Medium Construct, Unaligned
Armor Class 16 Natural Armor
Hit Points 31 (3d10 + 5)
Speed
STR
17 (+3)
DEX
12 (+1)
CON
10 (+0)
INT
20 (+5)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +6, INT +8
Damage Immunities Poison, Psychic
Senses Passive Perception 17
Languages Common, Gnomish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Actions

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.

Mythic Actions

.

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.

Easy_Roller_Dice

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