b'Clockwork Dragon, Legendary \n'b'  Huge   construct  (dragon),  unaligned  \n'b'  Armor Class  20 (natural armor)  Hit Points  337 (25d12 + 175)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX:  14 (+2)  CON:  24 (+7)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Con  +13,  Wis  +7  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  11  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (3/Day) . If the Clockwork Dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The clockwork dragon makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +13 to hit, reach 15 ft., one target.  Hit : 33 (4d12 + 7) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 39 (5d12 + 7) slashing damage. \n'b'  Fire Breath (Recharge 5-6) . The clockwork dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19  Dexterity  saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Clockwork Dragon 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\xe2\x80\x99s turn. The Clockwork Dragon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Claw Attack . The Clockwork Dragon makes one claw  attack . \n'b'  Fire Breath (Costs 2 Actions) . The Clockwork Dragon uses its Fire Breath. \n'b'  Wing Attack (Costs 2 Actions) . The Clockwork Dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19  Dexterity  saving throw or take 33 (4d12 + 7) bludgeoning damage and be knocked  prone . The Clockwork Dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing  initiative  ties), the Clockwork Dragon takes a lair action to cause one of the following effects; the Clockwork Dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Construct Surge . The Clockwork Dragon activates additional mechanisms within its lair. It summons 1d4 clockwork minions to defend the area. These minions can be any construct of up to Challenge 6. \n'b'  Cogwheel Burst . The Clockwork Dragon\xe2\x80\x99s lair releases a burst of magical energy. Each creature within 30 feet of the Clockwork Dragon must make a DC 19  Constitution  saving throw, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one. \n'b'  Gears of War . The Clockwork Dragon manipulates the terrain within its lair. Choose a point on the ground that the Clockwork Dragon can see within 60 feet of it. A 20-foot radius centered on that point becomes  difficult terrain  until initiative count 20 on the next round. \n'b'\n'b' ABOUT \n'b' The clockwork dragon, a magical-mechanical marvel, is a construct composed of metal and gears. Its wings are spread wide, its tail is coiled except when in flight, its body is adorned with intricate patterns etched into the surface, and its eyes glow with a soft, otherworldly light. As the dragon moves, the mechanical hum of its inner workings creates an ethereal melody that fills the air, adding an enchanting quality to its presence.'