Shapechanger. The Bionoid can use an action to polymorph into it's Armored Form, or back into its true form, which is a Medium elf/humanoid. When transforming into its Armored Form, the Bionoid creates a barrier similar to a Bead of Force. Equipment carried or worn by the Bionoid is not transformed, any non-magical items are destroyed, magical items must succeed on a DC 12 or be destroyed. The Armored Form has AC 23 and its size changes to large. The Bionoid reverts back to its elf/humanoid form if it dies.
Keen Sight. Due to several smaller crystal eyes on the head, the Bionoid has 360 degree vision. It gains advantage on Wisdom (Perception) checks that rely on sight.
Crystal Eye. AC 29, 50 hit points. (value 10,000gp) The eye remains in the center of the Bionoid's forehead when in Armored Form, but is hidden inside the skull in elf/humanoid form.
Multiattack (Armored Form Only). In Armored form, the Bioniod makes two unarmed attacks and two armed attacks.
Punch (Armored Form Only). Unarmed Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
Kick (Armored Form Only). Unarmed Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.
Forearm Blades (Armored Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (3d6 + 6) slashing damage. Attacks with these weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Energy Blast (Armored Form Only). Ranged Weapon Attack: +5 to hit, reach 40ft., The Bionoid can open the dorsal plates on its chest to release a blast of energy in a 40 ft. cone. The Bionoid must inflict (2d8) points of damage to itself in the process. All creatures caught within the energy blast range must succeed on a DC 15 Dexterity save or take (11d6) fire damage. This ability can only be used once per long rest.
Crush (Armored Form Only). Grapple Attack: +6 to Hit, touch, one target. Hit: 14 (2d8 + 6) bludgeoning damage. Each round, it can either release the creature or continue crushing it, dealing (2d8) bludgeoning damage to the grappled creature.
Dash. When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
Disengage. If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge. When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Description
Description. Bionoids are chitinous, bipedal humanoid insects with a glowing circular gem in the center of their forehead. Though their appearance strikes fear in those who view them, their demeanor belies their looks. They originated as "Living Weapons" during the Unhuman Wars.
In their combat form, also called their Armored Form, they are tall, muscular creatures with iridescent exoskeletons. Hard scythe-like blades protrude from both forearms. In addition to the standard pair of compound eyes, they possess four secondary eyes that can move independently like those of a chameleon. Pebbly, metallic-looking muscle fibers are visible at the joints.
In their humanoid form, Bionoids are thin, well-muscled, and fairly tall. They have uniformly calm, even tempers, and are often contemplative. They move with great economy; useless gestures or movements are very rare.
Combat. In battle, the Bionoids' true nature becomes apparent. They make two slashing attacks with their forearm blades, along with two unarmed attacks from either spiked fists or kicks. The Bionoid's chitinous plates and its agility give it AC 23.
Due to their high speed, Bionoids usually use their fists, forearms and feet in combination with a leaping attack that brings them immediately into close striking range. In close combat with large opponents, the Bionoid may also crush the opponent in its arms for an additional 2d8 points of damage. This damage continues on each round the opponent is crushed.
The Bionoid's most powerful weapon is a spell-like effect similar to the third level fireball spell. The Bionoid opens up the twin dorsal plates on its chest, exposing two highly charged membranes. Opening these chest plates causes 2d8 points of damage to the Bionoid itself, while causing damage as a 6th-level fireball spell in a 40' cone shape. The damage to the Bionoid means this attack is a last resort. The Bionoid may use this attack once per long rest.
Habitat/Society. Bionoids were originally tailored as troops in the Unhuman Wars. Volunteer elves gave themselves to be altered into organic fighting machine. After the Wars, they were cast out into the cosmos, to make their own way far from the sight of the elves. Years of ostracism, of living apart from the rest of elvish society like plague victims, has instilled in them a deep distrust of all other elven races.
Although these Bionoids were instilled with an instinctive urge for combat without quarter, they are essentially good beings who constantly strive to control the powers of their implanted nature.
Though they travel nearly everywhere in wildspace, Bionoids prefer to remain alone. Many work as crew members on spelljamming ships across the flow, or they reside in country manors or castles. Still others live as hermits on lonely asteroids far from the normal spelljamming trade routes. In some cases, elvish communities sympathetic to the Bionoids' situation have taken in individual Bionoids.
Though rare, a Bionoid family can comprise hundreds of members, always led by the individual who started the unit, either the original Bionoid or its full-blooded descendants. Bionoid symbionts are welcome to join the unit, but must vow to avoid (and avoid infecting) residents of the outside world.
Though engineered for warfare, the family unit sustains itself primarily through farming. They practice battle skills primarily as a spiritual discipline. Most frontier cities and spelljamming outposts welcome Bionoid communities.
Ecology. Even Bionoid reproduction is invasive. The eggs of mature Bionoids are disc-shaped with a single crystalline trigger in the center. This crystal serves a multiple purpose: it is an attractant to potential victims since it makes the egg look like a magical item, and it is also the young Bionoid's eye. When a potential host touches the crystal eye, the host's essence marks the egg. The egg bursts, attaches to the host, and grows as a symbiont, eventually separating and becoming a separate, nymph Bionoid.
If an orc touches the egg, the egg explodes in a mass of corrosive filaments causing immediate death. A successful saving throw versus spell causes 2d12 hit points of corrosive damage. If half-orcs make their saving throws, the half-orc and the Bionoid bind in symbiosis. Evil beings can fuse with the Bionoid, but suffer the penalties of radical change to the Bionoid's good alignment.
If elves, humans or other humanoid races touch the egg, it infiltrates the victim, creating another adult Bionoid. The new Bionoid has the abilities described above, but appears only when danger threatens, whereupon the host monsters out into the Bionoid Armored Form. In addition, the symbiosis gives the host a natural AC 12. But the host should only wear normal, easily replaceable clothing, due to the unpredictable nature of his malady!
The Crystal Eye remains in the center of the Bionoid's forehead when in Armored Form, but is hidden inside the skull in elf/humanoid form.The crystal eye on its forehead is the bionoid's weak point. It has an AC of 29 and 50 hit points. Removal of the crystal eye results in the Bionoid's immediate decomposition. The crystal eye traps its master's essence to wait for regeneration. If a direct crushing blow shatters the eye, irrevocable death for both eye and Bionoid ensues. It is worth around 10,000 gp – but woe betide the buyer! In the crystal eye is the essence of the original owner. If presented with a living body, the crystal reduces and restructures that body in favor of its stored master, resulting in death (of a sort) for the purchaser.
Previous Versions
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3/27/2020 8:49:19 PM
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17
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1.5
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Coming Soon
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