Nano-Bots. Regain 7 (2d6) hit points at the start of this creatures turn.
Mulitattack. Bionic makes 3 attacks, two with Dark Pulse and one with Claw
Claw Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) Slashing damage.
Dark Pulse. Ranged Weapon Attack: +8 to hit, range 30/200 ft., 1 target. Hit: 10 (2d8 + 2) Piercing damage.
JetJump. Bionic may move up to half its speed.
Bionic 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 creatures turn. Bionic regains spent legendary actions at the start of its turn.
Dark Pulse (Costs 1 Actions). Bionic uses Dark Pulse
Claw (Costs 1 Actions). Bionic uses Claw
Power Drain (Costs 2 Actions). In a 30 ft circle around Bionic, each hostile creature must make a Dexterity saving throw (DC 15), taking 11 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Bionic regains hit point equal to the damage taken.
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