| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 16 | +3 | +3 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Constructed Nature. The clockwork fox doesn’t require air, food, drink, or sleep.
Mendable. If the clockwork fox reaches 0 hit points, anyone bonded to the fox can spend ten minutes to open the fox's chest cavity and place a clear gem worth 180 gold pieces into a compartment in it's heart. One hour later, the gem is consumed and the fox is fully mended. The clockwork fox recalls everything from before it died and retains it's personality after being mended.
Recorded Information. The clockwork fox houses a crystal used to power it. The crystal also acts as a storage of recorded information.
Telepathic Bond. While the clockwork fox is on the same plane of existence as its master, it can magically convey what it senses to its master when they are within 75 ft. of each other, and the two can communicate telepathically.
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Cantrip Master. Can cast the cantrips Gust, Light, Acid Splash, and Thurmaturgy.
Elusive. The clockwork fox can take the hide, dash, or disengage action as a bonus action.
Description
A clockwork fox made to protect its charge while traveling.
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