Monday, September 26, 2016

DnD: Blackmoor Cyborg #MonsterMonday #BlackmoorWeek2016

#MonsterMonday

#BlackmoorWeek2016









Cyborgs are alien machines built to perform difficult (often suicidal) tasks that are best performed by a human. They appear to be exceptionally tall and well-built male humans, indistinguishable from normal human beings. But their flesh was grown over a durasteel skeleton in big biotanks. And, while all of their organs, except for some sense organs, are tank-grown from cell clones, most have special electrical or computer augmentation (a tiny pacesetter that can be used to push the heart to extreme exertion, for example).

A set of computer chips in the brain accept programming beamed to the cyborg via any standard communications device. This allows them to be reprogrammed for a variety of tasks (even completely altering the cyborg's skill set). Thanks to a special hardware feature, cyborgs will even accept self-destruct programming that stops their heart. All programming must be in a special code. Like the aliens who made them, cyborgs have a mastoid implant that allows them to use the alien communications network at any time.

Combat Cyborg programming normally prevents them from harming humans or humanoids (including aliens). However, there exist illegal programs that can circumvent the safeguards built into the cyborgs at the factory. Using these, it is possible to modify an existing cyborg so that it becomes a cyborg terminator, a superlative killing machine feared throughout the galaxy.




CYBORG
Medium construct, neutral
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Armor Class 17 (natural armor)
Hit Points 39 (6d8+12) 
Speed 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
17 (+3)        12 (+1)        15 (+2)        13 (+1)      12 (+1)      10 (+0)
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Skills Perception +3, Stealth +3
Damage Resistance psychic
Damage Immunities poison
Condition Immunities charmed, exhausted, frightened, poisoned
Senses passive Perception 13
Languages Common, Primordial, Undercommon
Challenge 3 (450 XP)

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Diehard. Cyborgs gain advantage on Constitution and Strength saving throws.

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ACTIONS

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Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d10 + 1) slashing damage and the cyborg's halberd attack scores a critical on a roll of 19 or 20.

Blaster. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 8 (2d6 + 1) force damage.

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