Amphibious. The dragon can breathe air and water.
Acid Absorption. Whenever the Golem dragon is subject to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Fire absorption. whenever the golem dragon is subject to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Steam jets. When dealt fire damage it can use the power on it's next to move double it's speed as a free action.
Magic resistance. The Golem dragon has an advantage on saving throws against spells and other magical effects.
Antimagic Cone. The Golem dragon center the third eye creates an area of antimagic, as in the antimagic field spell, in a 150-feet cone. At the start of each of its turns the Clockwork dragon decides which way the cone faces and whether the cone is active. The area works against the Clockwork dragon's spell.
Legendary Resistance (3/Day). If the Golem dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (2d10 + 15) piercing damage plus 9 (2d8) acid damage plus 9 (2d8) necrotic damage losing that amount from the total
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (2d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 24(2d8 + 15) bludgeoning damage.
Frightful Presence. Each creature of the Golem dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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 dragon's Frightful Presence for the next 24 hours.
Breath weapon (charge 5-6) The Golem dragon uses one of these breath attacks per charge
Acid Breath The Golem dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 104 (26d8) acid damage on a failed save, or half as much damage on a successful one.
Slow Breath The Golem dragon targets one or more creatures it can see within 10 feet of it. each target must make a DC22 wisdom saving throw against the magic. On a failed save a target can't use reactions, it's 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 each of its turns, ending the effects on itself on a success.
Golem Shadow Breath. The Golem dragon exhales shadowy acid in a 90-foot line that is 10 feet wide. each creature makes a DC22 dexterity saving throw taking 104(26d8) nectrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and a shadow gem forms from the the corpse and after one round forms 1d4 golem (1, clay, 2 flesh from the flesh of the corpse creating undead, 3 iron, 4 stone golem) acts immediately after the dragon in the initiative count. The golem is under the dragon's control
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 Attack. The dragon makes a tail attack.
Slow breath the dragon makes a slow breath attack using two actions
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Arcane Spear (cost 3 actions) the greatwyrm creates four spears of magical force. Each spear hits a creature of greatwyrm’s choice it can see within 1st feet, dealing 12 (1d8+ 8) force damage to its target.
Description
The Clockwork dragons are corrupted forms of what they once were living in full power of what they once sought to be they tend to rule over the Golems that surround them. They have no cause and no effect on their life as they have lost the ability to age. The look like very distorted versions with metal as their main part of their body nothing more. There have only been a few accounts of these being created.
Gears and steam control this dragon making it less a dragon and more a construct
Creation There is only a few ways of being created as a Golem dragon. The main way is through the transformation during the time in the abyssal plain. During this time there is a weakness between the Golem dragon and one who is close to the Golem dragon. Only with a personal bond with a mortal can this be made to a reality. They must be put into a soul gem that must contain two creatures in it. This will allow them to become one. As long as there is a mechanical body nearby their forms will mesh and will combine all three bodies into one.
traits. most Golem Dragon traits are given as well as the traits from the mortal that has bonded with the Golem Dragon. at the final fall of the body, the body will eject a clockwork version of the mortal's body still with the effects of both dragon and mortal but at a lesser tone. only one breath attack as well as loss of hit point totals.
Lair and Lair Actions
Black Golem dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the Golem dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the Golem dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black Golem dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/28/2021 4:10:10 AM
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62
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5
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5.e
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Coming Soon
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11/26/2023 4:50:41 AM
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66
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1
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Coming Soon
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