b'Mount, Clockobo \n'b'  Large   construct  (bronze, clockwork),  neutral  \n'b'  Armor Class  19 (natural armor)  Hit Points  51 (6d10 + 18)  Speed  50 ft., fly 30 ft. (see Bad Flyer below)\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  16 (+3)  INT:  10 (+0)  WIS:  6 (-2)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t speak  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'  Bad Flier . The clockobo falls at the end of a turn if it\xe2\x80\x99s airborne and the only thing holding it aloft is its flying speed. \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'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Beak .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Talons .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99t forced  prone , and is pushed 5 ft. out of the clockobo\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls  prone  in the clockobo\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' This metallic bird-like construct has two long legs, stubby wings, and a long neck topped by a beak with glowing yellow eyes. \n'b' 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.'