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2025-06-07 07:58:30 -05:00
# Clockwork Huntsman
*Medium* *Construct* *Unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 99 (18d8 + 18)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 2023, page 62
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 17 (+3) | 14 (+2) | 12 (+1) | 4 (-3) | 10 (+0) | 1 (-5) |
- **Saving Throws**: Str +5, Dex +4
- **Skills:** Perception +4, Survival +4
- **Damage Vulnerabilities:** False
- **Damage Immunities:** poison, psychic
- **Damage Resistances:** False
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60 ft., passive Perception 14
- **Languages:** understands Common but cant speak
### Special Abilities
- **Construct Nature:** The clockwork huntsman doesn't require air, food, drink, or sleep.
- **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.
- **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
- **Multiattack:** The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.
- **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: 10 (2d6 + 3) bludgeoning damage.
- **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.
### Bonus Actions
- **Reel:** The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it.