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Clockwork Watchman in Dungeons & Dragons 5e

Tome of Beasts 1 (p.65)

Clockwork Watchman CR: 1/2

Medium construct, unaligned
Armor Class: 14 (natural armor)
Hit Points: 55
Speed: 30 ft

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 Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: darkvision 60ft., Passive Perception 14
Languages: Common
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

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 10ft., one target. Hit: 1d10+2 slashing damage.   Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 bludgeoning damage.   Net Cannon. Ranged Weapon Attack: +3 to hit, range 5/15ft., one target of size Large or smaller. Hit: the target 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 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.

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 by 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 manintenance and new boots.
Shouts & Stutters. Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.

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