Clockwork Huntsman
Tome of Beasts
(700 XP)
Robinloft Estimated
CR
3
Armor Class
14 (natural armor)
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)
Saving Throws
Str +5, Dex +4
Skills
Perception +4, Survival +4
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 14
Languages
understands Common but can't speak
Environments
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
Net Cannon.
Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. 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.
Slam.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Longsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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.
Clockwork Huntsman
Not yet described
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