# 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.