16 (natural armor)
76 (8d10+32)
walk 30 ft., climb 30 ft.
Dex +4, Con +7
Athletics +9, Perception +4, Stealth +4
acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
Common, Infernal
5
Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
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 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.