This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady.
Lightly Armored Servants. Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts.
Constant Rounds. They endlessly patrol the city day and night, pausing only to receive maintenance and new boots. Shouts & Stutters. Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.
Constructed Nature. A clockwork watchman doesn’t require air, food, drink, or sleep.
Medium construct, unaligned
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
|14 (+2)||12 (+1)||12 (+1)||5 (-3)||10 (+0)||1 (-5)|
Saving Throws Con +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
Challenge 1/2 (100 XP)
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.
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. 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.