Need a challenging solo monster for your 5E game? Here’s a fantastic construct that can dominate the battlefield.

Clockwork War Dragon

Large construct, unaligned

Armor Class 18 (Natural Armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 23 (+6) | DEX 16 (+3) | CON 21 (+5) | INT 10 (+0) | WIS 8 (-1) |CHA 19 (+4)

Saving Throws DEX +7, CON +9, WIS +3, CHA +8
Skills Perception +8, Stealth +7, Survival +4
Damage Resistances Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine
Condition Immunities ExhaustionGrappledParalyzedRestrainedStunned
Senses Blindsight 30 ft., Darkvision 120 ft., Unknown: Ethereal Vision — the Clockwork War Dragon can see into the Ethereal Plane
Passive Perception 18
Languages Telepathy 120 ft. or line of sight. Can receive thoughts but cannot communicate via telepathy.
Challenge 12 (8,400 XP)

Immutable Form. The clockwork war dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork war dragon has Advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork war dragon’s weapon attacks are magical.

Actions

Multiattack. The clockwork war dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The clockwork war dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity (Acrobatics) saving throw, taking 56 (16d6) fire damage on a failed save or half as much damage on a successful one.

Cunning Action. The clockwork war dragon can take a bonus action on each of its turns to take the DashDisengage, or Hide action.

Reactions

Clockwork Stalwarcy. If the clockwork war dragon is knocked prone, it immediately rights itself without a movement penalty. It executes a counter-knockdown, and the attacker that knocked it prone must make a DC 17 Strength (Athletics) saving thrown or be knocked prone themselves.

Legendary Actions

The clockwork war 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’s turn. The dragon regains spent legendary actions at the start of its turn.

Force Eye Beams. Glowing red darts of Ethereal force launch out of the clockwork war dragon’s eyes. Each dart hits only one creature of its choice that it can see within 120 ft. Each dart deals 1d4 + 1 force damage to the target. The darts strike simultaneously and are a single attack.

The clockwork war dragon prioritizes unconscious targets with its eye beams, inflicting 2 failed Death Saves on an Eye Beam attack.

Death Spiral Tail Launch. The clockwork war dragon launches its tail at any target within 30ft. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 17 Saving Throw or be knocked prone. Once the attack is complete, the tail retracts back into the clockwork war dragon’s body.

The clockwork war dragon prioritizes unconscious targets with its tail launch attack. If the attack renders an attacker unconscious or if the victim is already unconscious, then upon a successful attack, the tail skewers the victim and retracts, bringing the body to its metal jaws. The clockwork war dragon then bites the quarry in half, killing it instantly.

Spike Launch. Each creature within 15ft. of the clockwork war dragon must make a DC 17 Dexterity (Acrobatics) saving throw, taking 8 (2d8) piercing damage on a failed save or half as much damage on a successful one.

Description

The terrible clockwork war dragon is part flat-black scaly flesh, part clockwork, in the shape of a dragon, designed as a killing machine from days long past. Once awakened, the construct goes active.

The construct, absent any coded telepathic commands from its long-dead makers, will rampage until destroyed. At one time, these creatures had extensive programming, but the relentless march of time has degraded its ability to function as an intelligent war machine. While it can leap and fly about, if it “decides” that a target needs neutralizing, it will engage in bite-range combat at the expense of using the landscape or aerial combat to its advantage.

Once in combat, the clockwork war dragon fights to the death.

Stalk Mode

Sometimes, due to its malfunctioning thought process, the construct will go into “stealth” mode and skulk about an area, usually at night. It will decide which creature in this arbitrary area poses the greatest threat and attack from the shadows, opening with a breath weapon attack.

The Tragic Nature of the Clockwork War Dragon

While it can receive telepathic communication, its creators designed the construct to respond to an encoded language. They did not give the clockwork war dragon the ability to speak back. However, over the centuries, this tragic monster “leaks” strange visions of symbols, a trait it acquired to make sense of the relentless loneliness it developed after its creators abandoned it.

If an expert in Arcana or Medicine examines the corpse of the construct once it is defeated, a DC 20 Intelligence (Arcana) or Wisdom (Medicine) will reveal the flesh of the creature was at one point an actual dragon, the brain removed in the process of magically fusing its body with the construct.

You can find the Clockwork War Dragon on D&D Beyond by clicking here: https://www.dndbeyond.com/monsters/1246836-clockwork-war-dragon.


Behind the Scenes and Playtesting

We designed the Clockwork War Dragon as a Deadly encounter, and in the final playtest, the construct killed one PC and brought the party to the brink of a TPK. A Deadly encounter is an encounter that has a reasonable chance of killing half the party. In the playtest that dropped a PC, the Clockwork War Dragon was unable to rechange its breath weapon–but if it did, it’s a mathematical certainty half the party would have died. If the recharge brought down the party’s remaining healer, the Clockwork War Dagon would have finished off the survivors. A TPK.

Death Spiral Design

A bad decision, panic, poor teamwork, and of course, bad dice rolls can start a “death spiral” at the game table. This monster has the tools to kill unconscious victims (in 5E, PCs making Death Saves), both up close and at range. PCs that take damage from a successful attack and are Unconscious automatically fail two Death Saves.

In lore, the people creating this construct were both merciless and desperate. Clockwork War Dragons weren’t the worst thing they created, but they were one of their most effective killers, going so far as to dominate an encounter with an enemy and then hunt down fleeing opponents one-by-one.

As a DM, before using this monster in an encounter, think about the challenge outside of its mathematical rating. D&D is a game. Games have win and fail conditions; otherwise, it would not be a game but a convenient “story-telling” device. This monster was used in play-testing in a campaign–the players had an understanding that something bad was going to happen, so they prepared appropriately. And that’s exactly what happened–something bad.

The players enjoyed that encounter and now suspect that something awful happened to the people who used to inhabit their lands long ago. If those bygone people created this monster, what else did they create? And why? Looking at the clockwork strewn about the battlefield, the PCs have more questions than answers–and they are not sure they want the answers.

Good players need a good challenge, and a good challenge is possible within the confines of the rules for creating monsters without a bunch of tricks, hand-wavum, or tossing waves of monsters at the PCs until one drops. Often you hear that 5E is too forgiving as a rule system. This is definitely not true. What is true is that many DMs are too forgiving. Well, and the DMG doesn’t give proper guidance in creating encounters and monsters based on player makeup and role-playing game theory.

Here are the particular attributes that make the Clockwork War Dragon a formidable opponent:

Challenging Attributes

  • Fire breath weapon: this is a young red dragon’s breath weapon, with a standard rechange on a 5 or 6 on a six-sided die, rolled at the beginning of its round
  • As a construct, it is resistant to all forms of magic via its magic resistance in addition to other immunities and resistances
  • The physical attacks also come from a young red dragon and are specific to a CR 10 monster.
  • The cunning action bonus action ability adds a high degree of versatility, and deadliness, to this monster. It can move around the battlefield or even hide in gloomy terrain each round, like a rogue.
  • Its reaction is specific to its clockwork nature: the clockwork war dragon creators did not want to make it any bigger than a Large creature. Knowing that other Large creatures could knock it about, they gave it an “anti-prone” counter-attack.
  • The monster’s legendary actions separate this beast from a CR 10 monster template, adding to the challenging rating appropriately. When there are no unconscious PCs on the battlefield, they serve as extra damage per round. When a PC goes unconscious, it uses them to kill a PC and remove him or her from the battle, as it was designed to do as a war machine.
  • Finally, the Clockwork War Dragon does not communicate. It cannot be bargained or reasoned with. It exists only to kill and destroy, and a tiny part of it wishes someone, anyone, would put it out of its misery.

Alternate Versions

A fallen kingdom or empire created the Clockwork War Dragon long ago. However, it would be easy to modify the beast as a new creation for a supervillain’s minion. Increase it’s Wisdom to 12 and raise it’s Survival Skill to +7. Here it becomes a relentless tracker.

Another modification would be to add a swim speed and the amphibious trait.

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Index of Burials of Teganshire Marathon Posts

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System

Type

Link

1

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Running the Game

2

RPG

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3

RPG

World-Building

4

RPG

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5

RPG

Design

6

RPG

Running the Game


7

RPG

Plotting


8

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Encounter & Monster


9

Pathfinder 1E

Encounter & Monster

10

RPG

Plotting


11

D&D 5E

Design


12

RPG

Humble Brag

13

RPG

Encounters


14

D&D 5E

Backgrounds

15

D&D 5E

Design

16

D&D 5E

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17

D&D 5E

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18

RPG

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19

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20

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22

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23

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24

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25

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29

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31

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Nil

Burials of Teganshire Post 27 of 30

Saving the World requires heroes to get their hands dirty, and perhaps, what makes them heroes is keeping their valor and honor when everyone around them sacrificed those attributes on the Altar of Survival.

D&D Villains That Are Also Allies: Campaign Design

A campaign—not necessarily the game world—has a beginning, middle, and end (one way or the other), and using “morally challenged” individuals requires planning and creativity. The tricky part of the process is knowing your players. If the DM runs a sandbox campaign, then spends days designing a plot point requiring the PCs to travel in a specific direction is a risk. It’s tempting fate. Running a localized campaign can mitigate that risk by organically encouraging the players to engage the game-world on a local level. Still, it will be a sad day indeed if you turn the Baron sixty miles away into one impressive dude, and the players decide that barony in the opposite direction needs conquering.

So, there are two types of a Villainous Allies a DM can use, the Macro Villain Ally and the Micro Villan Ally and which one to use depends on the type of campaign.

The Macro Villain Ally

More challenging to pull off but epic in scope is the Macro Villain Ally (Macro VA). The Macro VA could be an entire culture, nation, or some leader of the same.

This type of VA is well-suited for a campaign that is more “open-world” vs. “sandbox,” that is, players show up to play in a campaign where the general plot is known ahead of time. They are having fun adventuring and doing their own thing within the boundaries of the game world that supports a story rather than a story based on the players’ interpretation of the game world.

In other words, the DM has a pretty good idea that if he makes a Macro VA, the players will run into the VA.

Example of the Macro VA

(campaign beginning)

A bad neighbor is a great plot device and generates drama. It can even be the primary antagonist for the earlier portions of the campaign. My favorite is the Bad Baron plot device.

Bad Baron, one Torc Mac Ceti, was just the worst. He waged a hidden campaign of agitation against the PCs, and when they finally found him out, the cold-war turned hot, and there were battles. The King intervened and had the Bad Baron thrown in jail, and because the PCs’ hands weren’t exactly clean in this conflict, he made one of them marry the Baron’s daughter so the two neighboring regions would stop feuding and start becoming allies.

(campaign middle)

Things are going not-so-well, the neighboring barony views the PCs as interlopers. There are low-level protesters (the PCs are, after all, backed by the King so, like the Bad Baron, most of the agitation is covert) and the Baron’s former allies cause issues as they liked Torc Mac Ceti. The PCs, not so much. Things escalate until the PCs have just had enough and are planning to go overt, despite the complication that one of their own is married to the beloved daughter of the barony.

(campaign end?)

All through the campaign thus far, the King has been seemingly unconcerned with the PCs’ various plights as he always grumbles about the exterior threats he faces. Well, that all comes to a head because Super Evil Bad Guys invade the kingdom, and things are now looking grim.

And one of the first things the King does is let Torc Mac Ceti out of jail because Bad Baron is a military tactician. He puts the Bad Baron under the command of the PCs and tells them in no uncertain terms they need to all work together or the Super Evil Bad Guys are going to destroy the kingdom and basically everything in it.

Bad Baron was never the primary antagonist in this campaign. In fact, everything up to this point, even with hours and hours of gameplay, could reasonably be considered prolog to the main plot point. Bad Baron, indeed is a shit. But he’s a patriot, and, the villain that he is, he would die for the kingdom.

Do the PCs redeem Torc Mac Ceti? How do they deal with him being in their grill for the rest of the campaign? Can they set aside their differences? Do they show weakness that the Bad Baron can’t help but to exploit? Does the Bad Baron teach PCs some of his ruthlessness, and the PCs teach him some of their honor?

A DM can substitute Bad Baron with “the Nation Next Door,” orcs (a classic, especially if the PCs are morally ambiguous themselves), etc.

The Micro Villain Ally

One might think the Baron is a Micro Villain Ally, but he’s not. He’s a product of his barony, and the PCs were all set to smack the hammer down on the fostering rebellion even with him in jail. He comes attached to the barony, a product of both the region and the times.

The Micro Villain Ally, however, is a singular person, usually sitting outside of society, a constant thorn in the PCs side at every worst possible moment, and a hard target. The DM uses Micro VAs when he or she just doesn’t know what direction the campaign is going to go.

Let’s talk about the above example in the context of an Open World vs. Sandbox—the DM makes an adventure of retrieving the Staff of the Thunder Monk from a commercial product, the Isle of Dread.

And the players like adventuring on or near the sea so much, that becomes the campaign focus. The barony and all its problems tossed aside—Torc Mac Cetia can have it, they have a pirate fleet to capture!

Micro VAs are an excellent way for the DM to spend time and morph the VA to the current plot. Let’s go over some examples!

Root

Root

Root from Person of Intrest was a compelling, creepy villain, viewing people not as smart as her as expendable tools she could manipulate and nothing more. Long before becoming a member of Team Machine, she played an expert hacker. Root was a villain when she first encountered what would become her people, and later would sacrifice so much to protect and even grow to love her friends.

Root in the course of the series was the Villain, the Tool, and the Ally. She had a compelling character arc along the Hero’s Journey and became a sympathetic character.

Agent Franks

Aw yeah, Agent Franks. A VA that was so captivating Larry Correia wrote an entire novel about him, most likely to shut up all the Agent Franks fans. As the Monster Hunter International: Nemesis book copy says: “Agent Franks of the U.S. Monster Control Bureau is a man of many parts – parts from other people, that is. Franks is nearly seven feet tall and all muscle. He’s nearly indestructible. Plus he’s animated by a powerful alchemical substance and inhabited by a super-intelligent spirit more ancient than humanity itself.”

He’s not good. He’s not bad either. He’s, um, Agent Franks. Read the first four books of MHI to explore the fantastic world of Agent Franks.

Nil

If ever there was a disturbing villain that a protagonist occasionally works with, Nil from Horizon Zero Dawn fits the bill. He’s a serial killer who understands the problems of his pathology and kills bandits as an outlet. And he really isn’t redeemable, he’s basically a weapon, and you as the protagonist can choose to engage with him, or not. It doesn’t help that there are good-girl, bad-boy creeper undertones to Nil’s interaction, adding a disturbing and creepy undercurrent to a problematic, but a highly useful, ally.

At some point when I was slaughtering Yet Another Bandit Camp™ with Nil at my side, I was thinking—am I the baddy?

Nil, my psychopathic bandit killing (boy?) friend, my favorite Micro VA, I salute you!

Bottom Line: Let the Heroes be Heroes

When using a Macro and Micro VA, resist the urge to use moral lessons that have wormed their way into current entertainment media. Let the VA’s action stand on their own, and let the PCs deal with those actions as they see fit.

However, this type of gameplay is an excellent vehicle to interject higher-plot points such as nature vs. nurture, nobler motivations, moral lines in the sand, and the timeless redemption arc.

Heroes often fail. That’s the price of admission. Give players the chance to make things right. Allow players to turn their nemesis into their greatest ally. And if they all fail anyway, I can guarantee you the campaign will be anything but boring.

D&D was never about survival.


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