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)
Damage Immunities
poison
Damage Resistances
acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 13
Saving Throws
Dex +4 Con +7
Skills
Athletics +9, Perception +4, Stealth +4
Languages
Common, Infernal
Challenge
5 (1800 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.