Tiny Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 13 (2d8 + 4)
Speed 30 ft., Fly 20 ft. When having the Wings attatchment
STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60ft. (blind beyond this radius), Passive Perception 10
Languages Understands Common but can’t speak it
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Winding Key. A clockwork buddy’s key needs to be wound for 10 minutes each day. If its key is not turned within 24 hours, the clockwork buddy is considered petrified until its key is wound. Its weight does not increase during this time.

Modular Design. Clockwork buddies are built with removable parts and additions, each one serving a minor function. A standard buddy has one module port, and comes with one module. Ports can be added by certain tinkerers, and modules can be bought for around 10 gp. Removing or adding one of the following parts requires 1 action:

  • Fire Spout. A small tube and vial of lamp oil that replaces a limb. While equipped, the buddy can take the flamethrower action. 
  • Music Spools. While equipped, the buddy can record sound for up to 5 rounds (30 seconds) and play it back perfectly as an action. To remove a recording from a spool requires a DC 10 Dexterity (Sleight of Hand) check. On a failed check the spool becomes unusable.
  • Wheels. While equipped, the mechanical buddy’s movement speed is increased by 15. 
  • Wings. While equipped, the mechanical buddy has a flying speed of 20 feet.
  • Horn, Lance, Quills, or Spear. While equipped, the mechanical buddy can make spear attacks and gains the charge ability.
  • Pea Shooter. While equipped, the mechanical buddy can take the bombard action.
Actions

Charge (Horn, Lance, Quills, or Spear modules only). If the clockwork buddy moves at least 20 feet straight toward a target and then hits it with a spear attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a large or smaller creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Flamethrower (Fire Spout module only). The clockwork buddy spews fire in a 15-foot line. Each creature in that area must make a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one. Each time the clockwork buddy uses this weapon, roll 1d6. On a 1, the oil runs out and must be replaced.

Spear (Horn, Lance, Quills, or Spear modules only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bombard (Pea Shooter module only). Ranged Weapon Attack: +3 to hit, range 20/40 ft., up to two targets. Hit: 5 (1d4 + 1) piercing damage.

Description

Clockwork buddies are small, intelligent clockwork creatures created as toys by a gnomish craftsman long ago. They come in countless shapes and sizes, from miniature humanoids to tiny dragons. Most are lost, sleeping in ancient ruins or gathering dust in toy shops, mistaken for simpler toys—but winding the creature with a clock key awakens this friendly companion.

Spring-Wound. Every clockwork buddy has a key that winds its mainspring, which provides the power that allows them to move and think. When the spring winds down, the buddy becomes paralyzed and unconscious; when it’s wound up again, it awakens as if it had merely taken a short nap, no matter how long it has been dormant.

Ancient Crafts. Gnomish tinkerers today work in the shadow of the unknown genius who created the clockwork buddies. Using techniques unknown to today’s masters, one gnome centuries ago made these sentient automatons without resorting to magic, their minds consisting entirely of intricate clockwork. Whenever a clockwork buddy is discovered, artisans and collectors rush to acquire it, hoping to discover its secrets. This gnome’s motives can only be guessed from what they gave the world: deathless creatures that blur the line between a toy and a true friend.

Modular Design. A clockwork buddy’s limbs can be detached, reconnected, and even swapped with other clockwork buddies. Some buddies are clearly mismatched when discovered, such as a dragon with a music box for a head, a gnome illusionist with wheels in place of legs, or a snuggly rabbit with a flamethrower in place of a tail.

KrioX_x

Comments

Posts Quoted:
Reply
Clear All Quotes