This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth.
Ticking Bloodhounds. Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.
Toy Variants. Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.
Serve the Rulers. Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.
Constructed Nature. A clockwork hound doesn’t require air, food, drink, or sleep.
Medium construct, unaligned
Armor Class 12 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 50 ft.
|16 (+3)||15 (+2)||14 (+2)||1 (-5)||10 (+0)||1 (-5)|
Saving Throws Dex +4, Con +4
Skills Athletics +7, Perception +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common
Challenge 2 (450 XP)
Immutable Form. The clockwork hound is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork hound has advantage on saving throws against spells and other magical effects.
Diligent Tracker. Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tripping Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked Prone.
Explosive Core. The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.