Author’s Note: I know I already did this for Pathfinder, but a cyber-daemon working for the yugoloths is too cool of an idea NOT to port over to 5e!
A fusion of Lothian energy and high technology, this fiendish super-soldier is a terrifying foe. This creature melds magicks with cosmic science to deal devastating blows. Besides enhanced cybernetics, some are equipped with top of the line firearm like weapons. These creatures double as both augmented warriors and inventive artificers. Due to their advanced technical prowess; fiendish scholars claim that they have created a heated rivalry with the dread sages of the Gehenna Tower. These frustrated daemons are known by many as the Arcanaloths.
Medium fiend (yugoloth), neutral evil
Armor Class 17 (natural armor)
Hit Points 118 (14d8 + 56)
Speed 30 ft., fly 50 ft.
STR 20 (+5) DEX 17 (+3) CON 19 (+4) INT 12 (+1) WIS 15 (+2) CHA 17 (+3)
Saving Throws Str +9 Dex Con +8 Int +5
Damage Resistances cold, fire, lightning, bludgeoning/piercing/slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 16
Languages Abyssal, Infernal, telepathy 120 ft. (, Yugoloth)
Challenge 10 (5,900 XP)
Magic Resistance. The technoloth has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The technoloth’s innate spellcasting ability is Charisma. The technoloth can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, heat metal
Magic Weapon. The technoloth’s weapon attacks are magical.
Multiattack. The technoloth can use make two attacks; either Arm Gun or Gun Butt. It can use either twice instead.
Arm Gun. Ranged Weapon Attack: Ranged 60 ft./120. ft., +7 to hit, one target. Hit: 18 (5d4+3) force damage.
Gun Butt. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit 12 (1d12+5) bludgeoning damage. Targets hit by this attack must make a Dexterity saving throw (DC 17) or be pushed back 10 feet.
Energy Shields. Recharge 6. When the technoloth is attacked, it immediately rolls for 1d10 temporary hit points before damage is resolved.
Teleport. The technoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Image Credit: “Demon Cyborg” by Jason A Wilson
Created by Doctor Necrotic for Doctor Necrotic Media. Inspired by DOOM, a property of Id Software.