Clockwork Watchman

Tome of Beasts (Third Party)

Size
Medium
Type
construct
Alignment
unaligned
AC
14 (natural armor)
Hit Points
55 (10d8+10)
Speed
walk 30 ft.
Saving Throws
Con +3
Skills
Athletics +4, Perception +4
Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Common
Challenge
1/2
Lineage
Clockwork, Watchman
STR
14
+2
DEX
12
+1
CON
12
+1
INT
5
−3
WIS
10
+0
CHA
1
−5

Traits

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., onetarget. 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.

Other data

description