Stat Test Page
Aurelion, Clockwork Emberwyrm
Huge dragon construct, lawful neutral
Armor Class 21 natural armor, reinforced brass plating
Hit Points 312 25d12 + 150
Speed 40 ft., climb 40 ft., fly 80 ft.
Saving Throws Dex +9, Con +13, Wis +11, Cha +12
Skills Arcana +12, History +12, Insight +11, Perception +18, Persuasion +12
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
Languages Common, Draconic, Ignan, Modron, telepathy 120 ft.
Challenge 22 41,000 XP
Proficiency Bonus +7
Legendary Resistance 3/Day. If Aurelion fails a saving throw, it can choose to succeed instead. When it does so, one glowing gear in its chest cracks and vents molten flame.
Magic Resistance. Aurelion has advantage on saving throws against spells and other magical effects.
Siege Engine. Aurelion deals double damage to objects and structures.
Molten Core. A creature that touches Aurelion or hits it with a melee attack while within 5 feet of it takes 10 3d6 fire damage. A creature can take this damage only once per turn.
Clockwork Mind. Aurelion cannot be surprised, and magical attempts to read its thoughts reveal only the sound of ticking gears, roaring furnaces, and ancient Draconic equations.
Overheat. When Aurelion is reduced below half its hit point maximum, vents along its body open. Until it is destroyed, its Molten Core damage increases to 17 5d6 fire damage, and its Ember Breath recharges on a 4–6.
Actions
Multiattack. Aurelion makes three attacks: one with its bite and two with its claws. It can replace one claw attack with a Gear Lash attack.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 2d10 + 8 piercing damage plus 10 3d6 fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 2d6 + 8 slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 2d8 + 8 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Gear Lash. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 3d6 + 8 slashing damage, and the target is grappled escape DC 23. Until this grapple ends, the target is restrained as spinning brass chains lock around it.
Ember Breath Recharge 5–6. Aurelion exhales superheated flame and shrapnel in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 20d6 fire damage and 14 4d6 piercing damage on a failed save, or half as much damage on a successful one. Flammable objects in the area ignite if they are not being worn or carried.
Temporal Furnace Recharge 6. Aurelion releases a pulse of unstable chronomantic heat. Each creature of Aurelion’s choice within 30 feet must make a DC 20 Constitution saving throw. On a failed save, a creature takes 36 8d8 force damage and is slowed until the end of its next turn. While slowed this way, its speed is halved, it cannot take reactions, and it can make either an action or a bonus action on its turn, not both. On a successful save, a creature takes half damage and is not slowed.
Bonus Actions
Recalibrate Targeting. Aurelion chooses one creature it can see within 120 feet. Until the end of Aurelion’s next turn, its attacks against that creature have advantage.
Vent Pressure. Aurelion ends one condition currently affecting it, provided the condition is not grappled or prone. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 10 3d6 fire damage.
Reactions
Parry with Iron Wing. Aurelion adds 5 to its AC against one melee attack that would hit it. To do so, Aurelion must see the attacker.
Retaliatory Spark. When a creature within 60 feet damages Aurelion with a spell, Aurelion forces that creature to make a DC 20 Dexterity saving throw. On a failed save, the creature takes 18 4d8 lightning damage.
Legendary Actions
Aurelion can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Aurelion regains spent legendary actions at the start of its turn.
Detect. Aurelion makes a Wisdom Perception check.
Tail Attack. Aurelion makes one Tail attack.
Molten Step Costs 2 Actions. Aurelion moves up to half its flying speed without provoking opportunity attacks. Each creature within 5 feet of the space Aurelion leaves or enters takes 7 2d6 fire damage.
Clockwork Command Costs 2 Actions. One construct or machine-like creature of Aurelion’s choice within 120 feet can use its reaction to move up to half its speed and make one weapon attack.
Wingbeat Costs 2 Actions. Aurelion beats its metallic wings. Each creature within 15 feet must succeed on a DC 23 Dexterity saving throw or take 15 2d6 + 8 bludgeoning damage and be knocked prone. Aurelion can then fly up to half its flying speed.
Mythic Trait
Heart of the Last Forge. If Aurelion is reduced to 0 hit points, it does not immediately die. Instead, its body locks in place, its molten core detonates inward, and it regains 156 hit points. Each creature within 60 feet must make a DC 21 Dexterity saving throw, taking 45 10d8 fire damage on a failed save, or half as much on a successful one. For the next minute, Aurelion’s attacks deal an extra 7 2d6 fire damage.
Mythic Actions
If Aurelion’s Heart of the Last Forge trait has activated in the last hour, it can use the options below as legendary actions.
Forgefire Ray. Aurelion targets one creature it can see within 120 feet. The target must succeed on a DC 21 Dexterity saving throw or take 22 4d10 fire damage and 22 4d10 radiant damage.
Summon Brass Servitors Costs 3 Actions. Aurelion summons two clockwork drakes in unoccupied spaces within 30 feet. They act immediately after Aurelion in the initiative order and obey its commands.
Lair Actions
On initiative count 20 losing initiative ties, Aurelion can take one of the following lair actions. It cannot use the same effect two rounds in a row.
Furnace Surge. Lava channels open in the floor. Up to three 10-foot squares Aurelion can see within 120 feet become burning terrain until initiative count 20 on the next round. A creature that enters the area for the first time on a turn or starts its turn there takes 14 4d6 fire damage.
Grinding Gears. Machinery erupts from the walls. Each creature of Aurelion’s choice within 60 feet must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet in a direction Aurelion chooses.
Chronal Misfire. Time stutters in a 30-foot-radius sphere centered on a point Aurelion can see within 120 feet. Each creature in the area must succeed on a DC 20 Wisdom saving throw or be unable to take reactions until initiative count 20 on the next round.
Regional Effects
The region containing Aurelion’s lair is warped by ancient forge-magic, creating one or more of the following effects:
Ashen Dawn. Sunrises within 6 miles appear copper-red, and tiny sparks drift upward from cold stone.
Living Machines. Unattended tools occasionally move on their own, completing simple repetitive tasks such as hammering, sharpening, or turning gears.
False Seconds. Clocks within 6 miles lose or gain exactly 13 seconds each midnight.