Cyborg Sniper (JJBA Supplement)
From D&D Wiki
Medium construct, lawful neutral
Saving Throws Dex +10, Int +6, Wis +6
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.
Spirit Points. The cyborg has 6 spirit points which he may expend. He regains all spirit points at the end of a long rest.
Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) slashing damage.
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 sniper is awful in an up close fight, but almost unstoppable at long range.