Clockwork Huntsman
Clockwork Huntsman
Medium construct, unaligned
- Armor Class 14 ()
- Hit Points 110 (20d8+20)
- Speed 40 ft.
- STR
17 (+3) - DEX
14 (+2) - CON
12 (+1) - INT
4 (-3) - WIS
10 (+0) - CHA
1 (-5)
- Saving Throws Str +5, Dex +4
- Skills Perception +4, Survival +4
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages understands Common
- Challenge 3 (700 XP)
- Immutable Form. The clockwork huntsman is immune to any spell or effect that would alter its form.
- Magic Resistance. The clockwork huntsman has advantage on saving throws against spells and other magical effects.
Actions
- Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
- Net Cannon. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.
- Explosive Core. The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.