Medium Humanoid (Shapechanger), Neutral Good
Armor Class 17 Natural Armor
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Shapechanger. The Bionoid can use its action to polymorph into a Bionoid, or back into its true form, which is a Medium humanoid, besides orcs and goblinoids. When transforming into its Bionoid form, the creature has an AC of 20 and its size changes to large. Its other statistics remain the same. Equipment carried or worn by the Bionoid is not transformed, and it reverts back to its humanoid form if it dies.

Keen Sight. The bionoid has advantage on Wisdom (Perception) checks that rely on sight.

Crystal Eye. When in Bionoid form, the creature has a large crystal eye exposed on its forehead. This crystal contains the soul of the Bionoid, and is the creature's weak point. The Crystal Eye has an AC of 0 and has 45 hit points. When destroyed, the Bionoid immediately dies and cannot be revived by any means. The Crystal Eye cannot be hit when the Bionoid is in humanoid form. If a Bionoid is killed and the crystal isn't destroyed, any non-orc or non-goblin humanoids that touch the crystal will be instantly turned into a new Bionoid. If a half-orc touches the crystal, it takes (2d12) acid damage. If the half-orc survives, it becomes a new Bionoid.

Actions

Multiattack. The Bionoid makes 6 unarmed melee attacks, 3 halberd attacks, or one energy blast attack.

Halberd (Humanoid or Bionoid form). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (1d12+6) slashing damage.

Forearm Slash (Bionoid form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10+6) slashing damage.

Kick (Humanoid or Bionoid form). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8+6) bludgeoning damage.

Fist (Humanoid or Bionoid form). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8+6) bludgeoning damage if in humanoid form, or piercing damage if in Bionoid form. If the creature is in its Bionoid form and hits one large or larger-sized target with two consecutive fist attacks, it can choose to grapple the creature. The grappled creature can escape with an opposing Strength save.

Energy Blast (Bionoid form only). The Bionoid can open the dorsal plates on its chest to release a blast of energy in a 30-foot cone. In order to do this, the Bionoid must inflict (2d4) points of damage to itself in the process, and all creatures caught within the energy blast range must succeed on a DC 14 Dexterity save or take (11d6) fire damage. This ability can only be used once per long rest.

Crush (Bionoid form only). If the Bionoid is grappling a creature, it cannot attack any other creatures. However, it can either release the creature or crush it, dealing (2d8) bludgeoning damage to the grappled creature.

Description

Bionoids are chitinous, bipedal humanoid insects with a glowing circular gem in the center of their forehead. Though their appearance strikes fear in those who view them, their demeanor belies their looks. They originated as "Living Weapons" during the Unhuman Wars.

In their combat form, also called their monster form, they are tall, muscular creatures with iridescent exoskeletons. Hard claw-like blades protrude from both forearms and the head. In addition to the standard pair of compound eyes, they possess four secondary eyes that can move independently like those of a chameleon. Pebbly, metallic-looking muscle fibers are visible at the joints.

In their humanoid form, bionoids are thin, well-muscled, and fairly tall. They have uniformly calm, even tempers, and are often contemplative. They move with great economy; useless gestures or movements are very rare.

Combat

In battle, the Bionoids' true nature becomes apparent. Due to their high speed, bionoids usually use their spiked fists, bladed forearms and spurred feet in combination with a leaping attack that brings them immediately into close striking range. In close combat with large opponents, the bionoid also crushes the opponent in its strong arms.

The bionoid's most powerful weapon is an energy blast. The bionoid opens up the twin dorsal plates on its chest, exposing two highly charged membranes. This process deals damage to the Bionoid itself, and must recharge once used, so this attack is usually a last resort.

The crystal eye on its forehead is the bionoid's weak point. The eye remains in the center of the bionoid's forehead when in monster-form, but is hidden inside the skull in human form. Removal of the crystal eye results in the bionoid's immediate decomposition. The crystal eye traps its master's essence to wait for regeneration. If a direct crushing blow shatters the eye, irrevocable death for eye and bionoid ensues.

Society

Bionoids were originally tailored as troops in the Unhuman Wars. Volunteer elves gave themselves to be altered into organic fighting machines. After the Wars, they were cast out into the cosmos, to make their own way far from the sight of the elves. Years of ostracism, of living apart from the rest of elvish society like plague victims, has instilled in them a deep distrust of all other elven races.

Although these bionoids were instilled with an instinctive urge for combat without quarter, they are essentially good beings who constantly strive to control the powers of their implanted nature.

Though they travel nearly everywhere in wildspace, bionoids prefer to remain alone. Many work as crew members on spelljamming ships across the flow, or they reside in country manors or castles. Still others live as hermits on lonely asteroids far from the normal spelljamming trade routes. In some cases, elvish communities sympathetic to the bionoids' situation have taken in individual bionoids.

Though rare, a bionoid family can comprise hundreds of members, always led by the individual who started the unit, either the original bionoid or its full-blooded descendants. Bionoid symbionts are welcome to join the unit, but must vow to avoid (and avoid infecting) residents of the outside world.

Though engineered for warfare, the family unit sustains itself primarily through farming. They practice battle skills primarily as a spiritual discipline. Most frontier cities and spelljamming outposts welcome bionoid communities.

Ecology

Even bionoid reproduction is invasive. The eggs of mature bionoids are disc-shaped with a single crystalline trigger in the center. This crystal serves a multiple purpose: it is an attractant to potential victims since it makes the egg look like a magical item, and it is also the young bionoid's eye. When a potential host touches the crystal eye, the host's essence marks the egg. The egg bursts, attaches to the host, and grows as a symbiont, eventually separating and becoming a separate, nymph bionoid.

If an orc touches the egg, the egg explodes in a mass of corrosive filaments causing immediate death. Half-Orcs have been known to occasionally survive the explosion, though this results in the half-orc and the bionoid binding in symbiosis. Evil beings can fuse with the bionoid, but suffer the penalties of radical change to the bionoid's good alignment.

The crystal eye of a Bionoid can sell for up to 10,000 gold pieces, but merchants are often reluctant to buy them due to the risks that come with it. If the crystal isn't rendered inactive, humanoid creatures that touch it could be killed or turned into new Bionoids. However, a broken crystal eye is completely worthless to most buyers.

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2019 7:30:39 PM
12
0
5
Coming Soon
GoodnessGracious

Comments

Posts Quoted:
Reply
Clear All Quotes