Fortitude +30, Reflex +28, Will +25
Acrobatics +29, Athletics +33
Darkvision
Physical 15 except Adamantine, Orichalcum
Electricity 15, Orichalcum 15
Actions & Abilities
Adamantine Jaws
Damage: 3d12+17 Piercing
Adamantine Claw
Damage: 3d8+17 Slashing
Tail
Damage: 3d12+15 Bludgeoning
Wing
Damage: 2d10+15 Piercing
Wind-Up
1 week, {DC 35 Thievery}, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act 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 clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Self-Destruct
A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.
Trigger The clockwork dragon is reduced to 0 Hit Points.
Effect 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|options:area-damage] damage in a ( save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a check to .
Breathe Oil
The clockwork dragon breathes a spray of flaming oil that deals 16d6[fire|options:area-damage] damage in a ( save). Creatures that fail their saves are covered in burning oil and take 2d6[persistent,fire]. The clockwork dragon can't use Breathe Oil again for 2 rounds.
Draconic Frenzy
The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Spearing Tail
The clockwork dragon attacks with the sharp point of its tail.
It makes a tail Strike against each creature in a , rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6[bleed] ((2*4d6)[bleed] on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
Creature Abilities
Wind-Up. 1 week, {DC 35 Thievery}, standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act 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 clockwork keepers wind all their clockworks at a set time, typically 8 a.m.
A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Self-Destruct. A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.
Trigger The clockwork dragon is reduced to 0 Hit Points.
Effect 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|options:area-damage] damage in a ( save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a check to .
Breathe Oil. The clockwork dragon breathes a spray of flaming oil that deals 16d6[fire|options:area-damage] damage in a ( save). Creatures that fail their saves are covered in burning oil and take 2d6[persistent,fire]. The clockwork dragon can't use Breathe Oil again for 2 rounds.
Draconic Frenzy. The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Spearing Tail. The clockwork dragon attacks with the sharp point of its tail.
It makes a tail Strike against each creature in a , rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6[bleed] ((2*4d6)[bleed] on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
Source, license, and attribution
Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.