16 (natural armor)
22 (4d8+4)
walk 30 ft., fly 60 ft.
Acrobatics +2, Perception +4
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft., darkvision 60 ft.
Common, Draconic
1
While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
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.
18 (natural armor)
184 (16d12+80)
40 ft., fly 80 ft.
Dex +5, Con +10
Perception +10
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
truesight 60 ft., darkvision 120 ft.
understands the languages of its creator but can't speak
14
The dragon is immune to any spell or effect that would alter its form.
If the dragon fails a saving throw, it can choose to succeed instead.
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.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:15 (2d8+6) bludgeoning damage.
The dragon uses one of the following breath weapons.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.