Large Construct (Warforged), Unaligned
Armor Class 16 Natural
Hit Points 75 (7d10 + 5)
Speed 30 ft., Fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +5
Damage Vulnerabilities Acid
Damage Resistances Poison
Damage Immunities Lightning, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands the languages of its rider.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Vigilant: The griffon can’t be surprised. 

Lightning Absorption. Whenever the clockwork griffon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Steel Construction: If the mending spell is cast on the Steed, it regains 2d6 hit points. If it has died, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Mechanical Steed returns to life after 1 minute with all its hit points restored. 

Constructed Resilience: The clockwork griffon has advantage on saving throws against being poisoned, and has resistance to poison damage. It doesn't need to eat, drink, or breathe. It is immune to disease. It doesn't need to sleep, and magic can’t put it to sleep.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Stunning Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. When the clockwork griffon bites another creature it transfers an electric charge and can stun it on a Constitution Save of DC16.

 

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Repair (3/Day). The magical mechanisms inside the griffon restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The griffon imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the griffon.

Description

(Intended for potential use as a high level Artificer Infusion; can function as a steed)

Your tinkering has borne you a companion, a clockwork griffon. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Clockwork Griffon stat block. While the clockwork griffon has the overall appearance of a regular griffon, its intricately crafted interior is typically plated in brass, bronze, copper, or faux gold and silver. They are often taken for fine griffon statues at first glance. 

 In combat, the griffon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the griffon can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The clockwork griffon returns to life after 1 minute with all its hit points restored.

 

Habitat: Urban

vivbuyo

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