Clockwork Oaken Bolter

Mordenkainen Presents: Monsters of the Multiverse p. 80,

Size
Medium
Type
construct
Alignment
unaligned
AC
16 (natural armor)
Hit Points
117 (18d8+36)
Speed
walk 30 ft.
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
understands one language of its creator but can't speak
Challenge
5
Lineage
Clockwork
STR
12
+1
DEX
18
+4
CON
15
+2
INT
3
−4
WIS
10
+0
CHA
1
−5

Traits

Proficiency Bonus

+3

Magic Resistance

The clockwork has advantage on saving throws against spells and other magical effects.

Unusual Nature

The clockwork doesn't require air, food, drink, or sleep.

Actions

Multiattack

The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack.

Lancing Bolt

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Harpoon

Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12).

While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.

Explosive Bolt (Recharge 5-6)

The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

recharge

D5

Reel In (Bonus Action)

The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.

Other data

description