b'Clockwork Huntsman \n'b'  Family:   Clockwork  \n'b'  Medium   construct ,  unaligned  \n'b'  Armor Class  14 (natural armor) \n'b' Hit Points  99 (18d8 + 18) \n'b' Speed  40 ft.\n'b' STATS STR: 17 (+3) DEX:  14 (+2)  CON:  12 (+1)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +5,  Dex  +4 \n'b' Skills   Perception  +4,  Survival  +4 \n'b' Damage Immunities  poison, psychic \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  understands Common but can\xe2\x80\x99t speak \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The clockwork huntsman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Explosive Core . The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13  Dexterity  saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'  Immutable Form . The clockwork huntsman is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The clockwork huntsman has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The clockwork huntsman makes one Slam  attack  and two Longsword attacks. It can replace its Slam  attack  with a Net Cannon  attack . \n'b'  Longsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'  Net Cannon (4/Day) .  Ranged Weapon Attack : +4 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 huntsman\xe2\x80\x99s chest can fire a net with a 20-foot trailing cable anchored within its 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. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Reel . The clockwork huntsman pulls a creature  restrained  by its net up to 15 feet straight toward it. \n'b'\n'b' ABOUT \n'b' The mechanical soldier is clad in flat-black armor, and beneath its breastplate, gears tick and whir. \n'b'  Slave Hunters . These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places, they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry in a group of two or three. Because they are unsleeping and tireless, few can  hide  from them long without magical assistance. \n'b'  Despised Machines . Clockwork huntsmen stand nearly six feet tall and weigh 400 pounds. They are painted matte black with mithral trim and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them. \n'b'  Obedient to Orders . Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets\xe2\x80\x94priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen  attack  until destroyed or ordered to stand down.'