Armor Class 14 Cybernetics, Heavy Infantry
Hit Points 200 (13d8 + 20)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +8, DEX +5
Damage Vulnerabilities Cold, Lightning
Damage Resistances Fire, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Passive Perception 10
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Tiberium Regeneration: When within 5ft of a green Tiberium crystal of medium size or larger or 10ft of a blue Tiberium crystal or larger they restore 20 hit points

Critical damage taken: If the cyborgs go to half health they will lose their legs and move at half speed.

No mercy: this makes this unit have more condition immunities, but it's always last in initiative turns and its movement speed is (x3) 

Actions

Multiattack: The super mutant makes two longsword attacks.

Longsword: Melee weapon Attack: +3 to hit, range melee., 1 target. Hit: 10 (1d10 + 5) [Pierce,slash] damage. Double Damage against infantry.

Description

These creatures tear down enemies with ease and will never show mercy, with our advanced AI, it will obey all orders. Our enemies will meet a hulking super mutant with cybernetics from our advanced AI. Armaments: Very resilient, two swords, super-fast.

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