Clockwork Huntsman
Medium construct, unaligned
Armor Class
14
Hit Points
110 (20d8 + 20)
Speed
40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 14
Saving Throws
Str +5, Dex +4
Skills
Perception +4, Survival +4
Languages
understands Common
Challenge
3 (700 XP)
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.