Medium Humanoid, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 90 (20d6 + 20)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +7, DEX +8, CON +7, INT +8
Skills Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Darkvision, Passive Perception 14
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Nano-Bots. Regain 7 (2d6) hit points at the start of this creatures turn.

 

Actions

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.

Bonus Actions

JetJump.  Bionic may move up to half its speed. 

Legendary Actions

 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.

HoldenTheGreat

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