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Clockwork Watchman

Medium · Construct · CR 1/2 · Unaligned

Armor Class
14 (natural armor)
Hit Points and Hit Dice
44 (8d8 + 8)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
12
+1
CON
12
+1
INT
5
-3
WIS
10
+0
CHA
1
-5

Overview

Category Monsters
Size Medium
Type Construct
Alignment Unaligned
XP 100
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Constitution +3

Skills

Athletics +4 Perception +4

Languages

Common

Resistances & Immunities

Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

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

+4 to hit, reach 10 ft (3 m). Hit: 1d10+2 slashing damage.

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Net Cannon

4/day

+3 to hit, range 10/20 ft (3/6.1 m).

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.

Slam

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 bludgeoning damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Bonus Actions

Reel

The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it.

About Clockwork Watchman

Clockwork Watchman is a medium construct with a Challenge Rating of 1/2. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 44 hit points (derived from 8d8 + 8).

Clockwork Watchman has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Clockwork Watchman

1 tips available

When using Clockwork Watchman in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Clockwork Watchman

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Clockwork Watchman?
Clockwork Watchman has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Clockwork Watchman?
Clockwork Watchman is a Medium Construct, which affects how certain spells and abilities interact with it.
What languages does Clockwork Watchman speak?
Clockwork Watchman can communicate in Common.

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