Cyborg Commando (JJBA Supplement)
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Medium construct, lawful neutral
Saving Throws Dex +10, Int +8, Wis +8
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.
Spirit Points. The cyborg has 9 spirit points which he may expend. He regains all spirit points at the end of a long rest.
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.
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.