Hive Mind. Any information that a Cyberman receives is automatically distributed among all other Cybermen. If a Cyberman’s Intelligence or Wisdom is increased, all other Cybermen’s Intelligence or Wisdom is likewise increased.
Constructed Nature. A Cyberman doesn't require air, food, drink, or sleep.
Magical and Spell Resistance. The cyberman has advantage on saving throws against spells and magical effects. It has resistance to damage dealt by spells.
Cybermen as Player Characters. If a Cyberman attempts to upgrade a PC, and the PC fails on its first Constitution check but succeeds on the second one, it becomes an independent Cyberman. An independent Cyberman’s Strength, Dexterity, Armor Class, and Speed are increased to that of a standard Cyberman if they are not already higher. It also retains all of its spells and other equipment.
Multiattack. The cyberman makes two attacks with its electrocute or laser.
Electrocute. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 4) lightning damage.
Laser. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 9 (2d4 + 4) radiant damage.
Upgrade. The Cyberman will grapple any humanoid or undead creature of sizes Small, Medium, or Large. If after two rounds if the creature has not escaped the grapple, it must either succeed on a DC 18 Constitution check or enter Cyber-control. At this stage, it can only escape control if a friendly creature grapples it successfully for two straight rounds or uses a Wish spell to remove them. If after three rounds the creature has not escaped Cyber-control, it must either succeed on a DC 18 Constitution check or become a Cyberman permanently.
Self-Upgrade. If a Cyberman is attacked by any weapon that deals damage other than bludgeoning, slashing, piercing, or force, and the weapon cannot deal 32 or more damage at one time*, it will upgrade itself. After one round it is immune to that particular weapon. After two rounds all Cybermen within 60 ft. of it are also immune to the same weapon.
*This is the weapon itself, not including smites, sneak attack, feats, and spells.
The Cyberman 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 Cyberman regains spent legendary actions at the start of its turn.
Electrocute. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 4) lightning damage.
Laser. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 9 (2d4 + 4) fire damage.
Description
The Cybermen were originally built as an upgrade of the residents of the planet Mondas, to help them survive and bear the pain of the harsh conditions they were living in. Unfortunately, as the Mondasians became more and more machine-like, the less their minds could cope with it. As a result, they inhibited their own emotions, not only to keep themselves sane, but also to remove the final vestiges of pain within them - the pain caused by sorrow, anger, and loss. These were the first Cybermen.
However, it wasn't enough to end their own pain; the Cybermen declared it their mission to end all pain throughout the cosmos. So they spread out, conquering worlds, upgrading the universe. If any civilization defeated them, the Cybermen would upgrade themselves and return, swiftly putting an end to those who would deny their "gift."
There have been many versions of the Cybermen in the past, but they are now mostly extinct. The new Cybermen, Mark VI, are the most powerful model; not only are they faster and stronger, but they can adapt to nearly any attack. After only a few minutes in battle, the Cybermen are immune to almost any weapon. Heroes must take great caution when attacking Cybermen; one by itself is dangerous enough, but an army could easily overcome even the most seasoned adventurers' parties.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
5/2/2019 9:52:10 PM
|
27
|
4
|
1
|
Coming Soon
|
I would change the upgrade a little, I would change it to
a creature is grappled by the cyberman for 1d4 rounds they will become a cyberman, this can only be reversed by a wish spell, then using their original charisma stat the grappled creature then makes a charisma saving throw (as you are trying to keep your sense of self) on a success, the creature retains its original charisma score and its proficiencies as well as it's spells (if any) and keeps its original alignment, does not gain the hivemind feature, and if it is a player character remains under the player's control (an NPC retains its original personality), any creature that fails the saving throw will retain all their memories and all those memories will be shared by all other cybermen but will have all emotion removed.
I think this would be more accurate to the actual thing as there were characters like Bill or that one lady in the episode with David Tennant that managed to keep their mind when they were converted into Cybermen.