Clockwork Abomination
Large Construct (devil), lawful evil
Armor Class 16 (natural armor)
Hit Points 76 (8d10+32)
Speed walk +30, climb +30
Challenge 5
Saving Throws con +7, dex +4
Skills stealth +4, athletics +9, perception +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
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.
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.
Source: Tome of Beasts · OGL/Open