Cyberman (5e Creature)

Cyberman

Medium construct, lawful evil


Armor Class 17
Hit Points 64 (16d4 + 31)
Speed 25 ft., fly 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 21 (+5) 12 (+1) 8 (-1)

Saving Throws Constitution, Intelligence, Charisma
Skills Intimidation +2
Damage Vulnerabilities bludgeoning, slashing and piercing from gilded weapons
Damage Resistances bludgeoning, slashing, piercing
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 12
Languages Common
Challenge 8 (3,900 XP)


Hive Mind. Any information that a Cyberman receives is automatically distributed among all other Cybermen. If a Cyberman’s Intelligence or Wisdom is increased, all other Cybermen’s Intelligence or Wisdom is likewise increased.

ACTIONS

Electrocute. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) lightning damage.

Laser. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 10 (2d4 + 5) radiant damage.

Upgrade. The Cyberman will grapple any humanoid or undead creature of sizes Small, Medium, or Large. If after two rounds if the creature has not escaped the grapple, it must either succeed on a DC 18 Constitution check or enter Cyber-control. At this stage, it can only escape control if a friendly creature grapples it successfully for two straight rounds or uses a Wish spell to remove them. If after three rounds the creature has not escaped Cyber-control, it must either succeed on a DC 18 Constitution check or become a Cyberman permanently.

Enhanced Speed (2/Day). For 9 (4d4) rounds, the Cyberman’s speed increases to 45, and it gains an additional +1 to Dexterity checks.

REACTIONS

Self-Upgrade. If a Cyberman is attacked by any weapon that does not deal bludgeon, slashing, piercing, or force damage, and the weapon cannot deal 32 or more damage at one time, it will upgrade itself. After one round it is immune to that particular weapon. After two rounds all Cybermen within 60 ft. of it are also immune to the same weapon.

Electrocute. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) lightning damage.

LEGENDARY ACTIONS

The Cyberman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cyberman regains spent legendary actions at the start of its turn.

Electrocute. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) lightning damage.

Laser. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 10 (2d4 + 5) fire damage.

A Cyberman.

The Cybermen were originally built as an upgrade of the residents of the planet Mondas, to help them survive and bear the pain of the harsh conditions they were living in. Unfortunately, as the Mondasians became more and more machine-like, the less their minds could cope with it. As a result, they inhibited their own emotions, not only to keep themselves sane, but also to remove the final vestiges of pain within them - the pain caused by sorrow, anger, and loss. These were the first Cybermen.

However, it wasn't enough to end their own pain; the Cybermen declared it their mission to end all pain throughout the cosmos. So they spread out, conquering worlds, upgrading the universe. If any civilization defeated them, the Cybermen would upgrade themselves and return, swiftly putting an end to those who would deny their "gift."

There have been many versions of the Cybermen in the past, but they are now mostly extinct. The new Cybermen, Mark VI, are the most powerful model; not only are they faster and stronger, but they can adapt to nearly any attack. After only a few minutes in battle, the Cybermen are immune to almost any weapon. Heroes must take great caution when attacking Cybermen; one by itself is dangerous enough, but an army could easily overcome even the most seasoned adventurers' parties.

Constructed Nature. A Cyberman doesn't require air, food, drink, or sleep.

Cybermen as Player Characters. If a Cyberman attempts to upgrade a PC, and the PC fails on its first Constitution check but succeeds on the second one, it becomes an independent Cyberman. An independent Cyberman’s Strength, Dexterity, Armor Class, and Speed are increased to that of a standard Cyberman if they are not already higher. It also retains all of its spells and other equipment.


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