Clockwork Dragon

Level 16
Creature· clockworkRareHugeRemaster
AC
39
HP
265
Speed
40 ft.
Perception
+28
Fort
+30
Ref
+28
Will
+25
Resistances physical 15
Weaknesses electricity 15, orichalcum 15
Senses darkvision
Skills athletics +33, acrobatics +29
Other Speeds fly 120 ft.
Recall Knowledge DC 40 (arcana)

Attacks

Melee Adamantine Jaws +33 (adamantine, reach 15 ft.), Damage 3d12+17 piercing
Melee Adamantine Claw +33 (adamantine, agile, reach 10 ft.), Damage 3d8+17 slashing
Melee Tail +31 (reach 20 ft.), Damage 3d12+15 bludgeoning
Melee Wing +31 (agile, reach 15 ft.), Damage 2d10+15 piercing

Abilities

Wind-Upinteraction

1 week, , standby


For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they hav

Self-Destruct

A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.

Trigger The clockwork dragon is reduced to 0 Hit Points.


Effect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot area (DC 37 reflex save).

An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 thievery check to Disable

Breathe Oil◆◆

The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot area (DC 37 reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire. The clockwork dragon can't use Breathe Oil again for 2 rounds.

Draconic Frenzy◆◆

The clockwork dragon makes two claw Strikes and one wing Strike in any order.

Spearing Tail◆◆

The clockwork dragon attacks with the sharp point of its tail.

It makes a tail Strike against each creature in a 20-foot area, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 bleed ((2*4d6)[bleed] on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.

Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon's winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile.


Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.

The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.