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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

STR

10 +0

DEX

10 +0

CON

10 +0

INT

5 -3

WIS

5 -3

CHA

5 -3

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.


    Created by

    Jiyao.

    Statblock Type

    Monster

    Link/Embed