Tiny Construct, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 225 (18d12 + 208)
Speed 20 ft., Burrow 30 ft., Fly 80 ft.
STR
15 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
19 (+4)
WIS
10 (+0)
CHA
19 (+4)
Saving Throws DEX +12, CON +12, WIS +7, CHA +11
Skills Perception +12, Stealth +15
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Slow ability, it then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Slow  The Dragon targets one creatures it can see within 20 feet of it. Each target must make a DC 20 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of every turn, ending the effect on itself on a success.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking (8d10) 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.

Tail Slash Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Lightning Lure. You create a lash of lightning energy that strikes at one creature of your choice that you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 2d8 lightning damage if it is within 10 feet of you.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), the Clockwork Guardian takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Summons 1D4+1 Modrons or 1 human ally to join the fight.
  • A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

    When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The storm then disappears.

  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the Guardian and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Habitat: CoastalDesert

Pipkins379

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