Clockwork, Brain Gear
The most important of the clockworks is....surprisingly, little more than a box of gears and gadgets that cannot move at all. The CR 3 brain gear sacrifices movement for superior intellect (twice that of the average human!) and the ability to telepathically communicate with and command the lesser clockworks. In this way, the brain gear is an enigma; it has the potential to be the big bad of a clockwork-themed adventure, but it's too weak on its own and unable to move its small body anywhere if threatened, and is thus relegated to the mere "pay no attention to the box behind the curtain" role. Thus, I propose having the brain gear be akin to a mech pilot, fused in place inside an uber-clockwork throne that carries itself across the battlefield and protects it from harm.



Clockwork, Drone
The weakest of the clockworks, the humble CR 1/8 drones are more or less eyeballs in miniature UFOs...no, I am not kidding you, that's what the fluff states they look like. These little mechanical monsters have no real combat prowess, and are thus relegated to the role of a diminiutive spy that flits around the shadows of the battlefield, relaying information to the brain gear(s) in command.



Clockwork, Overseer
The halfling-sized mannequins known as the overseers act as the relay point for a brain gear, extending its 2-mile controller radius outward to a grand 10-mile radius. This CR 1 field commander-type has no really interesting traits beyond its quirky appearance and their ability to extend the mental grip of the commanding brain gears.



Clockwork, Parasite
Using the tried and true Frankensteinian method of galvanic animation, the CR 2 beetle-like parasites drill into the brain cavity of a corpse and raise it as a zombie puppet they pilot around the battlefield. The parasite isn't the most interesting clockwork either, but it at least has the gimmick of being able to confuse any divine spellcasters in the party into thinking they have an undead to turn before they are swarmed en masse by the parasites. They can also repair the corpse they ride in, replicating fast healing, which allows them to also pull the surprise of having what seems to be a regenerating zombie.



Clockwork, Scout
Scouts of the clockwork army are metal and wood armatures dressed up with hides and furs to look like animals such as dogs. While these CR 1/2 clockworks have a camouflage ability due to their outwardly animalian appearance, I still don't get why they are here when there was already a stealth hunter in the drones.



Clockwork, Swarm
This CR 3 creature is, as its name suggests, a swarm of clockwork debris animated by the brain gear. It is also very, very bland. Other than a self-repairing ability, it has nothing special that would prevent me from simply changing its creature type and labelling it "Generic Swarm #1". Meh.



Clockwork, Titan
The mighty titan clockwork (not to be confused with clockwork titans, which are from a different title) is the strongest of the clockwork army at a relatively imposing CR 4, and is built in the shape of a giant metallic crab with mighty punching fists instead of pincers. They have an exceptionally long reach with their fists for their shape, and their given strategy is to sit behind warrior clockworks and wail on the enemy without fear of retaliation. Thus, the titan earns the Cheap Shot King award for the clockworks.



Clockwork, Warrior
Your standard "suit of armor that moves" enemy. Clockwork warriors are crafted from various bits and bobbles of abandoned armor and linked together by chains and their nanite...erm...."cockroach-like miniature clockwork"...filled innards. These miniclocks constantly swarm out to repair minor damage each round, allowing the CR 3 warriors to take a lickin' and keep on tickin'.