| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Malfunction. Whenever the clockwork takes a critical hit or becomes Bloodied, roll a d20 to determine if it suffers a malfunction:
1–10: No malfunction occurs.
11–12: The clockwork is Incapacitated for 1 minute or until it is repaired with the Mending spell.
13–14: One of the clockwork’s legs falls off. It has the Prone condition and can't right itself until a creature takes the Utilize action to reattach the leg.
15–16: The clockwork's head falls off and deactivates, causing the clockwork to be Blinded and Deafened until a creature takes the Utilize action to reattach the head, which reactivates it.
17–20: The clockwork is Stunned for 1 minute or until it is repaired with the Mending spell. While Stunned, it must use all its movement each turn to continue in the direction it moved on its last turn.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the clockwork moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Bludgeoning damage and has the Prone condition.
Description
Clockwork steeds were early battlefield constructs that proved themselves at the famous Clockwork Charge in 937 YK. Though expensive and fragile, the steeds are tireless and perfectly disciplined. The cost of a House Cannith clockwork steed is comparable to a House Vadalis magebred warhorse, though ongoing maintenance needs are very different.
A clockwork steed can be customized by adding one of the following enhancements to its stat block. You can select randomly or choose a modification that fits the temperament of the clockwork’s builder. Such modifications are unstable; when a modified clockwork's malfunction results in a roll of 1-10, add 10 to the result.
Clockwork Enhancements
| d10 | Enhancement |
| 1 | Disguised. The clockwork is indistinguishable from a normal horse unless a creature takes the Study action and succeeds on a DC 10 Wisdom (Animal Handling) check. |
| 2 | Sensors. The range of the clockwork’s darkvision becomes 120 feet, and it gains proficiency in Perception. |
| 3 | Improved Barding. The clockwork’s AC increases by 2. |
| 4 | Increased Speed. The clockwork’s speed increases by 10 feet. |
| 5 | Reinforced Construction. The clockwork has resistance to Force, Necrotic, and Thunder damage. |
| 6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes Lightning damage, this ability doesn’t function at the start of its next turn. |
| 7 | Sturdy Frame. The clockwork’s hit point maximum increases by 10. |
| 8 | Suction. The clockwork gains a climbing speed of 40 feet. |
| 9 |
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or another language of the creator’s choice. |
| 10 | Water Propulsion. The clockwork gains a swimming speed of 40 feet. |
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