Cyborg (Metal Gear Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Soldier class and no background, and as such does not follow traditional CR.

Cyborg[edit]

Medium humanoid (Human), any alignment


Armor Class 19 (natural armor)
Hit Points 86 (9d12+27)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +5, Dex +7, Con +7, Wis +5, Cha +4
Skills Acrobatics +7, Athletics +6, Insight +5, Intimidation +4, Perception +5, Sleight of Hand +7, Stealth +7, Survival +5
Senses passive Perception 15
Languages any one
Challenge 9 (5,000 XP)


Cyborg Body. The soldier gains a +1 bonus to all checks, saving throws, attack and damage rolls (included in attacks), and their AC (included in armor), but they regain half as many hit points from all sources of healing unless they or the creature healing them succeeds a DC 20 Technology check.

Hustle. The soldier may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of their turns, but they gain 1 level of exhaustion immediately after doing so.

Adaptability. When the soldier fails a saving throw, they may choose to succeed instead. Immediately after using this feature, they gain 1 level of exhaustion.

Dueling. When the soldier is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to attack and damage rolls with that weapon (not included).

Two-Weapon Fighting. When the soldier engages in two-weapon fighting, they can add their ability modifier to the damage of the second attack.

Conditioning. The soldier can add half their proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check, attack roll, or saving throw they make that doesn't already use their proficiency bonus (included). In addition, when they make a running long jump, the distance they can cover increases 4 feet.

ACTIONS

HF Machete. Ranged Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Submachine Gun. Ranged Weapon Attack: +9 to hit, range 60/600 ft., one target. Hit: 10 (2d4 + 5) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 8 shots, can be reloaded up to 2 times.

CQC Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

REACTIONS

CQC Reaction. When the soldier is targeted by an attack made by a creature within 5 feet, they may make an unarmed strike against them, and on a hit the target must succeed a 18 Dexterity saving throw or have the attack automatically miss.

20130208160717_cyBorgSoldierM1.jpg
[Source].

Alongside the rise of SoP, multiple previously-experimental cyborg enhancements and high-frequency melee weapons hit the PMC market, bringing a new era of sword-fighting to the battlefield. While cyborgs never fully replaced flesh-and-blood soldiers, there are entire PMCs and state military units made up of nothing but cyborgs.


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