Legendary Resistance. (3/day) If Clockwork fails a saving throw, it can choose to succeed instead.
Siege Monster. The Dragon Form deals double damage to objects and structures.
Magic Resistance. Clockwork has advantage on saving throws against spells and other magical effects.
Confer Alacrity. Clockwork has advantage on Initiative rolls
Illumination. Clockworks sheds bright yellow light in a 10-foot radius and dim light for an additional 10 feet.
Immutable Form. The Dragon is immune to any spell or effect that would alter its form.
Multiattack. Clockwork Dragon form takes 1 action and 1 bonus action if it wishes
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
CLOCKWORK BEAM. Ranged Spell Attack: +14 to hit, range 50/100 ft. one target. Hit: 18 Force damage (4d6+ 6).
Clockwork From a rusted purple gem from his head fires a continuous stream this energy is an unknown and unidentifiable energy that blasts them. When Hit by this, the target must make a DC 17 saving throw. On a Pass, The target takes half damage from the attack. On a Fail, The target takes full damage and is sent back about 25ft feet. The Area around the impact is completely irradiated with streaks of purple energy crossing the ground.
A Fight Beyond the speed of sound.Melee Weapon Attack: +13 to hit, range 200ft.1 Target Hit:22 (4d6 + 5) Bludgeoning damage.
The Sound of a clock ticking can be heard as clockwork starts speeding up rapidly, creating a shockwave as he explodes past the sound barrier, before hitting the target into the air 60ft up into the sky before delivering 3 different claw attacks beore using his tail to knock the target to the ground
Burning Oil Breath.
Clockwork sprays flaming tar in a 30-foot-cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 23 (7d6) fire damage on a failed to save, or half as much damage on a successful one. On a failed save, a creature is restrained (escape DC 15). While restrained in this way, a creature takes 10 (3d6) fire damage at the start of each of its turns. The creature or an ally can spend its action removing the oil and extinguishing the flames.
Slowing Breath.
Clockwork makes a ticking clock sound and he exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
CHANGE CLOCKWORK ONEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE (3/Long Rest) Clockwork shifts back to his demon form. He can only do this 3 times per fight and the health doesn't regenerate between forms
Voidout Bomb. (1/Long Rest).
Clockwork Flies up to over 100ft in the air, creating a huge blast of purple energy in the dragon's mouth, as this happens all the oxygen starts being sucked out of the air creating a vacuum, and all sound Disappears from a 10000ft area as the glow of purple energy starts to grow from behind the clouds. This Takes 3 Turns to charge as you can't hear anything as no sound travels.
Then Suddenly, in an instant, the purple blast will descend from the heavens. Everything with under 21 AC takes full damage and anything over takes full damage, this applies to everything in 1000ft. They take 87 force damage and the environment is changed upon this attack hitting.
After the Voidout bond, the land 1000ft around is scared with ruff purple energy, and a 10000ft creator is formed. the land is considered in possibility and anybody in it takes 3 force damage every 6 seconds they are in the area of the void out. Clockwork is forced out of his clockwork dragon form and back to his demonic form
Detect. The dragon makes a Wisdom (Perception) check.
Lightning Presence. This clockwork gains an aura of cracking purple lightning when this feature is activated. if a creature is within 5ft of it it must make a DC 18 Dexterity saving throw, taking 14 (5d4) lightning damage on a failed save.
Time to Tip the scales. When Targeted by a ranged spell attack, Clockwork passively reverses the time in that area almost unknowingly to send the spell back toward the caster. The Target must make a DC 17 Dex Sav or take the effects and half the damage of that spell. On pass the spell misses them
Time To face the music. When targeted by melee Attack, clockwork can add 5 to is armour Class, If this attack misses, Clockwork makes an stabbing with his Claw hand dealing 15 (3d10+5) Piercing damage. When Hitting with this attack, The target is impaled through the chest and falls prone. Starting there next turn Prone
Description
Clockwork Crescendo a demon born of the shadow crypts like others mindless at first but eventually gained sentence for the better part of the years he has been serving a young vels guide till he was ripped away from him now he fights once more to reunite with whom he lost in his fleeting moments of Sentience.
His Clockwork dragon form is a punishment from the nameless, forcing him into the body of the most fearsome dragon Edvarthixian to use him and his pawn
Previous Versions
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3/14/2023 11:26:26 PM
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Coming Soon
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