Iron Durability. The dragon's AC includes its Dexterity modifier and its Constitution modifier.
Petrification Resistance. The dragon has advantage on saving throws against being petrified.
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The robot dragon makes three attacks. One with its bite, one with its claws, and one with its tail. It can also replace either attack with an eye laser attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16 (2d8+3) piercing damage and 9 (1d8+4) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 19 (3d6+3) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 17 (3d6+2) bludgeoning damage.
Energy Cannon. Ranged Weapon Attack: +12 to hit, range 30/330 ft., 1 target. Hit: 14 (2d6+7) bludgeoning damage and 11 (1d10+6) force damage. If the target is a Small or smaller creature, it must make a DC 13 Strength saving throw or be pushed back 10 feet from its original location.
Eye Lasers. The dragon shoots two 50 foot long lines of electric magical energy from its eyes. Any target that is within range of the eye lasers must make a DC 15 Dexterity saving throw, for each laser fired at them, taking 12 (2d6+3) lightning damage (24 (4d6+3) lightning damage if hit with two lasers) on a failed save, or half as much on a success.
Fire Breath (Recharge 5-6). The dragon exhales a blast of pale blue magical fire that forms a 80 foot long, 10 foot wide cone. Any creature caught in the blast must make a DC 17 Dexterity saving throw, taking 44 (3d8+4) fire damage on a failed save, or half as much on a success.
Protective Shield (3/Day). The dragon creates a 30 foot tall, 30 foot wide sphere of energy around itself and up to 3 other creatures that are in the shield's vicinity. All creatures that are covered by the protective shield (including the dragon) gain a +3 to their AC. The shield lasts for 5 rounds or until the dragon reabsorbs it as a bonus action.
Magnetic Pull (Recharge 4-6). The dragon creates a powerful magnetic pulse that causes all metal objects within 40 feet of the dragon immediately start moving toward it. If the metal objects are being worn or carried, the creature that is wearing or carrying them must succeed a DC 15 Strength saving throw. If they fail, they are moved up to 10 feet toward the dragon. If moving them with the metal object they are wearing causes them to fall down, they take 1d4 bludgeoning damage for each 5 feet fallen and the metal object is removed from their body if they fall more than 25 feet.
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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (3d6+1) bludgeoning damage, or slashing damage (dragon's choice), and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Robot dragons are not very large robotic beings made mostly out of hextech. They are not counted as constructs due to the fact that robot dragons are actually 81.8% organic, despite their highly robotic apperances. Adult and Ancient robot dragons are capable of unfolding their wing membranes to reveal multiple razor-sharp blades stretching out from each wing. Only used in combat at desperate times, they mainly use their wing-blades to chop already dead (or partially dead) prey that is too big to eat in one bite into multiple small, bite-sized pieces.
Lair and Lair Actions
Robot dragons prefer to lair in dark, forgotten places where the ancient humanoids that made them once lived. These include locations such as an 10000 year old temple covered in old tech, or some other ancient ruin that is littered with ruined technology, which makes up a small portion of the dragon's treasure hoard.
Lair Actions
On initiative count 19 (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:
- Tiny magical bolts of electricity bounce around rocks around a target that the dragon can see within 100 feet of it. If the target is a creature, it must make a DC 14 Constitution saving throw, taking 8 (1d8+4) lightning damage on a failed save, or half as much on a successful one. This damage is unaffected by the Lightning Absorption special trait.
- The dragon creates bright blue or turquoise light from any are of its lair that has a piece of strange technology within it. The light shines bright light in a 30 ft sphere and dim light for an additional 35 feet.
Regional Effects
The region containing a legendary robot dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- All electrically charged metal objects within 40 feet of the dragon's lair are constantly shaking and crackling with electrical energy.
- All non-magical machinery within 60 feet of the dragon's lair have a 35% chance to fail whenever activated due to the dragon's magic very very very very slowly draining its energy. This chance increases by 5% for every 5 feet closer to the dragon's lair.
If the dragon dies, the shaking and crackling effects fade over the course of 1d6 days. The non-magical machinery begging to fail effect fades immediately.
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