This creature looks like a three-foot tall wooden doll with long, slender limbs. It moves with uncanny grace and a speed and fluidity that belie its mechanical origin.
Clockwork Overseer CR 2
Speed 40 ft.
Melee slam +5 (1d6+2)
Str 14, Dex 12, Con —, Int —, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 15
SQ independent clockwork
An overseer can move beyond the brain gear’s normal area of influence while maintaining contact with it. Normally, a brain gear can control only clockworks that are within two miles of its position. A brain gear can control an overseer that stays within 10 miles of its position. In addition, the overseer can act as a field commander for up to 20 HD worth of clockworks that are within 100 feet of its position. These clockworks are considered to be in contact with the brain gear so long as the overseer is in contact with it.
Organization solitary or troupe (overseer plus clockworks of 20 HD total or less)
Overseers are a recent invention of the brain gears. An overseer can journey up to 10 miles away from a brain gear while maintaining contact with it. In addition, an overseer acts as a sort of field commander for brain gears, controlling clockworks beyond the brain gear’s reach. Rumors say some brain gears are researching ways to improve the overseers, hoping to extend the range at which they can operate and allow for the creation of fully functional armies that can terrorize civilized lands.
An overseer avoids direct combat at all costs under direct orders of a brain gear. If cornered with no way of escaping, an overseer fights, and attempts to flee as soon as possible.
Clockwork Overseer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Mike Mearls and Scott Greene.