Clockwork Dragon

Medium construct, Neutral

Armor Class

16 (natural armor)

Hit Points

22 (4d8+4)

Speed

walk 30 ft., fly 60 ft.

Skills

Acrobatics +2, Perception +4

Damage Immunities

poison, psychic

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Common, Draconic

Challenge

1

False Appearance

While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Fire Breath (Recharge 5-6)

The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Clockwork Dragon

Huge construct, unaligned

Armor Class

18 (natural armor)

Hit Points

184 (16d12+80)

Speed

40 ft., fly 80 ft.

Saves

Dex +5, Con +10

Skills

Perception +10

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

truesight 60 ft., darkvision 120 ft.

Languages

understands the languages of its creator but can't speak

Challenge

14

Immutable Form

The dragon is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day)

If the dragon fails a saving throw, it can choose to succeed instead.

Self Destruct

When the dragon is reduced to 0 hit points, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack

The dragon makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:15 (2d8+6) bludgeoning damage.

Breath Weapons (Recharge 5-6)

The dragon uses one of the following breath weapons.

Fire Tar Breath

The dragon sprays flaming tar in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained (escape DC 18). While restrained in this way, a creature takes 10 (3d6) fire damage at the start of each of its turns.

Knockout Gas Breath

The dragon exhales knockout gas in a 60- foot cone. Each creature in that area must succeed on a DC 18 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.

Legendary actions

Legendary Actions

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 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.