Tiny Construct, Unaligned
Armor Class 13 Natural
Hit Points 14 (4d4 + 4)
Speed 30 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
2 (-4)
WIS
6 (-2)
CHA
6 (-2)
Damage Vulnerabilities Lightning
Damage Immunities Psychic
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands its master but cannot speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Consume Fuel. Over the course of a long rest, your wyvern may regain charges by consuming high-quality charcoal. It regains 1d4 + 1 charges for each 1 gp of charcoal consumed.

The maximum amount of charges the construct can hold is 10. If the charges drop to 0, the wyvern is out of fuel and becomes inanimate until it is recharged with 2 gp worth of fuel over a long rest period.

Immutable Form. The clockwork wyvern is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork wyvern has advantage on saving throws against spells and other magical effects.

Actions

Mechanic Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hot Steam. The clockwork wyvern exhales steam in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. This consumes 1 charge of fuel.

Tiny Breath. The clockwork wyvern exhales steam in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. This consumes 3 charges of fuel.

Description

Another famous creation of Anton Spark, this very limited edition clockwork wyvern comes with a fully operational miniature coal engine. Thanks to an intricate mix of steam powered gears and pistons, the construct has lifelike movement and mannerisms. However nobody really knows how Anton managed to make the construct as smart as a pet and capable of understanding complex directions from its master.

In combat, the Clockwork Wyvern shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

The clockwork wyvern cannot regain hit points like other creatures. If the mending spell is cast on it, it regains 2d6 hit points.

If it falls to 0 hit points, it loses all charges, becomes cold and suffers from the stunned condition until it regains charges. Lightning or fire damage from a first level spell or higher can reinvigorate the wyvern, bringing it back to life with 0 charges.

FragranceMan

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