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5ead/monsters/md/tome_of_beasts_2023/clockworkabomination-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.3 KiB

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.