Cyborg Commando (JJBA 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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Design Note: This creature is not from the series, and is instead to diversify and expand upon concepts established in canon.

Cyborg Commando[edit]

Medium construct, lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Dex +10, Int +8, Wis +8
Skills Acrobatics +10, History +8, Intimidation +8, Perception +8, Stealth +10
Damage Vulnerabilities Lightning
Damage Resistances Necrotic, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 16
Languages English and any two other languages
Challenge 9 (5,000 XP)


27,375 PSI. The cyborg has advantage on grappling contests, and checks and saves to avoid becoming restrained.

Internal Machinery. The cyborg can spend 1 spirit point to reload any of his weapons as a free action.

Cyborg. The cyborg's maximum hit points can not be reduced. When the cyborg is reduced to 0 hit points, he becomes paralyzed instead of unconscious. He may spend 3 spirit points while paralyzed in this manner to return to 13 (2d6 + 6) hit points, and he becomes prone until he returns to his maximum hit points.

Pack Tactics. The cyborg has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Spirit Points. The cyborg has 9 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. The cyborg makes 3 Unarmed Strike or Pistol attacks.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Pistol, Automatic. Ranged Weapon Attack: +10 to hit, range 50/150 ft., one target. Hit: 19 (2d6 + 8) piercing damage. Must be reloaded after 15 shots.

UV Eye Laser (1 Spirit Point). Every creature in a 30 ft. cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 27 (6d6 + 6) radiant damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the cyborg can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the cyborg. A creature can benefit from only one Leadership die at a time. This effect ends if the cyborg is incapacitated.


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A cyborg commando side-by-side with the original cyborg, source.

After Rudolf von Stroheim's death in the Battle of Stalingrad, his body was recovered by the Speedwagon Foundation, dissected, and reassembled multiple times in order to unlock every secret his cyborg body had to offer after the destruction of his original design documents and any minds that created them during the Nuremberg trials. Although still not completely understood, the acquired data resulted in the development of an elite team of SWF combatants deployed in a number of situations ranging from assassination to front-line combat. This squad includes a commando, demolitionist, sniper, and ranger. This commando is as much a skilled solo combatant as he is a terrifyingly effective leader.


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