Legendary Resistance (3/Day). If the 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Alternatively, on a successful attack the target is grappled by a claw attached to the end of the tail. At the beginning of the target's turn, it takes 17 (2d8 + 8) damage. After taking damage it may break free of the grapple with a strength check with a DC 18.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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.
Acid Breath (One Use, after 5 turns to reload from previous breath weapon). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Fire Breath (One Use, after 5 turns to reload from previous breath weapon). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Poison Breath (One Use, after 5 turns to reload from previous breath weapon). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
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.
Steam Attack (Costs 2 Actions). Scalding steam billows out from vents in all directions. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its movement speed.
Description
A clockwork dragon is a marvel of magical engineering, a construct that combines the elegance of clockwork mechanisms with the raw power of a dragon. Standing tall on sturdy metallic limbs, this creature is a breathtaking fusion of artistry and functionality.
Physical Appearance: The clockwork dragon is crafted from gleaming metal alloys, its body covered in intricately designed plates that resemble dragon scales. The dragon's eyes are brilliant gemstones that glow with an otherworldly light, and steam occasionally vents from hidden vents, adding an eerie and fantastical aspect to its appearance.
Clockwork dragons are often created as guardians for powerful wizards, sorcerers, or ancient ruins. Some, however, are set loose upon the world as destructive weapons, wreaking havoc with their formidable powers. The motivations of these creatures depend on the intentions of their creators, whether they are programmed to protect, serve, or simply to sow chaos.
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