Armor Class
14
Natural armor
Hit Points
30
(4d8 + 12)
Speed
30 ft.
STR
12
(+1)
DEX
14
(+2)
CON
16
(+3)
INT
6
(-2)
WIS
6
(-2)
CHA
6
(-2)
Damage Resistances
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Passive Perception 8
Languages
Common Understands Common but can't speak
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Constructed Nature. The clockwork marksman does not require air, food, drink, or sleep.
Mechanical Fortitude. If damage reduces the clockwork marksman to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the clockwork marksman drops to 1 hit point instead.
Actions
Rifle. Ranged Weapon Attack: +5 to hit, range 90/180 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Firing the Rifle requires the Clockwork Guard to Reload before firing the Rifle again.
Bayonet. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage.
Reload. Clockwork Marksman reloads his rifle.
Comments