Clockwork Falcon
Description:
Clockwork falcons are wind-up or engine-powered machines that work principally as scouts, observing the lands around the hidden entrances to the ancient ruins they are instructed to protect. Thus, they are typically the only clockwork automata that will be encountered in the wild, and their presence usually indicates a nearby ruin. Their discrete nature means that infiltrating a Forsaken Ruin undetected is virtually impossible.
It is unclear whether clockwork falcons are magical or purely mechanical in nature, but their metal bodies make them extremely durable, and their lack of biological function make them tireless and almost unstoppable. A captured clockwork falcon that could be 'reconfigured' somehow to serve another master would be a priceless treasure.
Special:
Essentially machines, clockwork falcons are immune to most magical effects including any spells or skills that affect the mind or the emotions, or any magic that drains or buffs Stats, Attributes or Derivatives. They take half damage from Shock or Frost, and are immune to Fire as well as poison, disease or any other physiological effects.
An attack with the acid of an Iron Ant, or the Decay spell (if not resisted using Stability) will reduce the Protection of a clockwork falcon by 1 and do 3d6+1 points of damage to its Health. Additionally, if the caster or attacker succeeds a 21C using the Engineering or Mechanics skill, they can identify key components, and cripple the clockwork falcon in one shot. Depending on whether the Director defines the creature as magical or purely mechanical, it may or may not be possible to disable it using the Dispel spell.
Clockwork falcons are elusive creatures, acting principally as scouts, and will normally only attack if they observe those they are instructed to protect being threatened. When they attack, they will usually drop suddenly and silently on unsuspecting prey from high above, gaining the benefit of attacking against unaware opponents.