b'Clockwork, Gearwolf \n'b'  Family:   Clockwork  \n'b'  Large   construct  (iron, clockwork),  unaligned  \n'b'  Armor Class  21 (natural armor)  Hit Points  37 (5d10 + 10)  Speed  50 ft.\n'b' STATS STR: 17 (+3) DEX:  15 (+2)  CON:  15 (+2)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  \xe2\x80\x93  Proficiency Bonus  +2  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Keen Hearing and Smell . The gearwolf has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Pack Tactics . The gearwolf has advantage on an  attack  roll against a creature if at least one of the gearwolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13  Strength  saving throw or be knocked  prone . \n'b'\n'b' ABOUT \n'b' This dog-like construct has massive mechanical jaws. \n'b' Gearwolves are used by other casters to sniff out and overwhelm forces. They are relatively easy to construct and thus expendable on the battlefield. Most gearwolves are run in packs of five to ten, and although they do not need to eat or hunt, they are programmed to act like bloodthirsty wolves.'