Huge construct, chaotic neutral

Armor Class 20 (natural armor)
Hit Points 337 (27d12+162)
Speed 80 ft., fly 200 ft.

22 (+6) 22 (+6) 22 (+6) 23 (+6) 15 (+2) 19 (+4)

Saving Throws Wis +9
Skills Deception +11, Intimidation +11, Investigation +13, Perception +16, Stealth +13, Survival +9
Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, slashing
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Senses blindsight 200 ft., darkvision 400 ft., truesight 30 ft., passive Perception 26
Languages all (translator)
Challenge 23 (50,000 XP)


  • Explosive Demise. When the robodragon is reduced to 0 hit points, 1d4 rounds later it explodes in a ball of plasma that engulfs everything in a 100-foot-radius. Each creature in the area makes a DC 21 Dexterity saving throw, taking 52 (15d6) electricity and 52 (15d6) fire damage on a failed save, or half as much on a successful one.
  • Innate Spellcasting. The robodragon’s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:
  • Flyby. The robodragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Legendary Resistance (3/Day). If the robodragon fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. The robodragon’s weapon attacks are magical.
  • Machine Savant. The robodragon has advantage on checks made relating to technology.
  • Pain Threshold. Any weapon attacks or spells that deal 6 points of damage or less does not deal any damage to the robodragon.
  • Stealth Scales. The robodragon can become invisible by spending an action. This invisibility lasts until the robodragon makes an attack or 20 minutes have passed. By spending a bonus action after dealing damage, the robodragon can reactivate its Stealth Scales.


  • Multiattack. The robodragon uses its Frightful Presence and makes 9 attacks: once with its bite, twice with its claws, twice with its energy wings, once with its tail, and three times with its laser beams. When it uses its plasma breath weapon, the robodragon can attack once with its laser beams.
  • Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 18 (2d10+7) piercing damage.
  • Claws. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 14 (2d6+7) slashing damage.
  • Energy Wings. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 16 (2d8+7) lightning damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.
  • Laser Beams. Ranged Weapon Attack: +13 to hit, range 200/1,000 ft., one target. Hit: 17 (5d6) fire damage.
  • Emit Plasma (5-6). The robodragon unleashes gouts of plasma in either a 50-foot cone or a 90-foot line that is 10 feet wide. Each creature in the area makes a DC 21 Dexterity saving throw or takes, taking 36 (8d8) fire and 36 (8d8) lightning damage on a failed save, or half as much on a successful one.
  • Frightful Presence. Any creatures the robodragon chooses within 120 feet that are aware of it make a DC 21 Wisdom saving throw or are frightened for 1 minute. At the end of its turn, a frightened creature may attempt the saving throw again to end the effect. After successfully resisting the robodragon’s Frightful Presence, a creature is immune to its effects for 24 hours.


Even in the place and time that this artificial creature hails from its origins are a mystery. Some believe that the robodragon came from a realm of only lightning and thought, a place contained between worlds and only perceptible from mortal realms, though there is no agreement on how it could make such a transition. If it ever had one its creator was certainly slain-and many contend it’s possible the first robodragon constructed itself. While at a glance this might seem like a wild claim, given its penchant for crafting devices it is a more sensible conclusion than it might initially seem.

A robodragon is in a state of constant evolution, learning and adapting with every instant that passes.

Most of its time is spent seeking out and acquiring resources for the machines it wishes to build, always searching for magic items with the intention of unlocking new sources of energy that can be exploited in ways no mortal mind would think to channel them (at the GM’s discretion, a robodragon may swap out one or more damage types when using its Emit Plasma attack.) Nothing can stop a robodragon from reaching what it desires once it has decided that it wants something-it can and will scour whole worlds in methodical searches that make eluding it practically impossible.

Robodragons positively hate constructs they have not made themselves and utterly annihilate golems whenever they find one. The constructs also take umbrage against other great artifices like tall towers, buildings with impressive architecture, or enormous works of art. Rather than attack these creations obviously, a robodragon instead destroys the foundations beneath making it seem as though it was folly to build at all.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page