The Clockwork Dragon


Approximately the size of a gerbil, Letu has made the Clockwork Castle their migratory home on-and-off for the past 300/400 years.

Letu has worked rather hard to amass their collection of sparkly shinies.


Tiny construct (clockwork), N

Armor Class: 18
Hit Points: 43 ( 8d8 +7 )
Speed: 30 ft., fly 50 ft. ( average ), swim 30 ft.
Initiative: +9

STR: 8 ( -2 ) 
DEX: 26 ( +8 ) 
CON: 10 ( 0 )
INT: 18 ( +4 ) 
WIS: 11 ( 0 ) 
CHA: 14 ( +2 )

Senses: darkvision 120 ft., passive Perception 14
Languages: Common, Draconic
Challenge: Custom ( 100 XP )
Damage Immunities: lightning, poison, heat, fire, illusions
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Perception +4
Stealth +4
Athletics +2

False Appearance.
While the clockwork dragon remains motionless, it is indistinguishable from a statue.

Innate Spellcasting.
Casting ability is CHA.
– The clockwork dragon can cast heat metal (spell save DC 12), requiring no material components.
– The clockwork dragon can cast dancing lights requiring no material components.
– The clockwork dragon can cast blur requiring no material components. (This is a physical rather than a magical effect.)


Melee weapon attack: +4 to hit, one target.
Hit: 2d4 +1 piercing damage

Melee weapon attack: +4 to hit, one target.
Hit: 1d4 +1 piercing damage plus 4 lightning damage.

The dragon makes three attacks, one with bite, and two with claws.

Electric Breath (Recharge 5/6).
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, or take 10d4 lightning damage on a failed save, or half as much damage on a successful one.

2nd-level illusion
Casting Time: 1 minute (2 rounds for C.D.)
Range: Self
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature haws disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.

Heat Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 ft
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the3 start of your next turn.

Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet or another light created by this spell, and a light winks out if it exceeds the spell’s range.