b'Clockwork, Cablespinner \n'b'  Family:   Clockwork  \n'b'  Large   construct  (iron, clockwork),  unaligned  \n'b'  Armor Class  22 (natural armor)  Hit Points  52 (8d10 + 8)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  12 (+1)  INT:  2 (-4)  WIS:  11 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Proficiency Bonus  +3  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Clockwork Engine . When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 14  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Extraordinary Leap . The distance of the cablespinner\xe2\x80\x99s long jumps is tripled; every foot of its walking speed that it spends on the  jump  allows it to move 3 feet. \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Spider Climb . The cablespinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 12  Constitution  saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to  0 hit points , the target is stable but  poisoned  for 1 hour, even after regaining  hit points , and is  paralyzed  while  poisoned  in this way. Antifungal Spray (Recharge 5-6). The cablespinner exhales antifungal foam in a 15-foot cone. Each creature in that area must make a DC 11  Constitution  saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs are unaffected, and plants have disadvantage on the saving throw. A plant that fails its save takes maximum damage. \n'b'  Net Cannon .  Ranged Weapon Attack : +6 to hit, range 5/15 ft., one target,  size  Large or smaller.  Hit : the target is  restrained . A mechanism within the cablespinner\xe2\x80\x99s chest can fire a chain net with a 20-foot trailing cable anchored within the cablespinner chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 20  Strength  check or by dealing 10 slashing damage to the net. The cablespinner can fire up to four nets before it must be reloaded. \n'b'  Reel . The cablespinner pulls each creature each creature  restrained  by its net up to 20 feet straight toward it. \n'b'\n'b' ABOUT \n'b' This large mechanical spider trails a cable made of chains from its abdomen. \n'b' Cablespinners are mindless automatons dedicated to capturing humanoids. Any living moving creature is attacked. It jumps to close the distance, then fires its net cannon, and then bites any creature captured in its net. It repeats this process until every visible prey stops moving or it runs out of nets, whereupon it spends an action to reload.'