mordenkainens tome of foes

(Jeff_L) #1

CLOCKWORKS


The gnomes' efforts to invent and tinker with magic and


mechanical devices produce many failed constructs, but


also result in genuine advances, such as clockworks.


Since their discovery, the methods used to craft clock-


works have passed from one community of gnomes to


another and down the generations.


Constructed Nature. A clockwork doesn't re quire air,

food, drink, or sleep.


BRONZE SCOUT


A bronze scout seldom emerges from below ground;


thanks to its telescoping eyestalks, it can observe ene-

mies at close range while most of its segmented, worm-

like body remains buried. If it is de te cted , the bronze


scout deters pursuers by s ending electrical shocks


through the ground while it retreats to safety.

IRON COBRA


An iron cobra is exactly what its name implies: a metal


snake with a poisonous bite. In addition to s tandard


poisons, gnomes load this clockwork with alchemical

concoctions that can paralyze creatures and cloud their


minds with paranoia.

OAKEN BOLTER


No ordinary ballista, an oaken bolter is a construct ca-

pable of striking at long distances. The bolts it launches

can rend flesh, de stroy armor, or drag enemies toward


traps or melee-oriented clockworks-and at shorter


ranges, burst with explosive force.

STONE DEFENDER


Thick plates of stone riveted onto a stone defender give


it substantial protection and allow it to conceal itself

against a stony surface. Its chief role isn't as an am-


busher, however, but as a bodyguard for gnomes and

other clockworks.


INDIVIDUAL DESIGNS


A gnome artisan values an individualized clockwork


more highly than a perfectly functioning one that copies

too much from another creation. For that reason, e ven


clockworks that fit establishe d designs, such as those


described here, are seldom identical.


A clockwork can b e customized by adding one of the

following enhancements and one potential malfunction


to its stat block. You can s elect randomly or choose a

pair of modifications that fit the temperament of the

clockwork's builder.


CLOCKWOR K E N H A N C E MENTS


d l O Enhancement

Camouflaged. The clockwork gains proficiency in

Stealth if it doesn't already have it. While motionless,

it is indistinguishable from a stopped machine.

2 Sensors. The range of the clockwork's darkvision

becomes 120 feet, unless it is higher, and it gains pro-

ficiency in Perception ifit doesn't already have it.

CHAPTER 6 I BESTIARY


dlO Enhancement

3 Improved Armor. The clockwork's AC increases by 2.

4 Increased Speed. The clockwork's speed increases by

10 feet.

5 Reinforced Construction. The clockwork has resis-

tance to force, lightning, and thunder damage.

6 Self-Repairing. If the clockwork starts its turn with

at least l 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 in-

creases by an amount equal to its number of Hit Dice.

8 Suction. The clockwork gains a climbing speed of 30

feet.

9 Vocal Resonator. The clockwork gains the ability to

speak rudimentary Common or Gnomish (creator' s

choice).

10 Water Propulsion. The clockwork gains a swimming

speed of 30 feet.

CLO CKWOR K MALFUNC TIONS

dlO Malfunction

2 3 4 5 6 7

Faulty Sensors. Roll a d6 at the start of the clock-

work's turn. If you roll a l , the clockwork is blinded

until the end of its turn.

Flawed Targeting. Roll a d6 at the start of the clock-

work's turn. If you roll a 1, the clockwork makes at-

tack rolls with disadvantage until the end of its turn.

Ground Fault. The clockwork has vulnerability to

lightning damage.

Imprinting Loop. Roll a d6 at the start of the clock·

work's turn. If you roll al, the clockwork mistakes


one creature it can see within 30 feet for its creator.

The clockwork won't willingly harm that creature for 1

minute or until that creature attacks it or deals dam-

age to it.

Leaking Lubricant. Roll a d6 at the start of the clock-

work's turn. If you roll a 1, the clockwork gains 1 level

of exhaustion that it isn't immune to.

Limited Steering. The clockwork must move in a

straight line. It can turn up to 90 degrees before mov-

ing and again at the midpoint of its movement. It can

rotate freely if it doesn't use any of its speeds on its

turn.

Overactive Sense of Self· Preservation. If the clock-

work has half its hit points or fewer at the start of

its turn in combat, roll a d6. If you roll a 1, it retreats

from combat. If retreat isn't possible, it continues

fighting.

8 Overheats. Roll a d6 at the start of the clockwork's

turn. If you roll a 1, the clockwork is incapacitated un-

til the end of its turn.

9 Rusty Gears. The clockwork has disadvantage on ini-

tiative rolls, and its speed decreases by 10 feet.

10 Weak Armor. The clockwork isn't immune to blud-

geoning, piercing, and slashing damage from non-

magical attacks that aren't adamantine.
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