Halivar
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Clockwork Dragon
Huge Construct (Fire)
Hit Dice: 19d10 (104 hp)
Initiative: +0 (Dex)
Speed: 50 ft., fly 100 ft. (poor)
AC: 26 (-2 size, +18 natural)
Attacks: Bite +24 melee, 2 claws +19 melee, 2 wings +19 melee, tail slap +19 melee
Damage: Bite 2d8+10, claw 2d8+5, wing 1d8+5, tail slap 2d6+15
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct, fire sub-type, damage reduction 15/adamantine or epic, rust vulnerability
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 31, Dex 10, Con --, Int --, Wis 14, Cha 1
Climate/Terrain: Any land
Organization: Solitary or Patrol (3-5)
Challege Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: 20-28 HD (Huge), 29-37 HD (Gargantuan)
Clockwork dragons are used as mounts by the Jenowan Empire's elite Iron Dragoons (setting specific, change as you see fit). Though the dragoons are fierce and cunning, their mounts are mindless constructs. If the rider is felled, the clockwork dragon will simply carry out its last order, and usually in the simplest and most straightforward manner.
Combat
Iron Dragoons prefer strafing tactics with breath weapons to cause panic and disorder before descending to engage in melee. When used in conjuction with other forces, they will attempt to “herd” the enemy into an ambush, sometimes consisting of other Iron Dragoons.
If the clockwork dragon's rider should fall, the clockwork dragon immediately engages in physical melee with the enemy until it is destroyed.
Breath Weapon (Su): A clockwork dragon has one type of breath weapon, a 50 ft. cone of fire, 10d10 fire damage; Reflex save (DC 24) for half damage, usable every 1d4 rounds.
Construct: Immune to mind-influencing effects, sleep, paralysis, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Damage Reduction: A clockwork dragon has damage reduction 10/adamantine or epic.
Fire Subtype (Ex): A clockwork dragon is immune to fire damage but takes +50% damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on success and +50% damage on a failure. In addition, cold effects slow the clockwork dragon (no save; forces it to land, if necessary), and a fire effect breaks the slow effect.
Rust Vulnerability (Ex): A clockwork dragon takes double damage from rust attacks unless a saving throw for half damage is allowed. In that case, it takes half damage on success and double damage on a failure.
Design notes:
This creature is modeled on a young adult red dragon (CR 12, CR 26 by Upper_Krust's revised CR's.).
This creature rated a CR 20.545 by UK's EL construction guide. With the golden rule, that's 18.8225, and with the silver rule that's ~15.999, which I rounded up.
EDIT: This creature was further tweaked for suggestions from the audience. It's CR is probably a bit higher than 15.999, but still acceptably rounded to 16.
Huge Construct (Fire)
Hit Dice: 19d10 (104 hp)
Initiative: +0 (Dex)
Speed: 50 ft., fly 100 ft. (poor)
AC: 26 (-2 size, +18 natural)
Attacks: Bite +24 melee, 2 claws +19 melee, 2 wings +19 melee, tail slap +19 melee
Damage: Bite 2d8+10, claw 2d8+5, wing 1d8+5, tail slap 2d6+15
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct, fire sub-type, damage reduction 15/adamantine or epic, rust vulnerability
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 31, Dex 10, Con --, Int --, Wis 14, Cha 1
Climate/Terrain: Any land
Organization: Solitary or Patrol (3-5)
Challege Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: 20-28 HD (Huge), 29-37 HD (Gargantuan)
Clockwork dragons are used as mounts by the Jenowan Empire's elite Iron Dragoons (setting specific, change as you see fit). Though the dragoons are fierce and cunning, their mounts are mindless constructs. If the rider is felled, the clockwork dragon will simply carry out its last order, and usually in the simplest and most straightforward manner.
Combat
Iron Dragoons prefer strafing tactics with breath weapons to cause panic and disorder before descending to engage in melee. When used in conjuction with other forces, they will attempt to “herd” the enemy into an ambush, sometimes consisting of other Iron Dragoons.
If the clockwork dragon's rider should fall, the clockwork dragon immediately engages in physical melee with the enemy until it is destroyed.
Breath Weapon (Su): A clockwork dragon has one type of breath weapon, a 50 ft. cone of fire, 10d10 fire damage; Reflex save (DC 24) for half damage, usable every 1d4 rounds.
Construct: Immune to mind-influencing effects, sleep, paralysis, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Damage Reduction: A clockwork dragon has damage reduction 10/adamantine or epic.
Fire Subtype (Ex): A clockwork dragon is immune to fire damage but takes +50% damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on success and +50% damage on a failure. In addition, cold effects slow the clockwork dragon (no save; forces it to land, if necessary), and a fire effect breaks the slow effect.
Rust Vulnerability (Ex): A clockwork dragon takes double damage from rust attacks unless a saving throw for half damage is allowed. In that case, it takes half damage on success and double damage on a failure.
Design notes:
This creature is modeled on a young adult red dragon (CR 12, CR 26 by Upper_Krust's revised CR's.).
This creature rated a CR 20.545 by UK's EL construction guide. With the golden rule, that's 18.8225, and with the silver rule that's ~15.999, which I rounded up.
EDIT: This creature was further tweaked for suggestions from the audience. It's CR is probably a bit higher than 15.999, but still acceptably rounded to 16.
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