Gargantuan Dragon, Neutral
Armor Class 20 Hextech Armor
Hit Points 275 (22d20 + 110)
Speed 30 ft., Climb 30 ft., Fly 70 ft.
STR
26 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +11, CHA +10
Skills Arcana +10, History +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Lightning
Condition Immunities Exhaustion, Paralyzed, Petrified
Senses Darkvision 120, Passive Perception 18
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Hextech Mastery: The Hextech Drake has advantage on saving throws against spells and other magical effects. In addition, its natural weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack: The Hextech Drake makes one bite and two claw attacks.

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 8 (1d6 + 5) force damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 8 (1d6 + 5) force damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 8) bludgeoning damage.

Hextech Beam (Recharge 5-6): The Hextech Drake exhales a beam of concentrated hextech energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.

Energy Field (Recharge 5-6): The Hextech Drake creates a swirling field of hextech energy in a 20-foot radius around itself. The field lasts for 1 minute or until the Drake dismisses it (no action required). The field is difficult terrain for all other creatures. Each creature that starts its turn in the field or enters it for the first time on a turn must make a DC 18 Constitution saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Hextech Drake can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Hextech Drake regains spent legendary actions at the start of its turn.

Detect: The Hextech Drake makes a Wisdom (Perception) check.

Energy Surge (Costs 2 Actions): The Hextech Drake recharges its Hextech Beam or Energy Field if it is not available.

Tail Swipe (Costs 2 Actions): The Hextech Drake makes a tail attack.

Description

The Hextech Drake, a marvel of arcane innovation and draconic evolution, prowls the border between the organic and the mechanical. These dragons were once like any other, born of the wild magics of Runeterra. Yet, amid the flourishing era of magical technology, they have been retrofitted and enhanced with hextech artifice, turning them into living weapons or guardians of great cities. Their formidable presence is at once both ancient and futuristic, a living testament to the ingenuity and potential dangers of human ambition.

These enhanced creatures are bedecked with glowing runes and shimmering crystals, and their very lifeblood courses with arcane energies. Some speak of the Hextech Drake with fear, wary of the raw magical power at their disposal, while others marvel at the symphony of organic life and magical technology embodied within their fierce forms.

Unlike the dragons of pure lineage, Hextech Drakes bear the distinct imprint of their creators, harnessing elemental magics that have been refined and amplified through crystalline constructs. They are a fusion of arcane engineering and living essence, and their modified minds hold an understanding of both the arcane forces that empower them and the sophisticated technology that has been woven into their flesh.

Habitat: Urban

birdercrow

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