Clockwork Watchman
Clockwork Watchman
Medium construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 55 (10d8+10)
- Speed 30 ft.
- STR
14 (+2) - DEX
12 (+1) - CON
12 (+1) - INT
5 (-3) - WIS
10 (+0) - CHA
1 (-5)
- Saving Throws Con +3
- Skills Athletics +4, Perception +4
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Common
- Challenge 1/2 (100 XP)
- Immutable Form. The clockwork watchman is immune to any spell or effect that would alter its form.
- Magic Resistance. The clockwork watchman has advantage on saving throws against spells and other magical effects.
Actions
- Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
- Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
- Net Cannon. Ranged Weapon Attack: +3 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 watchman'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 at AC 10. The watchman can fire up to four nets before it must be reloaded.