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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.