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Clockwork Dragon

Clockwork Dragon Huge Construct, Unaligned 14 11 xp

  • Armor class 18 (Natural Armor)
  • Hit points 184 ((16d12+80)
  • Speed 40 ft., fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Dex +5, Con +10

Skills: Perception +10

Damage Immunities: Poison, Psychic, bludgeoning, piercing, and slashing from nonmagical weapons that are not adamantine

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Truesight 60 ft., Darkvison 120 ft., Passive Perception 20

Languages: Understands the languages of its creator but can't speak

Challenge: 14 (11 xp)

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 Dex 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.


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 ft. cone. Each creature in that area must make a DC 18 Dex 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 ft. cone. Each creature in that area must succeed in a DC18 Con. Saving Throw or fall unconscious for 10 min. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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 within10 ft. of the dragon must succeed on a DC 19 Dex. Saving Throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.