Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Steam Breath (Recharge 5–6). The dragon exhales scalding-hot steam in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
The 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Manipulate Time (Costs 3 Actions). The dragon bends time to its will. The creature that just took its turn must redo its turn. It may take the same actions, but may not use the same rolls. The dragon can also use this ability to INSTEAD glimpse into the future, giving all creatures that make an attack roll against it disadvantage until its next turn.
Description
Clockwork dragons are a type of mechanical dragon, being originally created/built by powerful artificers long ago. They usually have a bronze color and are made up of cogs, gears, and mechanical limbs. They mimic the habits of other dragons, including eating, aging, and mating.
A clockwork dragon will always know the exact time at any given point. They have the ability to glimpse into the past upon touching an object, learning the history of the item and where it has been in the past.
Lair and Lair Actions
Clockwork dragons dwell in towns and cities, generally in abandoned towers or uninhabited cave networks beneath the roads. Whatever the case, they prefer urban environments above all, enjoying glimpsing back into time to see the history of the creatures that lived there.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.
- Scalding-hot steam erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Plants within 6 miles of the dragon's lair grow twice as fast as they normally would.
- Within 1 mile of the dragon's lair, clocks, watches, compasses, or other mechanical devices used to tell time or position malfunction and are inaccurate. This effect remains until the area is left.
If the dragon dies, plants remain as they have grown, but other effects fade over 1d10 days.
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Posted Dec 6, 2023I think the construct tag would fit this better