Legendary Resistance (3/Day). If the Cyberdemon fails a saving throw, it can choose to succeed instead.
Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage
Infernal Lust. All Infernals have advantage against any creature missing any of their Hit Points.
Infernal Protection. Infernal creatures have advantage on saving throws against spells and other magical effects.
Infernal Rite. All Infernal weapon attacks are considered magical.
Infernal Stomp. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 52 (8d10 + 8) bludgeoning damage plus 24 (3d10+8) fire damage. The ground in a 20-foot radius centered on this point burns and cracks into hard flaming spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes (2d10) fire damage for every 5 feet it travels.
Infernal Cannon. Ranged Weapon Attack: +18 to hit, range 60/120 ft., one target. Hit: 43 (10d6 + 8) bludgeoning damage plus 43 (10d6 + 8) fire damage
Infernal Rage. While raging, you gain the following benefits:
- You have an advantage on Strength checks and Strength saving throws.
- When you make a melee attack using Strength, you gain a bonus to the damage of (1d10+6)
- You have resistance to bludgeoning, piercing, and slashing damage.
Infernal Mark of Doom. The Infernal Cyberdemon chooses a creature it can see within range and mystically marks it as its quarry for 1 minute. Until the mark ends, it deals an extra (1d6) psychic damage to the target whenever it hits with an attack and has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the marked creature. If the target drops to 0 Hit Points before this effect ends, the knight can use a Bonus Action on a subsequent turn to mark a new creature.
Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.
The Infernal Cyberdemon 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 Infernal Cyberdemon regains spent legendary actions at the start of its turn.
Infernal Stomp (Costs 1 Action).
Infernal Cannon (Costs 1 Action).
Infernal Restoration (Costs 2 Action). Can heal for (1d10+20) and end a condition or effect that it is suffering from that can be ended with a saving throw.
Killsplosion. When the Infernal Cyberdemon reaches 0 hit points, it explodes. Each creature within 15 feet of it must make a DC 26 Dexterity saving throw, taking 70 (20d6) piercing damage and 70 (20d6) fire damage on a failed to save, or half as much damage on a successful one.
Description
Considered to be the most significant marker of success in the development of Argent-Organic research, the Cyberdemon is the flagship creation of the Lazarus Project. The symbiotic union of a Baalgar demon found during the second Project Lazarus Manned Expedition (MTC 2148/177) and an Argent Accumulator, this beast is capable of withstanding so much punishment that the creature must be kept in permanent suspended animation. Repeated attempts to subdue the beast prove unsuccessful as when exhausted, the Cyberdemon simply replenishes its life force from the Accumulator and attacks again with greater ferocity. Only by removing the Argent implant can the beast be restrained. The Cyberdemon remained in stasis until a suitable method of control can be found.
The Corrax tablets discovered during the UAC Automated Survey of 2143 mention an ancient battle in the Titan's realm during the third age. An expedition to the plains recovered several relics including the petrified remains of a massive shadow lord believed to be an ancient Baalgar demon. Researchers in the Lazarus Labs began work on piecing the creature back together. At first, the project mandate was to construct an educational and inspirational exhibit. However, the focus quickly shifted when an attempt to meld the petrified tissue uncovered that exposure to small doses of plasmatic Argent Energy would reanimate the relic. The potential of creating living, growing tissue from the relic and the lure of an ultimate battle demon was too enticing to pass up. The project team quickly shifted direction and began work melding the ancient remains with high-tech weaponry.
During the Cyberdemon Reanimation Project, the beast was kept alive by controlling the amount of plasmatic Argent Energy is received. This kept the beast in an effectively "brain-dead" state while additional components were cybernetically implanted. A neural pathway was created between the creature's brain and the Argent Accumulator, allowing the creature to administer Argent power to any part of its body as needed. In hindsight, this neural pathway was a mistake as once the pathway was activated the dormant beast immediately administered an Argent surge to the medulla oblongata, which allowed it to restore motor function. Once active, the circulatory system quickly restored and the beast achieved full motor function within a few minutes. It is only through the bravery of Follower Jacobson that the beast was contained. Follower Jacobson willingly gave his own life as bait when he lured the giant Cyberdemon into holding pen 6, where it could be contained. Unfortunately, there was no way to retrieve Jacobson once the doors had been bolted, and he was sacrificed.
A report following the incident suggested that this act was not instinct by the Cyberdemon, but rather a suggestion of a greater intelligence governing the will of any creature demon borne - a "mastermind" of sorts. Research on this theory continues.
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