Clockwork Watchman
Medium construct, unaligned
Armor Class
14 (natural armor)
Hit Points
55 (10d8 + 10)
Speed
30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
5 (-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
Con +3
Skills
Athletics +4, Perception +4
Languages
Common
Challenge
1/2 (100 XP)
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.