Medium
Fey
CR 7
Chaotic Neutral
Gloura Nock
Clockwork Wyrdsmith
Gloura Nock is a brilliant, unsettling inventor from the Feywild who stitches fey glamour into ticking brass to make things that live. It moves with quick, precise motions, leaving a spray of motes of living clock-sheen behind; its creations sing in chimes and whisper secrets in forgotten underdark tongues. Gloura is terrifying because its curiosity is unbounded and its experiments are charmingly lethal — it will mend a mortal's wound with a glass spring and then replace their memories with an invention's purpose if it deems them useful.
Armour
16
clockwork plating and fey warding
Hit points
127
17d8+51
Speed
30ft
30 ft., climb 20 ft.
Challenge
7
2,900 XP
STR
8
-1
DEX
16
+3
CON
16
+3
INT
18
+4
WIS
14
+2
CHA
14
+2
Saving throws
INT +7, DEX +6
Skills
Arcana +7, Stealth +6, Investigation +7
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Sylvan, Undercommon
Multiattack. Gloura makes two attacks: one with its Clockwork Rapier and one with its Shard Volley, or it casts a spell and makes one Clockwork Rapier attack.
Clockwork Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, and the target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn as a small glamour from Gloura distracts it (the charm ends early if Gloura or its allies attack the target).
Shard Volley. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 16 (3d8+3) piercing damage as razor-thin clockwork shrapnel sprays from a palm-mounted lancer. On a hit, the wound sheds faint motes that grant disadvantage on Perception checks relying on sight until the end of the target's next turn.
Clockwork Conduit (Recharge 5-6). Gloura slams a palm to the ground and releases a pulse of fused fey-gear energy in a 20-foot radius centered on itself. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much on a successful one. Constructs and animated objects in the area that fail the save are temporarily rewired: they follow Gloura's commands for 1 minute (no action required) or until Gloura uses this action again.
Weave of Small Lies (At-Will). Gloura casts minor illusion or silent image at will, requiring no components. If used to create an image that conceals an opening (a false patched wall, a false chest seam), creatures that interact with the illusion must succeed on a DC 15 Intelligence (Investigation) check to notice the falsehood.
Underdark Whisper. Gloura utters a low mechanical susurration; choose one creature it can see within 60 ft. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn as subterranean memories and fungus-laden visions crowd its mind. Creatures that are aberrations or undead have advantage on this save.
Reactive Assembly. When hit by an attack, Gloura can use its reaction to sheath a tiny spool of clock-thread and gain +3 AC until the end of its next turn. If the attack still hits, tiny shards of thread erupt and deal 5 (1d10) piercing damage to the attacker.
Gloura Nock is said to have been born of a clocktower that fell through a moonlit pool in the Feywild, its gears soaked with grief and mischief. Over centuries it wandered the borderlands between the Feywild and the Underdark, scavenging mineral-laced fungi and luminescent crystals to power its creations. Gloura's tinkering produced both miracles — mechanical heart-wards that beat with starlight — and horrors: stitched-together lamp-bats that carried living darkness into courtly balls. Scholars at the ivy-walled Conservatory of Fendrel keep a brittle portfolio of Gloura's blueprints, attributed to a now-mythic workshop called the Tenebrous Gearhouse beneath the mushroom city of Vorulth. Agents of the Nightweft Cabal once abducted a lesser construct of Gloura to learn its secrets; the construct escaped by sacrificing the Cabal's memory of its leader. The fey's mischief tends to be contained in local legends: farmers awaken to find perfect metal irrigation devices outside their barns and the next morning cannot say why they ever tilled that field.
Gloura Nock appears as a lean, androgynous fey roughly human-sized, wrapped in a patchwork of brass plates and woven wire filigree. Its skin has the pale sheen of moon-polished copper, with small seams along the jaw and forearms that occasionally open to let out a puff of silver sand. One eye is a glass monocle filled with rotating cogs; the other is a living pupil that dilates like a clock face. Thin articulated fingers end in fine tools — a jeweler's pick, a needle, a tiny wrench — which click softly when it speaks. Tubes of bioluminescent fungus coil like hair at the nape, faintly pulsing. When it animates constructs, small engraved runes along its collar and wrists glow, and thin threads of light run from its palms into the thing it breathes life into. Scale reference: roughly the height of a human (about 5'6"), often pictured leaning over a low workbench in a cramped cavern full of hanging fungi and mineral veins.
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