Gargantuan Construct, Unaligned
Armor Class 28 Adamantine Plating
Hit Points 707 (34d20 + 350)
Speed 60 ft., walk 45 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +19, DEX +19, CON +19, INT +19
Damage Resistances Acid, Cold
Damage Immunities Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 40 ft., Darkvision 90, Passive Perception 23
Languages Common, Draconic Understands, but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

 

Actions

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.

Reactions

Recharge. If the Drake is hit by a lightning based attack, it heals 4d10 hit points and adds 1d10 to its next attack.

Legendary Actions

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.

DrakenBrines_ALT

Comments

Posts Quoted:
Reply
Clear All Quotes