36 lines
1.8 KiB
Markdown
36 lines
1.8 KiB
Markdown
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# Clockwork Hound
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*Medium* *Construct* *Unaligned*
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- **Armor Class:** 12
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- **Hit Points:** 71 (11d8 + 22)
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- **Speed:** walk 50 ft.
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** Tome of Beasts 2023, page 61
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 15 (+2) | 14 (+2) | 1 (-5) | 10 (+0) | 1 (-5) |
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- **Saving Throws**: Dex +4, Con +4
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- **Skills:** Athletics +7, Perception +4
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** poison, psychic
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- **Damage Resistances:** False
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 14
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- **Languages:** understands Common but can’t speak
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### Special Abilities
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- **Construct Nature:** The clockwork hound doesn't require air, food, drink, or sleep.
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- **Diligent Tracker:** The clockwork hound has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent or that are made to find a creature.
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- **Explosive Core:** The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
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- **Immutable Form:** The clockwork hound is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The clockwork hound has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
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- **Tripping Tongue:** Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
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