Clockwork Warhorse

Warhorses are easily the most popular steed for adventurers. However, the gearforged and clockwork soldiers find flesh-and-bone mounts to be finicky, unreliable, and temperamental, and they have spent years of effort and thousands of gold pieces to develop a mechanical steed for their own ease of use. These mechanical destriers never tire and do not eat, but their incredible bulk means they cannot move quite as quickly as their living counterparts. A mechanical warhorse requires maintenance every week, taking 1 hour of work and 10 gp worth of materials.

Clockwork Warhorse

Large construct, unaligned
Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
18 (+4) 11 (+0) 15 (+2) 3 (–4) 7 (–2) 7 (–2)

Damage Immunities poison, psychic
Condition Immunities exhaustion, poisoned
Senses passive Perception 8
Challenge 1 (200 XP)

Immutable Form. The clockwork warhorse is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork warhorse has advantage on saving throws against spells and other magical effects.

Trampling Charge. If the clockwork warhorse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

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