Flyby. The metal dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Defensive Mode. The metal dragon can't take actions for the turn, but shuts down and gains +5 AC for the turn.
Offensive Mode. The metal dragon can't fly, dodge, or disengage this turn, but it boots up to speed mode & can make two melee attacks. -5 AC while in this mode.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 15 (2d10+3) Slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., 1 target. Hit: 11 (2d6+3) Slashing damage & 4 (1d6) Acid damage.
Tail Whip. Melee Weapon Attack: +5 to hit, reach 10ft., 1 target. Hit: 9 (1d10+3) Bludgeoning damage.
Shrapnel Breath (Recharge 3-6) . The Metal Dragon exhales a volley of shards of rusted metal in a 20-foot cube. Each creature in that area must make a DC 13 Dexterity saving throw, taking 12 (2d10) Piercing damage on a failed save, or half as much damage on a successful one.
Cantrip Proof. When hit by a cantrip, the metal dragon can use their reaction to enter Defensive Mode, possibly causing the cantrip to miss.
Curled Tail. Instead of an oppurtinty attack, when an opponent leaves melee range, the metal dragon can use their reaction to attempt to grapple the opponent & pull them back within 5ft. (DC 13 Strength).
Description
Made of large bronze or silver plates, the baby metal dragon is not actually a baby at all. It is completely a machine, and any cutting through of the creature's hide reveal it is a collection of elaborate gears and steam pumps. Its eyes shine different colors in correspondence to what gems were placed within it's mind (Red for rubies, green for emeralds, blue for sapphires). The metallic wings of the creature seemingly can carry it with hardly any trouble, until the wind picks up; the construct is decently made, if not truly ready to be pushed to any limitations.
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