Clockwork Dragon, Legendary

Huge construct (dragon), unaligned

Armor Class 20 (natural armor)
Hit Points 337 (25d12 + 175)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 4 (-3) 12 (+1) 4 (-3)

Saving Throws Dex +8, Con +13, Wis +7
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 18 (20,000 XP)

SPECIAL TRAITS

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

ACTIONS

  • Multiattack. The clockwork dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7) piercing damage.
  • Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 39 (5d12 + 7) slashing damage.
  • Fire Breath (Recharge 5-6). The clockwork dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

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

  • Claw Attack. The Clockwork Dragon makes one claw attack.
  • Fire Breath (Costs 2 Actions). The Clockwork Dragon uses its Fire Breath.
  • Wing Attack (Costs 2 Actions). The Clockwork Dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 33 (4d12 + 7) bludgeoning damage and be knocked prone. The Clockwork Dragon can then fly up to half its flying speed.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the Clockwork Dragon takes a lair action to cause one of the following effects; the Clockwork Dragon can’t use the same effect two rounds in a row:

  • Construct Surge. The Clockwork Dragon activates additional mechanisms within its lair. It summons 1d4 clockwork minions to defend the area. These minions can be any construct of up to Challenge 6.
  • Cogwheel Burst. The Clockwork Dragon’s lair releases a burst of magical energy. Each creature within 30 feet of the Clockwork Dragon must make a DC 19 Constitution saving throw, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one.
  • Gears of War. The Clockwork Dragon manipulates the terrain within its lair. Choose a point on the ground that the Clockwork Dragon can see within 60 feet of it. A 20-foot radius centered on that point becomes difficult terrain until initiative count 20 on the next round.

ABOUT

The clockwork dragon, a magical-mechanical marvel, is a construct composed of metal and gears. Its wings are spread wide, its tail is coiled except when in flight, its body is adorned with intricate patterns etched into the surface, and its eyes glow with a soft, otherworldly light. As the dragon moves, the mechanical hum of its inner workings creates an ethereal melody that fills the air, adding an enchanting quality to its presence.

Section 15: Copyright Notice

Constructs & Clockworks (5E) © 2023, Darrin Drader Designs; Author Darrin Drader

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