Magic Resistance. The Clockwork Drake has advantage on on saving throws against spells and other magical effects.
Spellcasting. The Clockwork Drake is a 1st-level spellcaster. Its spellcasting ability is INT (spell save DC 13, +3 to hit with spell attacks). The Clockwork Drake has following Wizard spells prepared:
Cantrips (at will): Acid Splash, Fire Bolt
1st level (2 slots): Color Spray, Sleep
Multiattack. The Clockwork Drake can make two Mechanical Claw attacks.
Mechanical Claws. Melee Weapon Attack: +6 to hit, reach 5ft., two targets. Hit: 18 (3d8 + 3) [damage type] damage.
Arcane Breath (Recharge on 5-6). RangedWeapon Attack: +4 to hit, range 80 ft. cone. Hit: 37 (5d12 + 2) Force damage.
.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments