Cyborg Demolitionist (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 Demolitionist[edit]

Medium construct, lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Str +7, Dex +9, Con +8
Skills Acrobatics +9, History +6, Intimidation +6, Perception +6, Stealth +9
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 8 (3,900 XP)


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

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 8 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Light Anti-Tank Weapon. Ranged Weapon Attack: +10 to hit, range 60/600 ft., one target. Hit: 67 (10d10 + 8) bludgeoning and 59 (10d10) force damage. This attack has armor piercing (-5). Each creature within 30 ft. of the target must succeed a DC 20 Dexterity saving throw, taking an equal amount of damage on a failure and half as much on a success. This can only be used once, regaining use at the end of a short rest.

Anti-Materiel Rifle. Ranged Weapon Attack: +10 to hit, range 180/540 ft., one target. Hit: 67 (8d6 + 8) piercing damage. This attack has armor piercing (-5). This can only be used three times, regaining use at the end of a short rest.

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.

Reload (1 Spirit Point). The cyborg regains all uses of one of his weapons.


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 demolitionist can't carry as much equipment as his contemporaries, but makes up for it in their raw destructive potential.


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