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Cyborg Sniper (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 Sniper[edit]

Medium construct, lawful neutral


Armor Class 12 (Cyborg Body)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Dex +10, Int +6, Wis +6
Skills Acrobatics +10, Insight +6, Medicine +6, Perception +6, 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 7 (2,900 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.

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.

ACTIONS

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) slashing damage.

Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 180/540 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Must be reloaded after 5 shots. This weapon has the [(540)] property.

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.


Sniper_Wolf.jpg
Placeholder image to be replaced once unique art has been created, Source [[1]].

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 sniper is awful in an up close fight, but almost unstoppable at long range.


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