Medium Construct, Unaligned
Armor Class 14 Natural Armor
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
5 (-3)
WIS
10 (+0)
CHA
1 (-5)
Skills Athletics +4, Perception +4
Damage Immunities Poison, Psychic
Senses Darkvision 60ft., Passive Perception 14
Languages Understands Common but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Immutable Form. The clockwork mantis is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork mantis has advantage on saving throws against spells and other magical effects.

Actions

Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. 

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Net Cannon. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size large or smaller. Hit: the target is restrained. A mechanism within the clockwork watchmen's chest can fire a new with a 20-foot trailing cable anchored within the watchmen'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 at AC 10. The watchmen can fire up to four nets before it must be reloaded.

Description

Clockwork Watchmen are more solidly built versions of the clockwork scullion models (servant  clockworks). Proper clockwork watchmen are built with iron parts and given keener senses. Many have small bits of armor covering their joints and most vital parts.

Constant Rounds. They main draw of the clockwork watchmen is their ability to endlessly patrol day and night, pausing only for maintenance.

Constructed Nature. A clockwork watchmen doesn't require air, food, drink or sleep.

Monster Tags: construct

TylarwithanA

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