Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Clockwork Dragon is a Level 16 creature, with Armor Class 39 and 265 hit points. A massive mechanical predator that mimics the ferocity of true dragons through intricate gears and pressurized oil.
Wind-Up. 1 week, Disable Device, 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 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 (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode. A clockwork that lists standby in its wind-up entry has the following action. Enter Standby 3 The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance 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). 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 Device. Breathe Oil (2 actions) (arcane, fire). The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone with a 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 Breathe Oil again for 2 rounds. Draconic Frenzy (2 actions). The clockwork dragon makes two adamantine claw Strikes and one wing Strike in any order. Spearing Tail (2 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 that takes damage also takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
265 hit points.
Level 16.
AC 39.
Speed 40 ft., fly 120 ft.
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