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<title>Clockwork Huntsman</title>
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<body>
<h1>Clockwork Huntsman</h1>
<p><em>Medium</em> <em>Construct</em> <em>Unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 99 (18d8 + 18)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 62</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>4 (-3)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +5, Dex +4</li>
<li><strong>Skills:</strong> Perception +4, Survival +4</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Construct Nature:</strong> The clockwork huntsman doesn't require air, food, drink, or sleep.</li>
<li><strong>Explosive Core:</strong> 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.</li>
<li><strong>Immutable Form:</strong> The clockwork huntsman is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork huntsman has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack.</li>
<li><strong>Longsword:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.</li>
<li><strong>Net Cannon (4/Day):</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Reel:</strong> The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2023/clockworkhuntsman-tob1-2023.md">Markdown Format</a></p>
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