14 (natural armor)
55 (10d8+10)
walk 30 ft.
Con +3
Athletics +4, Perception +4
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
Common
1/2
The clockwork watchman is immune to any spell or effect that would alter its form.
The clockwork watchman has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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 huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman'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 watchman can fire up to four nets before it must be reloaded.