# 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 can’t 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.