Traits
Heated Core. The internal furnace of the mecha-drake vents intense heat. A creature that touches the mecha-drake or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Magic Resistance. The mecha-drake has advantage on saving throws against spells and other magical effects.
Unusual Nature. The mecha-drake doesn't require air, food, drink, or sleep.
Multiattack. The mecha-drake makes three attacks: one with its Bite and two with its Claws. It can replace its Bite attack with a Tail Blade attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Tail Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Plasma Breath (Recharge 5–6). The mecha-drake vents its core, exhaling a blast of superheated plasma in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Pinion Sweep (Recharge 6). The mecha-drake sweeps its metallic, bladed wings in a tight arc. Each creature within 10 feet of the mecha-drake must make a DC 18 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much on a successful one.
Reactive Plating. When the mecha-drake is hit by a weapon attack, it can use its reaction to rapidly shift its segmented armor to brace for the impact, gaining a +3 bonus to its AC against that attack. If this causes the attack to miss, the attacker takes 5 (1d10) fire damage from sparks violently deflecting off the superheated metal.
The mecha-drake 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 mecha-drake regains spent legendary actions at the start of its turn.
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Strike. The mecha-drake makes one Claw or Tail Blade attack.
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Thruster Dash. The mecha-drake fires its wing thrusters, moving up to half its flying speed without provoking opportunity attacks.
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Venting Overload (Costs 2 Actions). The mecha-drake rapidly vents the excess heat from its arcane reactor. Each creature within 10 feet of the mecha-drake must succeed on a DC 17 Constitution saving throw or take 14 (4d6) fire damage and be pushed 10 feet away. On a successful save, a creature takes half as much damage and isn't pushed.
Description
Forged in the arcane furnaces of a forgotten war, the Crimson Mecha-Drake is a terrifying fusion of draconic ferocity and ruthless, cold engineering. Its chassis is constructed from blood-red, magically treated alloys designed to withstand massive kinetic impacts. Beneath its armored plating, a miniature arcane reactor burns with the intensity of a caged star, visible through the glowing vents that line its chest, neck, and the joints of its bladed wings.
Originally designed as the ultimate siege weapon, these constructs possess a rudimentary but highly tactical artificial intelligence. They do not feel pain, fear, or exhaustion; they simply calculate the most efficient way to exterminate their targets. When a Mecha-Drake takes flight, the roar of its thrusters is deafening, often serving as a psychological weapon before it even engages in combat.
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