Clockwork Watchman

Medium Construct, Unaligned

Armor Class 14 (natural armor)

Hit Points 44 (8d8 + 8)

Speed walk +30

Challenge 1/2

STR
14
+2
DEX
12
+1
CON
12
+1
INT
5
-3
WIS
10
+0
CHA
1
-5

Saving Throws con +3

Skills Athletics +4, Perception +4

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Common

Special Abilities

Construct Nature. The clockwork watchman doesn't require air, food, drink, or sleep.

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

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

Actions

Halberd. Melee Weapon Attack: +4 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 (4/Day). Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature.

Bonus Actions

Reel. The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it.

Source: Tome of Beasts 2023 · OGL/Open