monsters construct cr-5-10 Tome of Beasts

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‑yellow eyes shine like dim lanterns and reveal ...

0 0 0
Upload Image

Clockwork Abomination

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 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.

Reactions

None.


_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.

Source: Tome of Beasts © 2016, Open Design LLC. Used under the Open Gaming License v1.0a.

Content designated as Open Game Content. See our full license page for complete OGL text and Section 15 copyright notices.

Formatted by BubblyBards. Publishers: contact us to claim or transfer this page.

Comments (0)

User-Generated Content: Bubblybards is an independent, fan-run community platform. Content is created by users and we are not responsible for third-party intellectual property. If you believe content violates your copyright, please report it.

D&D 5e SRD Attribution: This site uses content from the D&D 5th Edition Systems Reference Document 5.1 by Wizards of the Coast, available under the CC BY 4.0 license.

Dungeons & Dragons, D&D, and Wizards of the Coast are trademarks of Wizards of the Coast LLC. Bubblybards is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast.