Clockwork Hound
Description:
Clockwork hounds are wind-up or engine-powered machines that seem to serve as guard dogs. Unlike most other clockwork automata that lie dormant until awakened by something, clockwork hounds are programmed to follow a looping patrol, which they can seemingly walk for eternity without stopping. While executing this 'loop' they are little more than passive detectors, waiting to be awakened, with their full 'behaviours' only becoming active once they detect an intruder. Clockwork hounds will awaken other clockwork guardians (archers, golems, etc) if they are alerted.
Special:
Essentially machines, clockwork hounds 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 hound by 1 and do 3d6+1 points of damage to its Health. Additionally, if the caster or attacker succeeds a 21C using the Mechanic or Engineering skill, they can identify key components, and cripple the clockwork hound 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.
With a full complement of 3 clockwork scarabs inside it, a clockwork hound will regenerate 1 Health every 20 minutes.