As part of their first Kickstarter Reaper Miniatures produced a model of a clockwork dragon and this presents my interpretation of the model for 5E DnD.
Wyrmgear
In the infinities of the Astral Sea there is a domain of order, Mechanus the plane of gears. On this plane it is said all things have a perfect expression, an expression made in gears, levers and lubricated by time and magic. Most of the creatures of the domain are simple beings of unadulterated order they think little for themselves always striving to fulfill their place in the great machine of life. However some of them are more, some are guardians of that order, protectors and enforcers they are called inevitables. Among the inevitables most are like the angels of the gods, but some are more unique, one such group are the Wyrmgears; Draconic Keepers of Time.
A wyrmgear is equivalent in size to a adult red dragon, his huge form easily discernible from a great distance, where he appears to be a silver or perhaps white dragon. However once one is close enough to see clearly then its mechanical nature is quickly apparent and it appears to be a dragon constructed entirely of precious metals and other valuable materials.
Unlike other dragons who vary in size according to their age wyrmgears only exist in the one mechanically perfect, if huge, form. They have very little variation in appearance and materials they are constructed from as is expected from beings from Mechanus.
Implacably Logical while capable of independent thought, unlike many of the natives of Mechanus, wyrmgears are governed by logic. It is the implacable logic of the march of time and the ticking hands of a clock. Actions have predictable consequences and cause always marches to effect in a wyrmgear’s clockwork mind.
Modron Servants are often found with a wrymgear because the physical state of their surroundings is important to the march of time across and through those surroundings. However wyrmgears can only communicate with Pentadrones and Quadrones even though there may be other types of modron present.
A Wyrmgear’s Lair
Wyrmgears only lair on Mechanus, though occasionally the actions of mortals interfering with the flow of time draw their attentions to the Prime Material Plane, or they are summoned by spell casters (often unwittingly). The lair of a wyrmgear is a grand palace that reminds those who visit of the inside of a clock (while not an uncommon perception on Mecanus it is enhanced in the wyrmgear’s lair) with clock hands being a prominent feature even though only the wyrmgear could understand the time being marked by their inscrutable clocks.
Lair Actions
On initiative count 20 (losing initiative ties), the wyrmgear takes a lair action to cause one of the following effects; the wyrmgear can use an effect only one time every 3 rounds:
- The wyrmgear casts Time Stop.
- The wyrmgear casts Slow on 1 creature in the lair.
- The wyrmgear casts Haste on 1 creature in the lair.
Regional Effects
The region containing a wyrgear’s lair is warped by the construct’s command of time, which creates one or more of the following effects:
- Within 5 miles of the wyrmgear’s lair spells that affect time (such as Time Stop, Slow, and Haste) have only half their effect unless cast by the wyrmgear or a more powerful native of Mechanus.
- Within 10 miles of the wyrmgear’s lair spells that affect movement (such as Expeditious Retreat) do not function.
- Within 1 mile of the wyrmgear’s lair modrons have advantage on spells that have Charm effects.
When the wyrmgear is destroyed the effects around its lair fade for 10 days, at which time a new wyrmgear is formed in the lair and the effects resume again in another 10 days.
Wyrmgear
Huge construct, lawful evil
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40ft., fly 80ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) |
Saving Throws Dex +5, Con + 11, Wis +7, Cha +9
Skills Perception + 12, Stealth +5
Damage Immunities lightning, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, sleep
Senses truesight 120ft., Passive Perception 22
Languages Common, Draconic, Modron
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the wyrmgear fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon 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 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus the target must make a DC 17 Charisma save or be paralyzed until the end of its next turn.
Claw. Melee Weapon Attack:+ 12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the wyrmgear’s choice that is within 120 feet of the wyrmgear and aware of it must succeed on a DC 17 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 wyrmgear’s Frightful Presence for
the next 24 hours.
Time Inhalation (Recharge 5-6). The wyrmgear inhales time from in front of it in a 60-foot cone. Each creature in that cone must make a DC 19 Charisma saving throw, taking 44 (8d10) necrotic damage and becoming stunned until the end of its next turn on a failed save, or half as much damage on a successful save (and is not stunned).
Legendary Actions
The wyrmgear 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 wyrmgear regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The wyrmgear beats its wings. Each creature within 10 feet of the dragon must succeed on a ·DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.