Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Lightning Susceptibility. Whenever the dragon is subjected to lightning damage it must make a constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a fail, the dragon is stunned for 1 round.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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.
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.
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 13 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Sonic Breath. The dragon a sonic wave in a 60 foot cone. Each creature in that area must make a DC 22 Constitution saving throw or take 63 (18d6) thunder damage and become deafened for one minute on a failed save or take half as much damage on a successful save and avoid being deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Recharge. The dragon attempts to recharge its breath weapon.
Wing Attack (Costs 2 Actions). The dragon beats its wings. 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 fly up to half its flying speed.
Description
Created long ago by the greatest dwarf engineers of the age, the clockwork dragon was a true symbol of their technological might. In some battles lost, clockwork dragons were left behind on empty battlefields, eventually making their way into the hands of more evil and sinister beings.
Lair and Lair Actions
A Clockworks dragons lair can be found as a separate usually large building or natural geological formation used to house it by its emissaries.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- The dragon puts its systems into overdrive, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- The dragon cools its body by using its heat bypass system. All creatures within 10 feet of it must make a DC 15 Dexterity saving throw or take 21 (6d6) fire damage.
- The dragon exhales excess smoke in a 20 foot cube. The smoke spreads around corners, and that area is heavily obscured to creatures other than the dragon. Each creature other than the dragon that ends its turn there must succeed on a DC 22 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. A strong wind disperses the smoke, which otherwise disappears on initiative count 20 of the next round.
Previous Versions
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6/2/2020 5:04:45 AM
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Coming Soon
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