Wiki › Monsters & Creatures

Clockwork Watchman 2014

CR 1/2 construct

Medium construct, Unaligned


Armor Class
14 (natural armor)
Hit Points
44 (8d8 + 8)
Speed
30 ft.

STR14 (+2)
DEX12 (+1)
CON12 (+1)
INT5 (-3)
WIS10 (+0)
CHA1 (-5)

Saving Throws
Constitution +3
Skills
Athletics +4, Perception +4
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 14
Languages
Common
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details