Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (1d4 + 15) piercing damage.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
Clockwork ejection when it drops to 0 hit points the clockwork dragon will eject its mortal companions golem form. during this time the companions form will carry the soul gem and be able to attack as a separate entity to protect the clockwork dragon.
While the clockwork dragon's body is at 0 hit points, the dragon cannot be active for the next 24 hours. The companion must return to the dragon's body within 2 hours or both will be destroyed. Once both bodies are rejoined the dragon's body will be paralyzed until it regains 1 point of health. After spending 1 year in its paralyzed place with 0 hit points, it regains 1 hit point.
Breath weapon (charge 5-6) The clockwork dragon uses one of these breath attacks per charge
Acid Breath The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Slow Breath The dragon targets one or more creatures it can see within 10 feet of it. each target must make a DC19 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.
Clock work Shadow Breath. The dragon exhales shadowy acid in a 90-foot line that is 10 feet wide. each creature makes a DC 19 dexterity saving throw taking 67(15d8) 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 Clockwork Archmage can take 2 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 Clockwork Archmage regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Slow breath the dragon makes a slow breath attack using two actions
Description
Clock work Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
as well as give the abiltities and checks of it's Dragon form it has the machanical look them having both abilities from it's dragon and it's self.
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