Regeneration. The Clockwork Dragon regains 10 hit points at the start of its turn if it has at least 1 hit point.
Passenger Bay. parts of the Clockwork Dragons interior are hollowed out and possess basic, built in furniture. rooms within the Clockwork Dragon are, the command room (head), the kichen, (chest cavity) the lounge, (underbelly) the storage area, (left flank) the sleeping area, (right flank) and the restroom (base of the tail). The main entrance is a small hatch located under the Clockwork Dragons jaw, with a slide-down ladder for easy entrance into the command bay. From the comand bay, all other rooms are accessible.
sentient. In the core of the Clockwork Dragon contains a crystal with the mind of a long dead Bronze Dragon, the construct acting as its vessel.
Upgadable. with time and money, someone experienced with machinery can add upgrads or extra rooms to the Clockwork Dragon.
Ticking. The Clockwork Dragon ticks like a clock and has disadvantige to stealth checks.
Multiattack. The Clockwork dragon can make three attacks: one with its Trap jaw and two with its claws.
Trap jaw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 40 (4d10 + 9) piercing damage. After useing this attack the Clockwork Dragon must use a bonus action to reset it before attacking with it again.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Breath Weapons (Recharge 5–6). The Clockwork dragon uses one of the following charges.
Lightning Charge. The Clockwork dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Charge. The Clockwork dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon and is knocked prone.
Discharge (Costs 2 Actions). The Clockwork Dragon builds up a massive electric charge, then releaces it, sending lighting up to a 80 foot radius. Each creature in that area must make a DC 23 Dexterity saving throw, taking 68 (12d10) lightning damage on a failed save, or half as much damage on a successful one. After this attack the Clockwork Dragon is incapacitated for 2 (1d4) rounds.
Bulk. When a creature makes an attack against one of the Clockwork Dragons allies, the dragon can give there ally a +2 bonus to there AC if they are within 5 feet of it.
Shock. As a reaction, the Clockwork Dragon can shock a target for 16 (4d8) lightning damage if it hits with a melee weapon attack.
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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Zap. The Clockwork Dragon can use this when it makes its Trap Jaw attack. Energy pulses from the Clockwork Dragon, shocking the target, 8 (2d8) lightning damage. the target is also blasted away 10 feet and knocked prone, 3 (1d6) force damage.
Description
ancient civilizations built these as ageless vessels for dragons that are tasked to protect something for all eternity.
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