Clockwork Abomination

Tome of Beasts (Third Party)

Size
Large
Type
construct (devil)
Alignment
lawful evil
AC
16 (natural armor)
Hit Points
76 (8d10+32)
Speed
walk 30 ft., climb 30 ft.
Saving Throws
Dex +4, Con +7
Skills
Athletics +9, Perception +4, Stealth +4
Resistances
acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Infernal
Challenge
5
Lineage
Clockwork, Abomination
STR
21
+5
DEX
12
+1
CON
18
+4
INT
10
+0
WIS
10
+0
CHA
12
+1

Traits

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.

recharge

D5

Other data

description