Clockwork Abomination

Clockwork Abomination

Large construct, lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 76 (8d10+32)
  • Speed 30 ft., climb 30 ft.
  • STR
    21 (+5)
  • DEX
    12 (+1)
  • CON
    18 (+4)
  • INT
    10 (+0)
  • WIS
    10 (+0)
  • CHA
    12 (+1)
  • Saving Throws Dex +4, Con +7
  • Skills Athletics +9, Perception +4, Stealth +4
  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 5 (1,800 XP)
  • Additional Legs. Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
  • Piston Reach. The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
  • Immutable Form. The clockwork abomination is immune to any spell or effect that would alter its form.
  • Infernal Power Source. When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw.

Actions

  • Multiattack. The clockwork abomination makes one bite attack and one slam attack.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
  • Breath Weapon (Recharge 5-6). The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.