Cyberdemon (5e Creature)

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Gargantuan fiend (cybrid), chaotic evil

Armor Class 19 (natural armor)
Hit Points 420 (24d20 + 168)
Speed 40 ft.

25 (+7) 13 (+1) 24 (+7) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Str +14, Con +14, Wis +10, Cha +11
Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Challenge 22 (41,000 XP)

Killsplosion. When the cyberdemon reaches 0 hit points, it explodes. Each creature within 15 feet of it must make a DC 19 Dexterity saving throw, taking 35 (10d6) piercing 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 DC 19 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.
Cyber-Repair (Costs 2 Actions). The cyberdemon gains 12 (1d12 + 6) temporary hit points and can make a saving throw to end a condition or effect it is suffering that can be ended with a saving throw.

Cyberdemon (Doom 2016)

A cyberdemon is a veteran from Hell, after fighting a powerful warrior once, it was killed and revived by cultists and upgraded with new parts.

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