Medium Construct, Unaligned
Armor Class 16
Hit Points 8 (1d10 + 3)
Speed 40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
1 (-5)
Skills Perception +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Immutable Form.  The construct is immune to any spell or effect that would alter its form.

Magic Resistance.  The construct has advantage on saving throws against spells and other magical effects.

Magic Weapons.  The construct's weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Description

Clockwork mastiff mounts are made by more advanced cultures steeped in magitech by skilled craftsmen.   Lesser elemental spirits are bound to the final construct to provide animus and rudimentary intelligence.

A control amulet or ring (Magic Item Rarity - Very Rare) is sometimes created in conjunction with a specific mount in order to bind it to its user.  If used, the magic item gives the wearer the ability to call the clockwork mount to travel to their location, as well as command it to attack its enemies or bear whomever the wearer desires to a location known by the wearer, as long as the clockwork mount is able to reach it.

Without a control amulet, the clockwork mastiff mount obeys the verbal commands of its creator or its current owner.  Ownership can be transferred by verbal command of the current owner.

Monster Tags: Misc Creatureconstructbeast companion

Habitat: ForestHillUrban

Seriayne

Comments

Posts Quoted:
Reply
Clear All Quotes