Page 125 - Mordenkainen's Tome of Foes Deluxe
P. 125

CLOCKWORKS                                           dlO   Enhancement
                                                                 3   Improved Armor. The clockwork's AC increases by 2.
           The gnomes' efforts to invent and tinker with magic and
           mechanical devices produce many failed constructs, but   4   Increased Speed. The clockwork's speed increases by
           also result in genuine advances, such as clockworks.      10 feet.
           Since their discovery, the methods used to craft clock-  5   Reinforced Construction. The clockwork has resis-
           works have passed from one community of gnomes to         tance to force, lightning, and thunder damage.
           another and down the generations.                     6   Self-Repairing. If the clockwork starts its turn with
            Constructed Nature. A clockwork doesn't require air,     at least l  hit point, it regains 5 hit points. If it takes
           food, drink, or sleep.                                    lightning damage, this ability doesn't function at the
                                                                     start of its next turn.
           BRONZE SCOUT
                                                                 7   Sturdy Frame. The clockwork's hit point maximum in-
           A bronze scout seldom emerges from below ground;
                                                                     creases by an amount equal to its number of Hit Dice.
           thanks to its telescoping eyestalks, it can observe ene-
                                                                 8   Suction. The clockwork gains a climbing speed of 30
           mies at close range while most of its segmented, worm-
                                                                     feet.
           like body remains buried. If it is detected, the bronze
                                                                 9   Vocal Resonator. The clockwork gains the ability to
           scout deters pursuers by sending electrical shocks
           through the ground while it retreats to safety.           speak rudimentary Common or Gnomish (creator's
                                                                     choice).
           IRON COBRA                                            10   Water Propulsion. The clockwork gains a swimming
           An iron cobra is exactly what its name implies: a metal   speed of 30 feet.
           snake with a poisonous bite. In addition to standard
           poisons, gnomes load this clockwork with alchemical   CLO CKWO RK MAL FUNCTI O NS
           concoctions that can paralyze creatures and cloud their   dlO   Malfunction
           minds with paranoia.
                                                                     Faulty Sensors. Roll a d6 at the start of the clock-
           OAKEN  BOLTER                                             work's turn. If you  roll a  l , the clockwork is blinded
                                                                     until the end of its turn.
           No ordinary ballista, an oaken bolter is a construct ca-
                                                                 2   Flawed Targeting. Roll a d6 at the start of the clock-
           pable of striking at long distances. The bolts it launches
                                                                     work's turn. If you  roll a 1, the clockwork makes at-
           can rend flesh, destroy armor, or drag enemies toward
                                                                     tack rolls with disadvantage until the end of its turn.
           traps or melee-oriented clockworks- and at shorter
           ranges, burst with explosive force.                   3   Ground Fault. The clockwork has vulnerability to
                                                                     lightning damage.
           STONE DEFEN DER                                       4   Imprinting Loop. Roll a d6 at the start of the clock·
                                                                     work's turn. If you  roll al , the clockwork mistakes
           Thick plates of stone riveted onto a stone defender give
           it substantial protection and allow it to conceal itself   one creature it can see within 30 feet for its creator.
           against a stony surface. Its chief role isn't as an am-   The clockwork won't willingly harm that creature for 1
           busher, however, but as a bodyguard for gnomes and        minute or until that creature attacks it or deals dam-
           other clockworks.                                         age to it.
                                                                 5   Leaking Lubricant. Roll a d6 at the start of the clock-
           INDIVIDUAL DESIGNS                                        work's turn. If you  roll a 1, the clockwork gains 1 level
           A gnome artisan values an individualized clockwork        of exhaustion that it isn't immune to.
           more highly than a perfectly functioning one that copies   6   Limited Steering. The clockwork must move in a
           too much from another creation. For that reason, even     straight line. It can turn up to 90 degrees before mov-
           clockworks that fit established designs, such as those    ing and again at the midpoint of its movement. It can
           described here, are seldom identical.                     rotate freely if it doesn't use any of its speeds on its
            A clockwork can be customized by adding one of the       turn.
           following enhancements and one potential malfunction
                                                                 7   Overactive Sense of Self· Preservation. If the clock-
           to its stat block. You can select randomly or choose a
                                                                     work has half its hit points or fewer at the start of
           pair of modifications that fit the temperament of the
                                                                     its turn in combat, roll a d6. If you roll a 1, it retreats
           clockwork's builder.
                                                                     from combat. If retreat isn't possible, it continues
           CLOCKWO RK  EN HANCEME NTS                                fighting.
                                                                 8   Overheats. Roll a d6 at the start of the clockwork's
            dl O   Enhancement
                                                                     turn. If you  roll a 1, the clockwork is  incapacitated un-
                 Camouflaged. The clockwork gains proficiency in
                                                                     til the end of its turn.
                 Stealth if it doesn't already have it. While motionless,
                                                                 9   Rusty Gears. The clockwork has disadvantage on ini-
                 it is indistinguishable from a stopped machine.
                                                                     tiative rolls, and its speed decreases by 10 feet.
             2   Sensors. The range of the clockwork's darkvision
                                                                 10   Weak Armor. The clockwork isn't immune to blud-
                 becomes 120 feet, unless it is higher, and it gains pro-
                                                                     geoning, piercing, and slashing damage from non-
                 ficiency in  Perception ifit doesn't already have it.
                                                                     magical attacks that aren't adamantine.
           CHAPTER 6  I BESTIARY
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