Cyborg Ranger (JJBA Supplement)
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Medium construct, lawful neutral
Armor Class 15 (Cyborg Body)
Saving Throws Dex +8, Int +7, Wis +7
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.
Internal Machinery. The cyborg can spend 1 spirit point to reload any of his weapons as a free action.
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 6 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Multiattack. The cyborg makes 2 attacks with his Claw, Shotgun, or Flamethrower.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Flamethrower. Every creature in a 75 ft. line must succeed a DC 15 Dexterity saving throw. On a failure, they take 12 (2d6 + 5) fire damage. On a success, they take half as much damage. Must be reloaded before being used again.
Pump Shotgun. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Must be reloaded after 5 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.
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 ranger is a master tracker and close combat expert.
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