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

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Clockwork Abomination

Large Construct, Lawful Evil

AC
16
HP
76
Speed
30
CR
5

False


Armor Class 16 (natural armor)

Hit Points 76 (8d10 + 32)

Speed 30 ft.


STR
21 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)

Saving Throws Dex +4

Skills Stealth +4, Athletics +8, Perception +3

Damage Vulnerabilities False

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

Construct Nature. The clockwork abomination doesn't require air, food, drink, or sleep.

Explosive Infernal Power Source. When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried.

Immutable Form. The clockwork abomination is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork abomination has advantage on saving throws against spells and other magical effects.

Unstoppable. Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced.

Actions

Multiattack. The clockwork abomination makes one Bite attack and one Slam attack.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.

Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Fire Breath (Recharge 5-6). The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

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

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The Game Master's Book of Random Encounters
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