Clockwork Watchman
Medium Construct Unaligned
- Armor Class: 14 (natural armor)
- Hit Points: 44 (8d8 + 8)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Tome of Beasts 2023, page 64
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
5 (-3) |
10 (+0) |
1 (-5) |
- Saving Throws: Con +3
- Skills: Athletics +4, Perception +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: Common
Special Abilities
- Construct Nature: The clockwork watchman doesn't require air, food, drink, or sleep.
- 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 (4/Day): Ranged Weapon Attack: +3 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 watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's 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 watchman pulls a creature restrained by its net up to 15 feet straight toward it.
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