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

