Clockwork Dragon
Creature 16- Perception
- +28; darkvision
- Skills
- Acrobatics +29, Athletics +33
- Str +9, Dex +5, Con +5, Int −5, Wis +4, Cha −5
Wind-Up 1 week, Disable Device (DC 35), standby
- AC
- 39; Fort +30, Ref +28, Will +25
- HP
- 265; Weaknesses electricity 15, orichalcum 15; Resistances physical 15 (except adamantine or orichalcum)
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 emanation (DC 37 basic Reflex save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable Device (DC 37).
- Speed
- 40 feet, fly 120 feet
Melee ◆ adamantine jaws +33 (adamantine, reach 15 feet), Damage 3d12+17 piercing
Melee ◆ adamantine claw +33 (adamantine, agile, reach 10 feet), Damage 3d8+17 slashing
Melee ◆ tail +31 (reach 20 feet), Damage 3d12+15 bludgeoning
Melee ◆ wing +31 (agile, reach 15 feet), Damage 2d10+15 piercing
Breathe Oil ◆◆ (arcane, fire) The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone with a DC 37 basic Reflex save. Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage. The clockwork dragon can't Breathe Oil again for 2 rounds.
Draconic Frenzy ◆◆ The clockwork dragon makes two adamantine 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 line, rolling the attack roll once and applying the result to each target. Any creature that takes damage also takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
Source: Pathfinder Monster Core 2