Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Upgrade Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Description
The gnomes’ efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.
It takes 8 hours for one character to assemble and attune the Clockwork Dog. At the end of that time, the character can make a DC 20 Intelligence check. The check is made with advantage if the character has proficiency in tinker’s tools. If the check succeeds, the clockwork dog is assembled and attuned correctly. If the check fails, the character ends up with one or more leftover parts that the dog needs to function; the character must spend another 1d4 hours working on the dog, and can then make a new Intelligence check to get it working.The clockwork dog is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
Once activated, the creature works indefinitely. You can use an action to deactivate it while touching. When the creature becomes inanimated again, its property can't be used until attuned again. If the Clockwork Dog is assembled it is ready to attune.
- Repairing 1 hit point of damage to the clockwork dog takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the dog drops to 0 hit points, it is destroyed and unrepairable.
The clockwork dog has the following statistics:
- It is a construct.
- It follows the orders of its assembler.
- Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep.
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If you are the target of a melee attack and the Clockwork Dog is within 5 feet of the attacker, you can use your reaction to command the Clockwork Dog to respond, using its reaction to make a melee attack against the attacker.
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The Clockwork Dog obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own
Individual Designs (Optional)
*Once Find or created, select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
D10 ENHANCEMENT
1 Camouflaged. The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork’s darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn’t already have it.
3 Improved Armor. The clockwork’s AC increases by 2.
4 Increased Speed. The clockwork’s speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn.
7 Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice).
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
D10 MALFUNCTION
1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5 Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to.
6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
7 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting.
8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10 Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine.
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