Medium Construct, Unaligned
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)
Skills Athletics +4, Survival +4
Damage Immunities Poison, Psychic
Senses Darkvision 60ft., Passive Perception 14
Languages Understands Common but can't speak
Challenge 3 (700 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.

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

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: +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

 

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

Monster Tags: construct

TylarwithanA

Comments

Posts Quoted:
Reply
Clear All Quotes