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.
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
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4/19/2024 4:20:25 PM
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4
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1
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Coming Soon
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4/20/2024 11:01:39 AM
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4
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1
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Coming Soon
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