Cyberdemon (5e Creature)
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Gargantuan fiend (cybrid), chaotic evil
Saving Throws Str +14, Con +14, Wis +10, Cha +11
Killsplosion. When the cyberdemon reaches 0 hit points, it explodes. Each creature within 5 feet of it must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage and 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Multiattack. The cyberdemon uses firerocket three times.
Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 51 (8d10 + 7) bludgeoning damage.
Firerocket. The cyberdemon fires a flaming rocket at a point within 120 feet. Each creature within 10 feet of the impact point must make a Dexterity saving throw, taking 17 (5d6) piercing damage and 18 (4d8) fire damage on a failed save, or half as much on a successful one. The DC is 19 at ranges up to 60 feet, and 14 at ranges up to 120 feet.
The cyberdemon 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 cyberdemon regains spent legendary actions at the start of its turn.
Firerocket or Stomp. The cyberdemon makes one stomp attack or uses firerocket.
A cyberdemon is a towering hybrid of a Hellish lord, and technology culled from dominated worlds. Brutishly muscular, with ungulate legs and massive horns, a cyberdemon will have one or more mechanical limbs and power conduits running through and along the remainder of its body. The power source for a cyberdemon's machine parts will vary, ranging from fusion cores to steam power.