Clockwork Watchman
Medium Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 44 (8d8 + 8)
Speed walk +30
Challenge 1/2
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