Clockwork Huntsman

Medium construct, unaligned

Armor Class

14

Hit Points

110 (20d8 + 20)

Speed

40 ft.

STR

17 (+3)

DEX

14 (+2)

CON

12 (+1)

INT

4 (-3)

WIS

10 (+0)

CHA

1 (-5)

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft., passive Perception 14

Saving Throws

Str +5, Dex +4

Skills

Perception +4, Survival +4

Languages

understands Common

Challenge

3 (700 XP)

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

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: 6 (1d6 + 3) bludgeoning damage.

Net Cannon. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot trailing cable anchored within the huntsman’s chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.

Explosive Core. The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.

medium
construct
cr3
tome-of-beasts