Medium construct, unaligned
Armor Class 14
Hit Points 110 (20d8 + 20)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 12 (+1) | 4 (-3) | 10 (+0) | 3 (-4) |
Saving Throws Str +5, Dex +4
Skills Perception +4, Survival +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common
Challenge 3 (700 XP)
Special Traits
- 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
- 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: 6 (1d6 + 3) bludgeoning damage.
- Net Cannon. Ranged Weapon Attack: +4 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 huntsman’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. The huntsman can fire up to four nets before it must be reloaded.
- Explosive Core. The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.