Legendary Resistance (3/Day). If the Clockwork Dragon fails a saving throw, it can choose to succeed instead.
Multiattack The Clockwork Dragon makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack +13 to hit, reach 10 ft, one target. Hit: 21 (2d12 + 8) piercing damage.
Claw Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit: 19 (2d10 + 8) slashing damage.
Tail Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Breath Weapons (Recharge 5-6) The Clockwork Dragon uses one of the following breath weapons.
Steam Breath. The Clockwork Dragon blasts scalding hot steam in a 30-foot-cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (13d8) fire damage on a failed save, or half as much damage on a successful one.
Knockout Gas Breath. The Clockwork Dragon exhales knockout gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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 10 feet of the dragon must succeed on a DC 21 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.
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