Monster
Clockwork Oaken Bolter
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 117 (18d8 + 36)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Unaligned
- Strength
- 12
- Dexterity
- 18
- Constitution
- 15
- Intelligence
- 3
- Wisdom
- 10
- Charisma
- 1
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- understands one language of its creator but can't speak
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
Magic Resistance
The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature
The clockwork doesn't require air, food, drink, or sleep.
Actions
Multiattack
The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack.
Lancing Bolt
Melee Weapon Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Harpoon
Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.
Explosive Bolt (Recharge 5–6)
The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Bonus actions
Reel In
The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.