Small Construct, Unaligned
AC 10 natural    Initiative +2 (12)
HP 6 (1d8)
Speed
Mod Save
STR 6 −2 −2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 2 −4 −4
WIS 16 +3 +3
CHA 16 +3 +3
Senses Passive Perception 15
Languages None
CR 2 (XP 450; PB +2)
Traits

 

Clockwork Puppies are found in litters of 3D6x10 puppies. After attracting creatures, they will activate their Explodey feature individually. Should a Clockwork puppy take more than six points of damage, its Explodey feature will activate immediately.

One round after exploding, the Clockwork Puppy will reform, gears and meat slithering back to its original form. The reassembled puppy(s) will then run towards the nearest sentient or moving creature.

Any creature within five feet of a puppy can hear the clockwork ticking inside on a perception (Wisdom) check, DC 18

 

Actions

Be Cute : The puppy is cute, requiring a DC 13 WIS save or creatures within 30 feet are drawn to the puppies

 

Explodey :  1D4 rounds after activating this, the puppy explodes for 1D10 thunder damage and 1D10 piercing (shrapnel)

Bonus Actions

Bonus Action: Dash

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

It's a puppy!

Clockwork Puppies are found in litters of 3D6x10 puppies. After attracting creatures, they will activate their Explodey feature individually. Should a Clockwork puppy take more than six points of damage, its Explodey feature will activate immediately.

One round after exploding, the Clockwork Puppy will reform, gears and meat slithering back to its original form. The reassembled puppy(s) will then run towards the nearest sentient or moving creature.

Any creature within five feet of a puppy can hear the clockwork ticking inside on a perception (Wisdom) check, DC 18

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DokUrtybitz

Comments

Posts Quoted:
Reply
Clear All Quotes