Clockwork Abomination — fantasy monster illustration. Clockwork Abomination is a large construct (Challenge Rating 5).

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Clockwork Abomination

Large Construct (devil), lawful evil

AC
16
HP
76
Speed
30
CR
5

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.


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 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

Challenge 5


Traits

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.

Community Images

Clockwork Abomination — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

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The Game Master's Book of Random Encounters
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