Huge Construct, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 490 (50d12 + 6)
Speed 45 ft.
STR
19 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws STR +8, INT +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Antimagic Susceptibility. The Abomination is incapacitated while in the area of an antimagic field.

Legendary Resistance (3/Day). If the Abomination fails a saving throw, it can choose to succeed instead.

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

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

Magic Weapons. The Abomination’s weapon attacks are magical.

Radiant Absorption. Whenever the Abomination is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. 

Actions

Multiattack. The Clockwork Abomination makes three attacks two with its Clockwork Blade and one with its Flame Bolter.

Clockwork Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 6) slashing damage.

Flame Bolter. Range Weapon Attack: +9 to hit, range 60ft., one target. Hit: 16 (2d8 + 6) piercing damage and 8 (2d6) fire damage. 

Clockwork Canon (Recharge 5–6). The Abomination lifts its arm and fires a 30-foot cone of radiant damage. Each creature in that area must make a DC 17 Dexterity saving throw, taking 57 (10d8) radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Repair. If there are 3 or more Clockwork swarms within 30 feet of the Abomination it can spend its bonus action to destroy any number of swarms (minimum 3) regaining 10 hit points per swarm

Reactions

Unstable Shield. When the Abomination is hit with an attack it can add a +5 to its AC for that attack.

Legendary Actions

The Clockwork Abomination can take 3 legendary actions, choosing from the list below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Clockwork Abomination regains spent legendary actions at the start of its turn.

Detect. The Abomination makes a wisdom (Perception) check

Flame Bolter. Clockwork Abomination makes a Flame Bolter attack 

Scrap Blade. Clockwork Abomination makes a Scrap Blade attack 

Propelled Charge (costs 2 actions). The Clockwork Abomination charges in a straight 30 foot line(This does not provoke opportunity attacks) any creature that is in the Abomination's path must make a dc 17 strength/dexterity saving throw(Players chose) or take 17 (2d10 + 6) bludgeoning damage. A creature that succeeds the save may move on either side of the creature and a creature that fails is brought with the Abomination. If a creature that fails the saving throw collides with a wall they take double damage

 

Description

This huge creature once created to maintain the astral clocktower now corrupted by the haze, killing any who dare enter its workshop. (Art is not mine)

Lair and Lair Actions

Clockwork Abomination's Lair

The Lair of the Clockworck Abomination is a hidden repair room underneath the astral clocktower. The walls of this lair are made through a see through material that is hard as stone behind these walls are multiple gears and cogs.

Lair Actions

Summon Swarm. A Clockwork swarm appears within 30 feet of the Abomination

Gear wall. A wall of gears raise up from the ground each wall panel is 5 feet thick 15 feet high and 5 feet long. The DM chooses where these walls are raised and gets to place 10 panels, if a wall is placed on a small or medium creature the creature is lifted to the top of the wall. A creature can see through the wall but a creature on the other side has total cover, if a small or medium creature attempts to climb the wall it must make a dexterity saving throw, on a fail the creature is cuaught in the gears and takes 10d6 bludgeoning damage

Clocktower Malfunction. Somewhere within the clocktower a temporary error in the gears has taken place causing the tower to violently shake. All non-construct creatures must make a dexterity saving throw DC 16 or fall prone

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2024 1:11:12 AM
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Coming Soon
Azza5611

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