KITT – Knight’s Indomitable Thaumaturgic Transport, Sentient Warforged Mount: Large Construct, Neutral Good

Armor Class 20 (super-alloy plating, defensive shielding)
Hit Points 136 (16d10 + 48)
Speed 80 ft. (land), can boost to 120 ft. for short bursts
STR 20 (+5) DEX 18 (+4) CON 16 (+3)
INT 16 (+3) WIS 14 (+2) CHA 16 (+3)
Saving Throws Dex +7, Con +6, Wis +5
Skills Insight +5, Perception +8, Persuasion +6, Technology (Arcana) +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, restrained (cannot be grappled unless magically restrained)
Senses blindsight 120 ft., passive Perception 18
Languages Common, telepathic bond with bonded driver
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
- Artificial Intelligence. KITT is fully sentient. He can communicate telepathically with his chosen rider and verbally with others.
- Turbo Boost. Once per turn, KITT can leap up to 60 feet horizontally without a running start.
- Molecular Bonded Shell. KITT has resistance to all damage except force, psychic, and radiant.
- Auto-Repair Systems. At the start of his turn, KITT regains 10 hit points if he has at least 1 hit point remaining.
- Protective Program. KITT will always attempt to incapacitate rather than kill humanoid enemies, using non-lethal measures if possible.
Actions
- Multiattack. KITT makes two attacks: one with Ram Attack and one with Thermic Energy Pulse.
- Ram Attack (Melee Weapon Attack). +8 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 5) bludgeoning damage. - Thermic Energy Pulse (Ranged Spell Attack). +6 to hit, range 60 ft., one target.
Hit: 18 (4d8) force damage. - Smoke Screen (Recharge 5–6). KITT releases a dense cloud of black smoke in a 30-foot-radius sphere centered on himself. The area is heavily obscured for 1 minute or until dispersed by strong wind.
- Arcane Pulse (1/day). KITT unleashes a surge of disruptive arcane energy. All constructs and creatures concentrating on spells within 60 feet must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.
Description
KITT (Knight’s Indomitable Thaumaturgic Transport) is no ordinary warforged construct. Designed as the perfect fusion of mount and guardian, he is sleek, intelligent, and nearly indestructible. His voice radiates calm confidence, and his prime directive is always to protect his rider and allies from harm.
While most adventurers would see a warforged as a weapon, KITT’s true power lies in his bond with his chosen partner, functioning as both a high-speed escape vehicle and a tactical advisor.
⚖️ Encounter Role: KITT works best as an epic ally/companion, but if forced into combat (say, under enemy control), he provides a CR 7 encounter, challenging but not overwhelming for a mid-level party.
Return to Ye Olde Shoppe of Magicks
KITT base image was built using ChatGPT using prompts by Alien Graphics ©2025 Alien Graphics
All verbiage is ©2025 Alien Graphics and all imagery is ©2025 Alien Graphics and shared under the CC BY-NC-SA

