Sentry Mode: When undergoing repairs, the dragon enters Sentry Mode. In this mode, its AC is reduced to 13, HP to 40, and it loses its ability to move or fly. Its attacks are limited to one per turn and its fire breath is weakened.
- Multiattack (Normal Mode): The dragon makes two attacks: one with its bite and one with its claws.
- Bite (Normal Mode): Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Claw (Normal Mode): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Fire Breath (Normal Mode, Recharge 5-6): Exhales fire in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 35 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Actions (Sentry Mode):
- Limited Attack: The dragon can make only one bite or claw attack.
- Bite (Sentry Mode): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 2) piercing damage.
- Claw (Sentry Mode): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 2) slashing damage.
- Weakened Fire Breath (Sentry Mode, Recharge 6): Exhales a weaker burst of fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Description
Description: The Clockwork Drake is an imposing construct, a relic of ancient war beasts created by the renowned artificer Gelhen. It resembles an adult red dragon, with scales intricately crafted from metal and brass. Gears and pistons are visible beneath its armored exterior, revealing its mechanical nature. Its eyes glow with an eerie, artificial light, and it emits a symphony of mechanical whirs and clicks as it moves.
Behavior in Disguised Form: In its disguised form, the Clockwork Drake mimics the behaviors of a real red dragon. It moves with predatory grace, its wings unfurling majestically. It breathes fire convincingly, creating a convincing illusion of a living, breathing dragon. The Clockwork Drake uses its imposing presence to intimidate and control, often seen soaring above the forest or perched menacingly atop cliffs.
Behavior in Sentry Mode: When in sentry mode, the Clockwork Drake becomes less animated, entering a state of reduced activity to conserve energy and focus on self-repair. Its movements are minimal, primarily defensive in nature. The Drake's fire breath is noticeably weaker, used more as a deterrent than a weapon. This mode activates when it retreats for repairs, standing guard over its lair and its creators, the goblin bandits.
True Form Behavior: In its true form, the Clockwork Drake reveals its full mechanical nature. Its movements become more rigid and predictable, lacking the fluidity of a real dragon. The gears and pistons work overtime, and it relies more on its mechanical strength and defensive capabilities than on cunning or dragon-like tactics. It's a formidable guardian, programmed to protect its lair and its inhabitants with relentless determination.
The Clockwork Drake is a testament to Gelhen's genius and a formidable challenge for any adventurers brave enough to face this ancient war beast.
Lair and Lair Actions
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Mechanical Traps: On initiative count 20 (losing initiative ties), the Clockwork Drake activates hidden mechanical traps within the lair. Choose a point on the ground that the Drake can see within 60 feet of it. A 10-foot radius of spikes erupts from that point. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 2d10 piercing damage.
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Steam Vents: The Drake opens vents in the lair that release scalding steam. Each creature within 20 feet of a vent must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
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Defensive Shields: The Drake activates protective energy shields around itself or an ally it can see within 30 feet. The shielded creature gains a +2 bonus to AC until the next initiative count 20.
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