Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: Trigger: The clockwork dragon is reduced to 0 Hit Points;
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device.
Ability
Breath Weapon
(arcane, evocation, fire) Effect: The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (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 use Breath Weapon again for 2 rounds.
Ability
Draconic Frenzy
The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Ability
Self-Destruct [Reaction]
Circumstance: Trigger: The clockwork dragon is reduced to 0 Hit Points;
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).
Ability
Spearing Tail
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 hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
Ability
Wind-Up
1 week, DC 35, standby
Offense
Melee
Circumstance: combat round (melee)
adamantine jaws +33 [+28/+23] (reach 15 feet), Damage 3d12+17 piercing
Trait
Clockwork
Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.
Clockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.
Wind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork's wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile 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 are re-wound approximately halfway through their operating time.
A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork's operational time doesn't decrease in standby.
A creat
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 15 (except adamantine or orichalcum)
Weakness
electricity 15
orichalcum 15