Clockwork Abomination
_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‑
- Armor class
- 16
- Hit points
- 76
- Challenge
- 5
- Creature type
- Construct
- Size
- Large
- Alignment
- lawful evil
_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
- Cha
- 12
- Con
- 18
- Dex
- 12
- Int
- 10
- Str
- 21
- Wis
- 10
- Speed
- Walk: 30; Climb: 30
- Senses
- darkvision 60 ft., passive Perception 13
- Skills
- Stealth: 4; Athletics: 9; Perception: 4
- 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.
- Languages
- Common, Infernal
- Saving throws
- Dexterity: 4; Constitution: 7
- Damage immunities
- poison
- Special abilities
- 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.
- Damage resistances
- acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).