Large Construct, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +7, CON +7
Skills Athletics +7, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison, Psychic
Senses Blindsight 30 ft. while inside its lair, Darkvision 120 ft., Passive Perception 16
Languages Common One Language known by it's creator
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form: The Dragon is immune to any spell or effect that would alter its form.

Magic Resistance: The Dragon has advantage on saving throws against spells and other magical effects.

Fire Absorption: If the Clockwork Dragon would take fire damage, it takes no damage instead and is healed by an amount equal to half the damage it would have taken.

Engine Heat: A creature within 5ft of the Clockwork Dragon that hits it with a meele attack or otherwise touches the Clockwork Dragon takes (1d6) fire damage.

Overload: If the Clockwork Dragon takes lightning damage, roll a D6. On a 1 or 2, the electronics within it overload. The Dragon immediately moves half its movement in a random direction. It also has disadvantage on all Attack Rolls on its next turn and every creature making a Dexterity Saving Throw to avoid an attack of the Clockwork Dragon does so with advantage.

Defective Prototype: If the Clockwork Dragon takes 40 points of damage in a single round, it may only take a single Bite or Claw Attack on its next turn in combat.

Actions

Multiattack. The dragon makes two attacks: one with its bite and onw with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail Sweep: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The Clockwork Dragon can roll a seperate melee attack against each creature within 5 ft on it. A creature hit by this attack must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 45-foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 41 (9d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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.

Quick Reapir: The Clockwork Dragon heals itself for (2d4)   points.

Shrapnell Spray (Cost: 2): Every creature in a 15 ft cone in front of the Clockwork Dragon must make a DC 15 Dexterity Saving Throw and take (2d4)  piercing damage on a failed save and half as much on a successfull one.

Lair and Lair Actions

A Clockwork Dragon's Lair

Located inside the workshop of an Artificers Guild or the laboratory of an ancient super developed civilization or the garbage dump of a crazy technology crazed wizard, a Clockwork Dragon's Lair is riddled with different pieces of machinery and other technological and scientific equipment as well as a multitude of gadgets in different states of funcionality. It is a treacherous place to traverse for anyone not deeply familiar with its layout, often running into malfunctioning machinery and several hazardous materials and haphazardly constructed equipment.

The Clockwork Dragon is mainly used and programmed to protect its lair from intruders to keep the secrets hidden within it from prying eyes. Because of this it will probably react hostile to any adventurers stumbling across its hiding place. Through its innate and deep connection with the other technology inside its lair, the Clockwork Dragon gains Blind Sight out to a range of 30 feet while inside its lair. 

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:

  • Activate Drones: The Clockwork Dragon activates two Clockwork Servants that are controlled by it within 30 ft of it that act on their own initiative. The Clockwork Servants use the stats of the Duodrone (MM, page 225).
  • Cable Management: The Clockwork Dragon connects to the various cables on the floor and begins to move them. Every creature that attempts to move on its turn must succeed on a DC 12 Strength Saving Throw or be restrained as the cables wrap around their body. A creature restrained in this way can attempt to free itself at the end of its turn with a DC12 Athletics check. This Lair Action lasts until the next one is determined.
  • Workplace Hazards: A 10 ft line of dangerous effect emmits within 60 ft of the Clockwork Dragon at a point it can see. To determine the type of effect roll a D4:
    1: A searing flame erupts from a broken furnace, dealing fire damage
    2: A stream of high pressure cooling gas is emmitted from a ruptured cooling pipe, dealing cold damage
    3: An arch of electricity connects through the air to another machinery, dealing lightning damage
    4: A small leak springs forth from a ruptured tank filled with acidic liquid, dealing acid damage
    Each creature in that line has to make a DC 12 Dexterity Saving Throw and take (2d4)damage on a failure and half as much on a success.

Habitat: Urban

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