41 lines
2.4 KiB
Markdown
41 lines
2.4 KiB
Markdown
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# Clockwork Huntsman
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*Medium* *Construct* *Unaligned*
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- **Armor Class:** 14 (natural armor)
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- **Hit Points:** 99 (18d8 + 18)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** Tome of Beasts 2023, page 62
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 17 (+3) | 14 (+2) | 12 (+1) | 4 (-3) | 10 (+0) | 1 (-5) |
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- **Saving Throws**: Str +5, Dex +4
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- **Skills:** Perception +4, Survival +4
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** poison, psychic
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- **Damage Resistances:** False
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 14
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- **Languages:** understands Common but can’t speak
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### Special Abilities
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- **Construct Nature:** The clockwork huntsman doesn't require air, food, drink, or sleep.
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- **Explosive Core:** The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
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- **Immutable Form:** The clockwork huntsman is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The clockwork huntsman has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Multiattack:** The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.
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- **Longsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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- **Slam:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
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- **Net Cannon (4/Day):** Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature.
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### Bonus Actions
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- **Reel:** The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it.
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