that rejects all mortal harm.
Wayward Windup
Combat
AC 18 · HP 18 · CR 5 ; high objective difficulty, negligible direct combat threatWayward Windup
Actions
Reactions
- Role
- Skirmisher
- Built for
- Designed around a party of four 5th-level characters as a hard objective or chase encounter, not as a hard combat encounter.
Gear
- Sealed divine-work core (Treasure, Valuable, campaign-dependent)A sealed internal capsule containing the courier's exceptionally valuable clockwork core. It can only be opened after the construct is destroyed using genuine divine essence.
Notes for the game master
Tactics
Opening
Approach at a brisk trot, bow politely, then scuttle toward the nearest person who looks likely to follow. It avoids opening with an attack.
Mid-fight
Circle the party, use Tinny Tap only when someone blocks its route, and chime with Seek the Spark if it senses divine essence nearby.
End of the fight
If cornered, use Merry Scuttle to reach open ground and continue drawing pursuers away from the loot site. It does not attempt to kill or incapacitate anyone.
Retreat
It never surrenders or panics. If its task is complete, it jogs toward a distant landmark and vanishes over the horizon.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A knee-high brass figure with a round, bell-shaped head, a stitched-smile grille, and four delicate legs like a grasshopper's. Its polished shell reflects the prairie sky too clearly, as if the clouds are trapped beneath the metal. A tiny wind-up key turns by itself, chiming softly whenever someone reaches for it.
Behavior
The construct is an unkillable courier with the manners of a toy parade marshal. It dodges, circles, and tries to lure curious creatures away from its resting place. It does not understand that its feeble taps are attacks.
How it lives
The courier does not eat, sleep, reproduce, or wear down. It is most often found crossing open grassland, following a route that may have been laid down centuries ago.
Lair
It has no lair. It periodically returns to a low stone milepost in the grassland, where a circular groove in the stone matches the shape of its feet.
- Habitat
- Grassland, especially broad prairie routes, old roads, and fields surrounding forgotten shrines.
Signs that it is near
Tags
Lore
Travelers once mistook the courier for a wind-up trinket that had escaped a peddler's cart, and the mistaken name stuck. It was made to carry a sealed message between divine shrines. The message is long gone, but its core still safeguards the miraculous workings inside. The construct's immunity is not ordinary armor: it is an absolute ward that rejects all mortal harm.
What drives it
Complete its old delivery route and keep strangers away from the sealed core.
After the fight
When its hit points reach 0 through the divine-essence exception, the construct folds into a palm-sized brass seed. Its valuable inner works remain intact. If destroyed without the required divine essence, it simply knits itself back together at dawn, and its core loot remains inaccessible.
“It was made to carry a sealed message between divine shrines.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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