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.

large
construct
cr5
tome-of-beasts