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Clockwork Abomination

Size
Large
Type
Construct
Challenge Rating
5
Source
Tome of Beasts
Alignment
Lawful-Evil
Armor Class
16
Speeds
30, climb 30
Walking Speed
30
Climbing Speed
30
Strength Score
21
Dexterity Score
12
Constitution Score
18
Intelligence Score
10
Wisdom Score
10
Charisma Score
12
Saving Throws
Dexterity, Constitution
Skill Proficiencies
Athletics, Perception, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common, Infernal
Hit Points
76
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Non-Magical Damage, Immune to Poison Damage
Languages
Aethyrian Common, Infernal

Large construct (devil), lawful evil


Armor Class 16 (natural armor)

Hit Points 76 (8d10+32)

Speed 30 ft., climb 30 ft.


STR
21 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)

Saving Throws Dex +4, Con +7

Skills Athletics +9, Perception +4, Stealth +4

Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common, Infernal

Challenge 5 (1,800 XP)

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.

Description

At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent.
Bound Devils. Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created.
Junk Collectors. Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe.
Sadistic Machines. Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something.
Constructed Nature. A clockwork abomination doesn’t require air, food, drink, or sleep.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.