Clockwork Abomination 2014
CR 5 construct
Large construct, lawful evil
Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
The clockwork abomination is immune to any spell or effect that would alter its form.
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.
The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
Actions
The clockwork abomination makes one bite attack and one slam attack.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
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.
Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban
Other versions
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details