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Clockwork Dragon

Creature 16 (rare) — clockwork, construct, mindless

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

Source: pathfinder-monster-core-2

Perception +28
Skills acrobatics +29, athletics +33
Str
+9
Dex
+5
Con
+5
Int
-5
Wis
+4
Cha
-5
AC 39 Fort +30 Ref +28 Will +25
HP 265
Resistances physical (except adamantine, orichalcum) 15
Weaknesses electricity 15, orichalcum 15
Speed 40 feet, fly 120 feet

Offense

Melee Adamantine Jaws +33, Damage 3d12+17 piercing
Melee Adamantine Claw +33, Damage 3d8+17 slashing
Melee Tail +31, Damage 3d12+15 bludgeoning
Melee Wing +31, Damage 2d10+15 piercing

Abilities

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 a 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 — 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 Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device.
Breathe Oil (arcane, fire) — The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (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 line, 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.

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