Medium construct, Unaligned
| Armor Class | 10 |
|---|---|
| Hit Points | 11 (2d8 + 2) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison; psychic |
| Condition Immunities | charmed; exhaustion; frightened; paralyzed; petrified; poisoned |
| Senses | passive Perception 10 |
| Languages | — |
| Challenge | 1/8 |
Repairing 1 hit point of damage to the clockwork mule takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the mule drops to 0 hit points, it is destroyed and unrepairable.
The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.