# Clockwork Hound *Medium* *Construct* *Unaligned* - **Armor Class:** 12 - **Hit Points:** 71 (11d8 + 22) - **Speed:** walk 50 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** Tome of Beasts 2023, page 61 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 15 (+2) | 14 (+2) | 1 (-5) | 10 (+0) | 1 (-5) | - **Saving Throws**: Dex +4, Con +4 - **Skills:** Athletics +7, Perception +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** poison, psychic - **Damage Resistances:** False - **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - **Senses:** darkvision 60 ft., passive Perception 14 - **Languages:** understands Common but can’t speak ### Special Abilities - **Construct Nature:** The clockwork hound doesn't require air, food, drink, or sleep. - **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. - **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. - **Immutable Form:** The clockwork hound is immune to any spell or effect that would alter its form. - **Magic Resistance:** The clockwork hound has advantage on saving throws against spells and other magical effects. ### Actions - **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. - **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.