Clockwork Dragon from the Obelisks of Destiny


Clockwork Dragon, CR 17

N Huge construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +8

AC 34, touch 14, flat-footed 28 (+4 Dex, +2 dodge, +20 natural, –2 size)

hp 177 (25d10+40)

Fort +8, Ref +14, Will +8

Immune construct traits; Resist fire 20; SR 27

Weaknesses vulnerable to electricity

Speed 70 ft., fly 200 ft. (good), swim 70 ft.

Melee bite +35 (4d6+12), 2 claws +35 (2d8+12), tail slap +30 (2d6+6), 2 wings +30 (2d6+6)

Range +2 distance, flaming burst, heavy bombard of the Waybringer +29 (9d6+2+1d6 fire/x4; +3d10/4)
Space 15 ft.; Reach 15 ft. (15 ft. with bite)

Special Attacks destroyer (400-ft. indirect, B&P damage, 5 rounds to load); self-destruction
Spell-Like Abilities
3/day-greater invisibility
1/day-haste (1d4 rounds)

Str 34, Dex 19, Con —, Int —, Wis 11, Cha 1

Base Atk +25; CMB +39; CMD 55 (59 vs. trip)

Feats Improved Initiative B, Lightning Reflexes B

Skills Fly +12, Perception +8, Stealth +8, Swim +20; Racial Modifiers +8 Fly, +8 Perception

SQ destroyer, difficult to create, efficient winding, infiltrator, mithral, swift reactions

Adamantine Weapons (Ex) The teeth and claws of a clockwork dragon are made of adamantine and have the qualities of a weapon made from that material.

Destroyer These clockwork dragons are used as highly mobile and powerful siege engines. While the destroyer clockwork dragon lacks a breath weapon, as a full-round action taken while on solid ground, it can move its gears to pull its wings apart and to rise up as a heavy bombard. The body of the clockwork is used as the platform for the bombard, and the internal workings of the clockwork can load the bombard without a crew, though it still takes five full-round actions on the part of the clockwork to load the bombard. The clockwork dragon can also take the actions necessary to aim the bombard. A clockwork dragon carries enough ammunition to fire the bombard 10 times.

Efficient Winding (Ex) Built for long and dangerous missions, a clockwork dragon can function for 3 days per Hit Die each time it’s wound.

Infiltrator These clockwork dragons are more subtle and nimble than those of other clockwork dragons. An infiltrator clockwork dragon can rearrange its movable parts into very serpentine and compact shapes, which gives it the compression ability. Furthermore, its parts are coated with a black, noise-dampening resin, granting it a +8 racial bonus on Stealth checks (typically Stealth +0). Finally, it’s infused with magic allowing it, as a standard action, to become invisible as the greater invisibility spell (CL 15th) three times per day. The infiltrator clockwork dragon’s invisibility is a supernatural ability.

Mithral This variant loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its land and swim speeds increase to 70 feet, and its fly speed increases to 200 feet with good maneuverability. In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.

Self-Destruction (Ex) When a clockwork dragon’s hit points are reduced to 10% of its total (17 in the case of most clockwork dragons) or less but are still above 0, the creature self-destructs on its next turn, bursting into an explosion of metal scraps and steam that deals 10d6 points of slashing damage plus 10d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 22 Reflex save halves the damage. The save is Charisma-based.



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