Beast of Burden. The donkey is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The donkey has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Without a rider or a driver, the clockwork donkey is incapacitated.
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the donkey makes attack rolls with disadvantage until the end of its turn.
Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep.
Repairable. As long as it has at least 1 hit point remaining, the donkey regains 1 hit point when a mending spell is cast on it. If it has died within the last hour, a creature can, as an action, make a DC 25 Intelligence (tinker’s tools) check to revive it, provided that creature is within 5 feet of it and the creature expends a spell slot of 1st level or higher (the creature expends a spell slot only if it succeeds on the check). The donkey returns to life with 1 hit point.
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Description
The gnomes’ efforts to invent and tinker with magic and mechanical devices 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.
A clockwork donkey is exactly what its name implies: a mechanical donkey. Gnomes use these as beasts of burden and as mounts. Its chief role is as a draft animal.
A clockwork donkey pulling a carriage, cart, sled, or wagon can move up to 2,100 pounds of weight, including the weight of the vehicle.
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