Artificial Life. The robodragon does not require air.
Legendary Resistance (3/Day). If the robodragon fails a saving throw, it can choose to succeed instead.
Steam-powered. If hit by fire or water, instead heal the damage taken and increase Speed by 1.
Multiattack. The robodragon can use its Frightful Presence. 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.
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.
Frightful Presence. Each creature of the robodragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the robodragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The robodragon uses one of the following breath weapons.
Steam Breath (Recharge 5–6). The robodragon exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Repulsion Breath. The robodragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the robodragon.
Change Shape. The robodragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the robodragon's choice).
In a new form, the robodragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The robodragon can take 4 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 robodragon regains spent legendary actions at the start of its turn.
Detect. The robodragon makes a Wisdom (Perception) check.
Tail Attack. The robodragon makes a tail attack.
Wing Attack (Costs 2 Actions). The robodragon 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.
Steam Cloud. The robodragon shoots steam from its back. Each creature within a 50-ft sphere centered on the robodragon besides the robodragon must succeed on a DC 20 Intelligence saving throw or be blinded for 10 minutes.
Description
Bronze robodragons are robotic dragons imbued with artificial life. They are the biggest of all the robodragons and have steam, thanks to their inventor giving them a dragon turtle power. They have a shell and fins on their legs.
Lair and Lair Actions
Bronze Robodragon's Lair
Bronze robodragons love to live in junkyards, creating things from the junk. They do not hoard gold; instead, they hoard mechanical things, like broken-down robots and such. They sleep under massive piles of junk, which warm them up. You will know when you get close to a bronze robodragon's junkyard when
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates steam as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A lightning bolt strikes at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) lightning damage and be paralyzed until the end of its next turn.
Regional Effects
The region containing a legendary bronze robodragon’s lair is warped by the dragon’s magic.
- Once per day, the robodragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within its lair, the robodragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
- The robodragon can use magic to reanimate broken-down robots so they guard the lair.
If the robodragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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8/29/2023 7:25:34 PM
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9/4/2023 7:36:33 PM
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