Legendary Resistance (3/day). If the Cyber Drake fails a saving throw, it can choose to succeed instead.
Power Up. If the power source x2a9 is within 5 feet of the Cyber Drake, all of its attacks count as magical.
Reflective Body. If the Cyber Drake is targeted by a magic missile spell, a line spell, a spell that requires a ranged attack roll, or a breath weapon, roll a d4. On a 1-3, the Cyber Drake is unaffected. On a 4, the Drake is unaffected, and the magic effect, or breath weapon is reflected back to the caster as if it originated from the Drake, turning the caster or creature into a target.
Regeneration. The Cyber Drake regain 3d10 hit points at the start of its next turn.
Siege Monster. The Cyber Drake does double damage to objects and structures.
Bite. Melee Weapon Attack: Guaranteed to hit, reach 25 ft., one target. Hit: 33 (2d20 + 12) piercing damage.
Claw. Melee Weapon Attack: Guaranteed to hit, reach 25 ft., one target. Hit: 54 (4d20 + 12) slashing damage.
Flamethrower. Ranged Weapon Attack: Guaranteed to hit, range 30/100 ft., two targets. Hit: 77 (6d20 + 14) fire damage.
Disintegration Laser. Ranged Weapon Attack: Guaranteed to hit, reach 30/150 ft., two targets. Hit: 119 (10d20 + 14) Plasma damage.
Frightful Presence. Each creature of the Cyber Drake's choice that is within 120 feet of it and of it must succeed a DC 21 Wisdom saving throw or become frightened for one minute. A creature repeats its saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to the Cyber Drake's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 2-4). The Cyber Drake releases electricity in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 91 (26d6) Lightning damage on a failed save or half as much on a successful one.
If the creature is a Construct, the Cyber Drake's Lightning Breath bypasses any natural or magical lightning resistances and immunities. A Construct must first save against the lightning breath. A Construct must then make a DC 22 Constitution saving throw. On a failed save, it takes an additional 75 (10d6 + 40) force damage, or half as much on a successful one. If the damage reduces the Construct to 0 hit points, it is disintegrated.
A disintegrated Construct and everything it is wearing and carrying, except magic items, are reduced to a pile of gray dust. The construct can be restored to life only by means of a true resurrection or a wish spell.
Recharge. If the Drake is hit by a lightning based attack, it heals 4d10 hit points and adds 1d10 to its next attack.
The Cyber Drake can take 5 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 Drake regains spent legendary actions at the start of its turn.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Detect (Costs 1 Action). The Cyber Drake makes a wisdom (perception) check.
Bite Attack (Costs 1 Action). The Cyber Drake makes a bite attack.
Spider Release (Costs 2 Actions). The Cyber Drake opens a secret compartment around its stomach, releasing 1d4 swarm of robot (Spiders).
Wing Attack (Costs 2 Actions). The Cyber Drake beats its wings. Each creature within 30 feet of the Drake must succeed a DC 25 Dexterity saving throw or take 75 (6d20 + 12) Bludgeoning damage and be knocked prone. The Drake can than fly up to half its flying speed.
Living things, beware.
This is awesome