Halcyion Bio-Modder
Halcyion doctrine holds that cybernetic integration refines biology, and bio-modders do the fitting. They work in the Order's sanctums and in field hospitals, and most have augmentations of their own.
Halcyion Federation
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 16 (surgical weave)
- Hit points
- 90 (12d8 + 36)
- Proficiency
- +3
- STR 12 +1 save +1
- DEX 16 +3 save +3
- CON 16 +3 save +6
- INT 18 +4 save +7
- WIS 16 +3 save +3
- CHA 13 +1 save +1
- Skills
- Medicine +6 , Technology +7 , Investigation +7
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Common, Federation Standard
- Damage resistances
- poison
- Found in
- Settlement
Equipment
Traits
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Refinement
One willing creature the bio-modder works on for a minute gains 3d8 temporary hit points and advantage on its next saving throw. The bio-modder can do this three times per day.
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Cybernetic Weak Points
The bio-modder's attacks against a creature carrying cybernetics deal an extra 2d6 damage.
Actions
-
Surgical Array
+6 to hit · reach 5 ft.
2d8 + 3 slashing damage
The bio-modder makes two Surgical Array attacks. Against a creature carrying cybernetics, these deal an extra 2d6 damage.
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Reject the Graft
DC 15 Constitution save
One creature within 30 feet carrying cybernetics takes 7d8 lightning damage on a failed save and its augmentations seize until the end of its next turn, or half damage on a success.
-
Emergency Graft Reaction
When an ally within 30 feet is reduced below half its hit points, that ally gains 3d8 temporary hit points and ends one condition on itself.