5e: Clockwyrm

A clockwyrm is a highly advanced magi-mechanical construct created by a long-forgotten race. No one knows if they were originally native to Mechanus, but they have lived on the Clockwork Nirvana for millenia, and have long since developed their own free will. Even so, it is in the nature of a clockwyrm to serve, and they have no shortage of potential patrons on Mechanus, a plane full to bursting with powerful creatures that share a clockwyrm’s rigid sense of order.

They can most often be found in the service of Inevitables, helping those creatures to enforce the universal laws. Some even serve Primus as guardians of the modron hierarchy. Rarely, a powerful creature or mortal from another plane might visit Mechanus or reach out via magic and persuade a Clockwyrm to assist in imposing their idea of a better-ordered world on their home plane. They might choose to align themselves with any Lawful creature with a suitable vision of order. The sort of radical changes that a clockwyrm would approve of are rarely in the interests of the free minds and spirits that happen to dwell on that plane, so a clockwyrm generally finds themselves working alongside individuals many would call villains, placed to oppose a story’s heroes.

Clockwyrm
Huge construct, unaligned

Armor Class

20 (natural armor)

Hit Points

232 (15d12 + 135)

Speed

40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 28 (+9) 10 (+0) 10 (+0) 15 (+2)

Skills

Perception +10

Saving Throws

Dex +5, Con +14, Wis +5, Cha +7

Damage Immunities

fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine.

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft., truesight 120 ft.; passive Perception 10

Languages

Understands all languages but can’t speak

Challenge

19 (22,000 XP)

Immutable Form.

The clockwyrm is immune to any spell or effect that would alter its form.

Legendary Resistance (3/day).

If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance.

The clockwyrm has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The clockwyrms’s weapon attacks are magical.

Precise Planar Traveler.

The clockwyrm can cast plane shift on itself and up to eight willing creatures twice per long rest. It can arrive at a specific destination as long as the destination is known to it. Additionally, if the clockwyrm is banished, when it returns from Mechanus it can reappear in any unoccupied space it wishes within 80 feet of the space it occupied when it was banished.

Actions

Multiattack.

The clockwyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite.

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (1d10 +7) piercing damage plus the clockwyrm’s choice of 5 (1d10) fire or 5 (1d10) lightning damage.

Claw.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 +7) slashing damage.

Tail Blade.

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 +7) slashing damage.

Frightful Presence.

Each creature of the clockwyrm’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the clockwyrm’s Frightful Presence for the next 24 hours.

Breath Weapon (recharge 5-6).

The clockwyrm uses its choice of the following three breath weapons. Even when this ability is recharged, the clockwyrm cannot use the same breath weapon twice in a row.

Fire Breath.

The clockwyrm exhales fire in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Gas Breath.

The clockwyrm exhales poisonous gas in a 60-foot cone. Each creature in that line must make a DC 22 Constitution saving throw, taking 63 (14d8) poison damage on a failed save, or half as much damage on a successful one.

Lightning Breath.

The clockwyrm exhales a 30-foot orb of lightning centered on a space within 60 feet. Each creature in that line must make a DC 22 Dexterity saving throw, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one. If a creature fails their saving throw by 5 or more, lightning arcs from them to one additional target outside the orb, who must be no more than 15 feet from the orb and must not already have been hit by arcing lightning. A secondary target takes 22 (4d10) lightning damage on a failed save, or half as much damage if successful.

Legendary Actions
The clockwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The clockwyrm regains spent legendary actions at the start of its turn.

Detect.

The clockwyrm makes a Wisdom (Perception) check.

Tail Attack.

The clockwyrm makes a tail attack.

Wing Attack (Costs 2 Actions).

The clockwyrm beats its wings. Each creature within 10 ft. of the clockwyrm must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The clockwyrm can then fly up to half its flying speed.