Mount, Clockobo

Large construct (bronze, clockwork), neutral

Armor Class 19 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 50 ft., fly 30 ft. (see Bad Flyer below)

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 10 (+0) 6 (-2) 4 (-3)

Skills Athletics +5, Perception +0
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Understands Common but can’t speak
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table.
  • Constructed Nature. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Bad Flier. The clockobo falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Saddle. The mount carries a saddle on its back. Up to two Medium creatures can ride on the saddle without squeezing. To make a melee attack against a target within 5 feet of the mount, they must use spears or weapons with reach. If the mount dies, creatures on the saddle are placed in unoccupied spaces within 5 feet of the mount.

ACTIONS

  • Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Talons. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Deadly Leap. If the clockobo flies at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (2d6 + 4) bludgeoning damage plus 14 (2d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t forced prone, and is pushed 5 ft. out of the clockobo’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the clockobo’s space.

ABOUT

This metallic bird-like construct has two long legs, stubby wings, and a long neck topped by a beak with glowing yellow eyes.

Clockobos are clockwork steeds used by a variety of mountain- and arid-dwelling tribes where food and other resources are scarce. Although they are expensive, a fully functional clockobo is invaluable when other mounts might die of thirst or hunger. Clockobos are fast runners and unsteady flyers, but they are loyal to their riders and steadfast allies in a fight.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

This is not the complete license attribution - see the full license for this page