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<title>Clockwork Abomination</title>
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<body>
<h1>Clockwork Abomination</h1>
<p><em>Large</em> <em>Construct</em> <em>Lawful Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 76 (8d10 + 32)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 59</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>21 (+5)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4</li>
<li><strong>Skills:</strong> Athletics +8, Perception +3, Stealth +4</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Common, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Construct Nature:</strong> The clockwork abomination doesn't require air, food, drink, or sleep.</li>
<li><strong>Explosive Infernal Power Source:</strong> 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.</li>
<li><strong>Immutable Form:</strong> The clockwork abomination is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The clockwork abomination has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Unstoppable:</strong> Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The clockwork abomination makes one Bite attack and one Slam attack.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.</li>
<li><strong>Fire Breath (Recharge 5-6):</strong> 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.</li>
</ul>
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