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Clockwork DragonCreature 16


RareNHugeClockworkConstructMindless
Source Pathfinder Bestiary 3
Perception +28 (darkvision)
Languages none
Skills Acrobatics +29, Athletics +33
Str +9, Dex +5, Con +5, Int -5, Wis +4, Cha -5

AC 39; Fort +30; Reflex +28; Will +25;
HP 265
Speed 40 feet (fly 120 feet)
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 15, Orichalcum 15
Resistances Physical 15

Adamantine Jaws One Action +33 (+28, +23) to hit (reach 15) 3d12+17 Piercing
Adamantine Claw One Action +33 (+29, +25) to hit (agile, reach 10) 3d8+17 Slashing
Tail One Action +31 (+26, +21) to hit (reach 20) 3d12+15 Bludgeoning
Wing One Action +31 (+27, +23) to hit (agile, reach 15) 2d10+15 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wind-Up

1 week, DC 35 thievery, 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 have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

A creature can attempt to Disable Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Self-Destruct Reaction

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 a Device.

Breath Weapon Two Actions (arcane, evocation, fire)

The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (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 use Breath Weapon again for 2 rounds.

Draconic Frenzy Two Actions

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

Spearing Tail Two Actions

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 hit takes 4d6 Persistent Bleed Damage (2*4d6 Persistent Bleed Damage 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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.