b'Clockwork Abomination \n'b'  Family:   Clockwork  \n'b'  Large   construct ,  lawful evil  \n'b'  Armor Class  16 (natural armor) \n'b' Hit Points  76 (8d10 + 32) \n'b' Speed  30 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX:  12 (+1)  CON:  18 (+4)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4  Con  +7 \n'b' Skills   Athletics  +8,  Perception  +3,  Stealth  +4 \n'b' Damage Resistances  acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  poison \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  13 \n'b' Languages  Common, Infernal \n'b' Challenge  5 (1,800 XP) \n'b' Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The clockwork abomination doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  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\xe2\x80\x99t being worn or carried. \n'b'  Immutable Form . The clockwork abomination is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The clockwork abomination has advantage on saving throws against spells and other magical effects. \n'b'  Unstoppable . Moving through  difficult terrain  doesn\xe2\x80\x99t cost the clockwork abomination extra movement, and its speed can\xe2\x80\x99t be reduced. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The clockwork abomination makes one Bite  attack  and one Slam  attack . \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 15 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'  Fire Breath (Recharge 5\xe2\x80\x936) . The clockwork abomination\xe2\x80\x99s 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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 10  Constitution  saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The pile of debris and scrap on the ground suddenly rises, revealing 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. \n'b'  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 are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created. \n'b'  Junk Collectors . Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such debris and with a deceptively long reach due to pistons in their limbs, they can  surprise  foes with a sudden  attack . \n'b'  Sadistic Machines . Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators\xe2\x80\x99 control, the most they can be entrusted to do is serve as a guardian or to  attack  something.'