Homebrew
Clockwork Turtle CR: 1/2
Large a marvel of charmsmith engineering, unaligned
Armor Class: 12
Hit Points: 12hp (5d4+2) 5d4+2
Speed:
60 ft
Skills: Survival +4, Persuasion +3, Perception +3, Nature +2, Insight +2
Damage Vulnerabilities: lightning, acid
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 7
Languages: Common, Binary
Challenge Rating: 1/2
Proficiency Bonus: +2
Mountable. Clockwork Turtle is mountable, and can be used for mounted combat.
Portable Camp. The Clockwork Turtle can unfold its shell to reveal a sleeping and cooking area. It also scans the area during rests making being caught by surprise much more difficult.
Beast of Burden. The Clockwork Turtle is considered to be a Huge creature for the purpose of determining its carrying capacity.
Level Increases
Level 2: Add 1 to all the contraption’s ability scores, +5 Hit Points
Level 6: Add 1 to all the contraption’s ability scores, +8 Hit Points
Level 10: Add 1 to all the contraption’s ability scores, +10 Hit Points
Level 14: Add 1 to all the contraption’s ability scores, +15 Hit Points
Level 17: Add 2 to all the contraption’s ability scores, +20 Hit Points
Level 20: Add 2 to all the contraption’s ability scores, +25 Hit Points
Actions
Taze. Melee Weapon Attack: +2 to hit, reach 5ft., one target, Hit: 1d4 + Dex Modifier lightning damage, and the target must succeed a DC 10 Constitution saving throw or be paralyzed for one turn.