Clockwork Abomination
Large Construct Lawful Evil
- Armor Class: 16 (natural armor)
- Hit Points: 76 (8d10 + 32)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 2023, page 59
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 21 (+5) |
12 (+1) |
18 (+4) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Dex +4
- Skills: Athletics +8, Perception +3, Stealth +4
- Damage Vulnerabilities: False
- Damage Immunities: poison
- Damage Resistances: acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common, Infernal
Special Abilities
- Construct Nature: The clockwork abomination doesn't require air, food, drink, or sleep.
- Explosive Infernal Power Source: When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried.
- Immutable Form: The clockwork abomination is immune to any spell or effect that would alter its form.
- Magic Resistance: The clockwork abomination has advantage on saving throws against spells and other magical effects.
- Unstoppable: Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced.
Actions
- Multiattack: The clockwork abomination makes one Bite attack and one Slam attack.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.
- Slam: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
- Fire Breath (Recharge 5-6): The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
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