Bestiary · Humanoid

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
Halcyion Bio-Modder, drawn at Medium scale
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

  • 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.

  • 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.

  • 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.