No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks and at shorter ranges, burst with explosive force.
Medium Construct, Unaligned
Armor Class: 16 (natural armor)
Hit Points: 117 (18d8 + 36)
Speed: 30 ft.
- STR – 12 (+1)
DEX – 18 (+4)
CON – 15 (+2)
INT – 3 (-4)
WIS – 10 (+0)
CHA – 1 (-5)
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands one language of its creator but can’t speak
Challenge: 5 (1,800 XP)
Proficiency Bonus: +3
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 or 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.