Clockwork Huntsman
Medium Construct Unaligned
- Armor Class: 14 (natural armor)
- Hit Points: 99 (18d8 + 18)
- Speed: walk 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: Tome of Beasts 2023, page 62
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
14 (+2) |
12 (+1) |
4 (-3) |
10 (+0) |
1 (-5) |
- Saving Throws: Str +5, Dex +4
- Skills: Perception +4, Survival +4
- Damage Vulnerabilities: False
- Damage Immunities: poison, psychic
- Damage Resistances: False
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands Common but can’t speak
Special Abilities
- Construct Nature: The clockwork huntsman doesn't require air, food, drink, or sleep.
- Explosive Core: The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
- 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
- Multiattack: The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.
- 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: 10 (2d6 + 3) bludgeoning damage.
- Net Cannon (4/Day): Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature.
Bonus Actions
- Reel: The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it.
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