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5ead/monsters/md/tome_of_beasts_2023/clockworkhuntsman-tob1-2023.md
2025-06-07 07:58:30 -05:00

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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.