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).

Every licence notice Tavern Bag relies on.