Medium Construct (Tiefling), Lawful Neutral
Armor Class 21 Adamantine plating
Hit Points 416 (28d8 + 290)
Speed 40 ft., climb 25 ft. magnetic feet
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +12, DEX +12, CON +12, INT +12
Skills Acrobatics +12, Arcana +12, Athletics +12, Insight +12
Damage Resistances Acid, Psychic
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 90 ft., Truesight 40 ft., Passive Perception 22
Languages Celestial, Common, Draconic, Infernal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Plasmatic Covering. Drake has a field of nearly invisible concentrated plasma surrounding them. This shield has 100 hit points and any attack that would hit DRAKE would damage this shield instead, excluding critical hits. The plasma field is immune to non-magical, poison, and psychic damage. When the shield falls to 0 hit points, it disappears.

Self Repair. DRAKE regains 36 (8d8) hit points at the start of all their turns.

Flight. Drake can use an action to form wings, giving them a flight speed of 60 feet for 5 miutes.

Illuminate. DRAKE casts bright light for 30 feet and dim light for 60 feet. They have disadvantage on stealth checks while this feature is active.

De-Activation. DRAKE can disable any of their features at will.

Reboot. Whenever DRAKE falls to 0 hit points, their body shuts down for 1d4 hours. While in this state, DRAKE has 50 hit points and is resistant to all damage types. If they lose all their hit points in this form, DRAKE dies. When they come back online, they have all of their hit points.

Actions

Multiattack. DRAKE makes three attacks: two with plasma blade and another with shocking grasp.

Shocking Grasp. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) lightning damage. 

Any creature hit by this attack must make a dc 15 constitution saving throw. On a failure, the creature becomes paralyzed for 1 minute. The paralyzed creature can end this early by succeeding a dc 15 constitution check.

Plasma Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) magical slashing, 12 (2d6 + 5) radiant, and 10 (2d4 + 5) fire damage.

Whenever this attack hits, roll a d4. If it lands on 4, DRAKE's plasma blade as able to damage the opponents armor in some way. Whenever this happens, the target's armor class is lowered by one.

Poison Dart. Ranged Weapon Attack: +12 to hit, range 60/120 ft., 1 target. Hit: 23 (4d8 + 5) poison damage.

Any creature hit by this attack must make a dc 15 constitution saving throw. On a failure, the creature becomes poisoned for 1 minute.

Bonus Actions

Drake Transform. Whenever they are within 1 foot of the power source X2A9, they can use a bonus action to transform into a Cyber Drake. This feature can only be used once per short rest and lasts for one hour. If they are defeated in this form, they change back to their original form and activates the Reboot feature.

Reactions

Reflect. Whenever an attack that does damage that DRAKE is immune to hits, half of the damage is sent back to whomever did the attack.

Description

DRAKE is a 6 foot tall metallic tiefling with perfectly straight horns. They tend to wear a black robe with yellow stitching to cover up their face. Most of the time, their faces are expressionless, but those who appear younger than them, mentally and physically, feel a warm aura coming from them.

While in Flight mode, the wings resemble a metallic skeleton with plasma filling in the blank spaces.

Monster Tags: humanoid

DrakenBrines_ALT

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