Made from gleaming metal and countless complex cogs and gears, this draconic creature has the presence of a dangerous killing machine.
Clockwork Dragon (CR 16)
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
DR 15/adamantine; Immune Construct traits; Resist Fire 20; SR 27
Speed 60 ft., Fly 100 ft. (average), Swim 60 ft.
Melee Bite +33 (4d6+12), 2 Claws +33 (2d8+12), Tail Slap +28 (2d6+6), 2 Wings +28 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks Adamantine Weapons, Breath Weapon (100-ft.-line, 14d6 fire damage, Reflex DC 22 half, usable every 1d4 rounds), Self-Destruction
Str 34, Dex 19, Con -, Int –, Wis 11, Cha 1
Base Atk +25; CMB +39; CMD 55 (59 vs trip)
Feats Improved Initiative, Lightning Reflexes
Skills Fly +8, Perception +8, Swim +20; Racial Modifiers +8 Fly, +8 Perception
SQ Difficult to create, Efficient winding, 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.
Efficient Winding (Ex)
Built for long and dangerous missions, a clockwork dragon can function for 3 days per HD each time it is wound up.
When a clockwork dragon’s hit points are reduced to 10% of its total (20 in the case of most clockwork dragon) 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.
The clockwork dragon is a masterpiece of clockwork construction and is exceptionally difficult to create. The creator must begin with crafted clockwork pieces worth 25,000 gp.
CL 18th; Price 300,000 gp