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# Clockwork Abomination
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*Large* *Construct* *Lawful Evil*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 76 (8d10 + 32)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 5 (1,800 XP)
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- **Source:** Tome of Beasts 2023, page 59
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 21 (+5) | 12 (+1) | 18 (+4) | 10 (+0) | 10 (+0) | 12 (+1) |
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- **Saving Throws**: Dex +4
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- **Skills:** Athletics +8, Perception +3, Stealth +4
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** poison
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- **Damage Resistances:** acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 13
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- **Languages:** Common, Infernal
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### Special Abilities
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- **Construct Nature:** The clockwork abomination doesn't require air, food, drink, or sleep.
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- **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.
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- **Immutable Form:** The clockwork abomination is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The clockwork abomination has advantage on saving throws against spells and other magical effects.
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- **Unstoppable:** Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced.
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### Actions
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- **Multiattack:** The clockwork abomination makes one Bite attack and one Slam attack.
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- **Bite:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.
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- **Slam:** Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
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- **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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