Clockwork Pyrobomb (5e Creature)

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Clockwork Pyrobomb[edit]

Medium construct, unaligned

Armor Class 14 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 15 ft.

14 (+2) 10 (+0) 15 (+2) 7 (-2) 10 (+0) 3 (-4)

Damage Vulnerabilities lightning
Damage Immunities poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)

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

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

Magic Weapons. The clockwork pyrobomb's weapon attacks are magical.

Ticking Bomb. When the clockwork pyrobomb takes damage for the first time, it creates a synthetic, glowing bead of fire energy inside its glass container as a reaction. When the pyrobomb drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The explosion’s base damage is 2d6. If at the end of the pyrobomb's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.


Multiattack. The clockwork pyrobomb makes two melee attacks.

Leg Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Built as an automated explosive device, clockwork bombs are tasked with aggressively attacking any enemy they see, before self-destructing themselves to cause as much damage as possible. A clockwork bomb is a human-sized, spherical clockwork contraption that walks around on four sharp and pointy legs as it searches for enemy targets. Its upper half is a glass chamber showing an intricate arming mechanism. It can also burrow itself beneath the earth, using internal vibration-sensitive mechanisms to detect anyone walking within close proximity, and spring out from its hiding place in ambush.
Once damaged, the clockwork bomb begins charging a bead of volatile fire energy inside of its glass chamber. From that point on, the longer the bomb remains active, the more charged this internal energy becomes, making the resulting final explosion increasingly more devastating. Once the bomb is armed, it is highly advised to dismantle this contraption as quickly as possible to dampen its explosive finale.

Variant: Alternate Payloads

Clockwork bombs can have alternate payloads asides from simply fire.

  • Clockwork Meltabombs explode with acid damage.
  • Clockwork Cryobombs explode with cold damage. Creatures that fail their Dexterity saving throws have their speed reduced by 10 feet for 1 minute.
  • Clockwork Arcanobombs explode with force damage.
  • Clockwork Electrobombs explode with lightning damage. Creatures that fail their Dexterity saving throws are also paralyzed for 1 minute.
  • Clockwork Deathbombs explode with necrotic damage. Creatures within the blast radius must make a DC 12 Constitution saving throw, or have their maximum hit points reduced by half of the necrotic damage taken. The creature dies if its maximum hit points are reduced to 0. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a healing spell of 1st-level or higher.
  • Clockwork Poisonbombs explode with poison damage. Creatures within the blast radius must make a DC 12 Constitution saving throw, or be poisoned for 1 minute.
  • Clockwork Lightbombs explode with radiant damage. Creatures that fail their Dexterity saving throws are also blinded for 1 minute.
  • Clockwork Thunderbombs explode with thunder damage. Creatures that fail their Dexterity saving throws are also pushed 10 feet away from the center of the explosion, and are deafened for 1 minute.

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