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Critical Role Wiki
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Critical Role Wiki

Gearkeeper Constructs are clockwork automatons originally designed during the Age of Arcanum to act as guards in deep vaults and prisons.[1]

Description[]

The constructs are spherical in shape with multiple bladed appendages and metallic legs that can be extended or retracted as required. Their entire body is heavily armored.

Abilities[]

  • Resistant to non-magical attacks
  • Immune to fire, poison, and psychic damage, and cannot be charmed, frightened, paralyzed, petrified, or have its form altered.
  • Opportunity attacks are at disadvantage.
  • Creatures starting their turns at melee take 1d8 slashing damage.
  • Actions:
    • Multiattack: 2 Arm Blade or 1 Arm Blade and 1 Spear Launcher
    • Shrapnel Blast: Creatures in a 30 foot cone on a failed Dex 15 save take 6d6 damage, half on a save.[1]

History[]

The Mighty Nein battled and destroyed the Gear Warden engineered by Cleff Tinkertop based on the now-legendary gearkeepers.[2]

References[]

  1. 1.0 1.1 1.2 See Explorer's Guide to Wildemount, p. 290.
  2. See "Divergent Paths" (2x25).

Art:

  1. Depiction of a Gearkeeper Construct, by Stephen Oakley from Explorer's Guide to Wildemount, p. 290. Used with permission. This page contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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