Adrenaline injection. After Biomachine lowers the creature's hits to 0, it can move half of its movement and attack again.
Hyperfixation. If a creature attacks Biomachine and deals it 20 or more damage. In its turn, Biomachine must attack this creature if it can get to creature in one turn.
Magical Protection. If a spell requiring a hit roll is used on Biomachine, then it's have 25% change to reflect back into the caster.
Multiattack. Biomachine uses two Hit attacks or one Hit and one Dash.
Hit. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 4) Bludgeoning damage.
Dash. Biomachine accelerates its movements and gets to the target in one jump. Biomachine selects a target 40 feet away from it and finds itself at a selected point 5 feet from the target.
Description
Some prefer to hire mercenaries, enslave and summon creatures. But none of this guarantees complete submission. Therefore, some prefer to redo the biology of creatures and cut out the concept of betrayal from their minds as well as self-awareness.
As a result of the operation, the parts of the creature's body are replaced and reshaped, becoming stronger. Instead of a head, a grotesque mechanism is installed, which is necessary for the newly converted Biomachine to feel only the desire to kill everyone except its creator.
Biomachine consciousness becomes at the level of a 4-year-old child, retaining only the remnants of habits and individuality.
Previous Versions
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12/30/2023 5:33:19 PM
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12/30/2023 9:42:30 PM
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7
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12/30/2023 9:51:39 PM
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7
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