Tiny Construct, Lawful Evil
Armor Class 14
Hit Points 14 (3d6 + 3)
Speed 25 ft.
STR
10 (+0)
DEX
8 (-1)
CON
12 (+1)
INT
21 (+5)
WIS
15 (+2)
CHA
7 (-2)
Saving Throws CON +3, INT +7
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Cyber Fortitude. If damage reduces the cyberman to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning, from a guilded weapon or from a critical hit. On a success, the cyberman drops to 1 hit point instead.

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.

Actions

Electrocute. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) lightning damage.

Laser. Ranged Weapon Attack: +1 to hit, range 30/120 ft., 1 target., one target. Hit: 3 (1d6 -1) radiant damage.

Upgrade. The Cyberman will grapple any unconscious humanoid or undead creature of sizes Small, Medium, or Large. If the creature is unconscious it does not make death saving throws and cannot be healed until the cyberman is killed or removed. The Cyberman must use this action three rounds in a row on the same creature to fully upgrade them. To remove the Cyberman while it is converting a creature takes a contested athletics check which the Cyberman has advantage on, for each failed removal attempt the creature receives a failed death saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2024 4:20:25 PM
4
2
1
Coming Soon
4/20/2024 11:01:39 AM
4
1
2
Coming Soon
MentalMoose

Comments

Posts Quoted:
Reply
Clear All Quotes