Clockwork Horse
Description:
Clockwork horses are wind-up or engine-powered machines that, if they can be controlled, are incredibly powerful and virtually priceless steeds. It is unclear whether they 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.
Special:
Essentially machines, clockwork horses 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.
While clockwork horses do not have the Unfazeable perk, as mindless, emotionless automata they can be ridden into mounted combat just as if they were a trained warhorse. A clockwork horse can carry 250 Bulk.
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 horse by 1 and do 3d6+1 points of damage to its Health. Additionally, if the caster or attacker succeeds a 21C using the Engineering skill, they can identify key components, and the rolled damage will be doubled. 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.
With a full complement of 20 clockwork scarabs inside it, a clockwork horse will regenerate 1 Health every 3 minutes.