Armor Class 11
Hit Points 2 (1d4)
Speed 10 ft., Fly 60 ft.
STR
1 (-5)
DEX
12 (+1)
CON
10 (+0)
INT
3 (-4)
WIS
15 (+2)
CHA
16 (+3)
Damage Resistances Cold
Senses Passive Perception 14
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Clockwork Summon. As an action, you can wind the clockwork bird. Winding it will immediately bring it to life. It acts as a tiny companion creature and only follows the orders of the person who turned the winding key. After one hour, it stops functioning and must be wound again to continue taking orders. If the Clockwork Bird falls to 0 hit points, it is destroyed and can only be repaired by a successful (INT 18 DC), or (Arcana 16 DC).

Actions

Beak. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 [piercing] damage. 

Charming Tune. Once per turn, the cardinal can use an action to have a creature within a 15-foot radius make a DC 15 Charisma saving throw or become charmed until the end of their next turn. The targeted creature must be capable of hearing for this feature to take effect. 

Description

Clockwork creations are without a doubt mechanical masterpieces, but those produced by Xandora are on a level all their own. Their creations can comprehend and execute complicated commands, and some exhibit signs of unique personalities. Be warned, neglect and lack of maintenance can result in bizarre behaviors as gears and cogs begin to slip erratically. 

supakoopa

Comments

Posts Quoted:
Reply
Clear All Quotes