Cyber Monsters - Beholder, Minotaur and Gnoll cyborgs

by Lincoln

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Cyber Monsters

Rules for making your own cyborg monsters including premade stats for Beholders, Minotaurs, and Gnolls.

Cyber Monsters

Cyber Monster Template

Any monster type can become a Cyber Monster. It keeps its statistics except as follows.

Challenge. Increase the creatures challenge rating by 1, or more as you see fit. Increase by 1 more if you plan on adding at least two optional abilities.

Senses. The creature gains blindsight with a radius of 30 ft., or 60 ft. if the creature is CR 10 or higher. The creature also gains darkvision up to 60 ft., or 120 ft., of the creature is CR 10 or higher.

Resistances. The Cyber Monster gains resistance to poison and bludgeoning, piercing, and slashing damage from nonmagical weapons. If the creature is CR 11 or higher, they gain immunity to poison and bludgeoning, piercing, and slashing damage from nonmagical weapons.

Condition Immunities. The creature gains immunity to the charmed, exhaustion, frightened, paralyzed, petrified and poisoned conditions.

Language. The creator can speak the language of its creator, if it has one.

Optional Abilities

A list of abilities below can be added into a Cyber Monsters stat block to further customize it. Adding such abilities will increase the power of the creature, so consider increase its CR by 1 or more if you are adding two or more abilities. If a feature listed below deals too much or too little damage, grants too many hit points, or otherwise is too powerful, either change the amount of dice are rolled, raise the monsters CR further, or otherwise change the abilities.

  • Robo Repair Teeth. The Cyber Monster regains 10 hit points at the start of its turn if he has at least 1 hit point using tiny microchips within it's teeth.

  • Bounty Hunter (Recharge 5-6). As a bonus action, the Cyber Gnoll can mark one creature it can see within 30 feet of it. A marked creature takes an additional 3 (1d6) weapon damage each time the Cyber Gnoll hits it with an attack. The effect ends after a minute, or when the creature drops to 0 hit points.

  • Spider Legs. The Cyber Gnoll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check if it uses an action to activate its spider legs.

  • Electro Staff. Melee Weapon Attack: (Strength + Proficiency bonus) to hit, reach 10 ft., one creature, Hit: (1d8 + Strength) bludgeoning damage, and 4 (1d8 lightning damage), and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the Cyber Monsters next turn.

  • Smoke Pipes. The Cyber Monster spews out smoke as a reaction upon being targeted by an attack it can see. A 5 ft. radius sphere of smoke centered on the Cyber Monsters heavily obscures the area until dispersed at the end of the Cyber Monsters next turn.

  • Plasma Shield. As a bonus action, the Cyber Monster can raise a temporary shield, granting it 22 (4d10) temporary hit points. The shield disappears at the start of its next turn, removing any temporary hit points gained from this feature. The temporary hit points gained from the plasma shield are considered vulnerable to radiant damage.

  • Rocket Sled. The Cyber Monsters torso sits on a robotic sled hover rockets. The Rocket sled grants the creature a fly speed with hover equal to its movement speed and has a separate hit point pool equal to half the Cyber Monsters maximum hit points. It shares the armor class and all resistances and immunities of the Cyber Monsters. Any attack against the sled is made with disadvantage and it occupies the same space as the Cyber Monster. If the sled is reduced to 0 hit points, the Cyber Minotaur loses its fly speed.

  • Spinning Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d12 + strength) slashing damage. If the attack hits and another creature is within 5 ft. of the first target, the Cyber Monster may make another attack as a bonus action against it.

  • Micro Missle Launcher (Recharge 5-6). Ranged Weapon Attack: The Cyber Monster releases a barrage of 10 micro missles, each one hitting a creature it can see within 120 feet of it. A micro missle deals 3 (1d4 + 1) piercing damage to its target. The micro missles all strike simultaneously, and you can direct them to hit one creature or several.

  • Projection Shield. When another creature within 60 feet of the Cyber Monster takes damage, the Cyber Monster can choose to reduce it by 16 (2d10 + 5).



Cyber Beholder

Large construct, lawful evil


  • Armor Class AC 20 (metal plates)
  • Hit Points 231 (22d10 + 110)
  • Speed 0ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 21 (+5) 19 (+4) 16 (+3) 7 (-2)

  • Saving Throws Con +14, Int +9, Wis +9
  • Skills Perception +15
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Deep Speech, Undercommon, the language of its creator
  • Challenge 17 (18,000 XP)

Laser Light Show. prismatic spray The Cyber Beholder's central eye creates an area of prismatic light, as in the prismatic spray spell, in a 150-foot cone. At the start of each of its turns, the Cyber Beholder decides which way the cone faces and whether the cone is active. At the start of each of it's turns, roll a d8. The result of the die determines which colour the cone is, as if the prismatic spray spell were being cast. When a creature enters the area for the first time, or starts its turn there, they suffer the effects of the prismatic spray spell, the specific effect depending on what number on the d8 was rolled last. The Cyber Beholder moving it's light over top of creatures does not provoke the damage, a creature most move into or through it, the light can move through the creature.

Robo Repair Teeth. The Cyber Beholder regains 20 hit points at the start of its turn if it has at least 1 hit point using tiny microchips within it's teeth.

Cyber Weapons. As a bonus action, the Cyber Beholder attacks twice, using each of it's new cyber weapons once.

  • Chainsaw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 22 (4d10) slashing damage. If the target is damaged by the chainsaw, they must make a DC 19 Constitution saving thrown. On a failed fail, the target is bleeding and takes an additional 5 (1d10) weapon damage at the start of each of their turns. This effect ends if the target regains any hit points.

  • Wrecking Ball. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit 22 (4d10) bludgeoning damage. If the target is damaged by the wrecking ball, they must make a DC 19 Strength saving throw, On a failed save, the target's speed is halved until the start of their next turn and they are knocked prone.

Robotic Hunter. As a bonus action, the Cyber Beholder chooses one creature it can see within 120 feet of it to make a DC 18 Wisdom saving throw. On a failed save, the target is marked for up to one minute. A marked target has disadvantage on ability checks and saving throws for one ability score. In addition, the target takes an additional 7 (2d6) damage whenever the Cyber Beholder deals damage to it. The Cyber Beholder always knows where it's marked targets are, as long as they are on the same plane of existence. A creature can only be marked in this way once every 24 hours. A creature marked by the Cyber Beholder can repeat the saving throw at the end of each of their turns, ending the effect on a success. A creature that succeeds the saving throw is immune to this effect for 24 hours.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Stalks. The beholder uses three of the following artificial eye stalks at random (reroll duplicates). Any stalk that targets one creature has a range of 120 feet, and the Cyber Beholder must see the target.

  1. Bionic Factory. The Cyber Beholder spits out a series of micro-machines that turn into a wight without the sunlight sensitivity trait and with the construct type. The wight is under the Cyber Beholder's control.

  2. Blinding Flies. A dark mass of robotic flies bursts out of an eye stalk. The flies take up a 15 foot sphere and move in a random direction at the end of each of the Cyber Beholders turns. The area is heavily obscured. Any creature that enters the area for the first time or starts it's turn there must make a DC 19 Constitution saving throw. On a failed save, the target takes 26 (5d10) slashing damage and is blinded for 1 minute or until they use an action to clean their eyes. The flies disperse after one minute. The Cyber Beholder can see through the flies.

  3. Chain Gun. The targeted creature must make a DC 19 Dexterity saving throw, taking 45 (10d8) piercing damage and suffers a level of exhaustion on a failed save, or half as much damage on a successful one.

  4. Electro-Net. The targeted creature must succeed on a DC 19 Dexterity saving throw or be take 18 (4d8) lightning damage and be paralyzed for 1 minute, or half as much damage on a successful save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



  1. Flamethrower. The eye stalk spews fire in a 60 foot cone. Any creature within the cone must make a DC 19 Dexterity saving throw or take 27 (6d8) fire damage and be lit on fire, or half as much on a successful one. A creature on fire takes 5 (1d10) fire damage at the start if each of their turns for a minute or until they use an action to put themselves out. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  2. Iron Claw. If the target is a creature, it must succeed on a DC 19 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  3. Microwave Beam. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

  4. Mind Control. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. While charmed in this, the creature is under the Cyber Beholders control. If the creature takes damage, they can repeat their saving throw.

  5. Toxic Waste Release. A 20 foot cube of sludge pours out of an eye stalk within 5 feet of the Cyber Beholder, covering the floor. Any creature that enters the area for the first time or starts their turn there, must succeed on a DC 19 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and their speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. On a successful save, the creature takes half damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sludge disappears in a minute.

  6. Tranquilizer Agent. The targeted creature must succeed on a DC 19 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Reactions

Analytical Software. As a reaction to a creature making an attack against the Cyber Beholder, it can analyze their attack patterns, giving the creature disadvantage on attack rolls against it until the start of their next turn.

Paranoia. As a reaction to a creature coming within 30 feet of the Cyber Beholder, it can use it's rocket booster to move up to 30 feet away from that creature without provoking opportunity attacks.

Shields Up. As a reaction to making a saving throw against a harmful effect it can see, the Cyber Beholder can raise a magical green shield, giving it advantage on the save.

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Stalk option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.

Eye Stalk. The beholder uses one random eye stalk.

Villain Actions (Optional)

Villain actions are a special type of action similar to Lair Actions or Legendary Actions. They are a way to increase the difficulty of the encounter while adding movement and flow to the battle. If adding villain action to the Cyber Beholder, increase it's CR by 1. A villain action takes place on initiative count 20. Alternatively, you can have them take place on the monsters initiative, or roll a separate initiative for them. Villain actions are based of Matt Colville's concept of "Action Oriented Monsters."

Round 1. Download Complete. The Cyber Beholder analyzes and scans up to 10 creatures it can see within 120 feet of it. The Cyber Beholder learns each creatures highest and lowest stats, and any saving throw proficiencies it has if any. Any creature scanned by the Cyber Beholder has disadvantage on Charisma (deception) checks and Dexterity (stealth) checks made against it.

Round 2. Construct Hacking. The Cyber Beholder hacks into up to 5 constructs it can see within 120 feet of it, allowing them to make one opportunity attack against a creature within 5 feet of them. If a creature was effected by the Download Complete Villain Action, the opportunity attack has advantage.

Round 3. Overdrive. The Cyber Beholder begins to charge up with extra energy, increasing efficiency in exchange for lowered defense. The Cyber Beholder can immediately use three eye stalks. Additionally, on each of its turns afterwards, it can choose to overheat and make an additional 3 Eye Stalk attacks if it takes the attack action, but any attack against it until the start of its next turn is made with advantage.

Cyber Beholder

A distorted mess of alien flesh and artificial robotics, the Cyber Beholder is, in all categories, an enhanced version of the Beholder. It's eye stalks improved, its defenses enhanced, and its mind changed from insane and paranoid to controlled and efficient.

The cyber beholder is made mostly of machinery, although its living body still lingers underneath. Massive metal plates are bolted and burned on or bolted into the beholder's body, creating sheets of hard armor. The eye stalks are cut off and replaced or covered in electronics. A cyber beholder floats using large omni-directional rockets around its bottom. The cyber beholder is a twisted creture of flesh and metal, empowered by technology, but stripped of nearly all its defining individuality.

Artificial Eye Stalks. Each of the cyber beholder's eye stalks have been modified, some only enhanced but others have been changed entirely. Here is a list of each eye and it's new uses. Each of the cyber beholder's eye stalks have been modified, some only enhanced but others have been changed entirely. Each eye is not designed for out of combat use and in combat use, like a regular beholders are. A cyber beholder is made purely for combat, so any out of combat use an eye stalk may have is accidental.

Executive Commander. The overly cautious delusions brought onto it by its paranoia and ego have all been eliminated from the cyber beholder. Now it is but a shell of its former self, a device used to lead armies and plan battles with its great intelligence. The cyber beholder is an excellent tactician and general, able to issue commands mentally to other cyber monsters. THe cyber beholder often maintains parts of its old personality or paranoia that can manifest in strange and erratic behaviour. A cyber beholder's creator may choose to leave lots of the beholders past personality within the new creature, or very little, either way, it is now artificial and no longer natural.

Metal Artillery.



Cyber Gnoll

Medium humanoid (gnoll), chaotic evil


  • Armor Class AC 15 (metal plates)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 3 (-4)

  • Saving Throws Dexterity +4, Wisdom +4
  • Skills Perception +4, Stealth +4, Survival +4
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
  • Languages Gnoll, the language of its creator
  • Challenge 3 (700 XP)

Bounty Hunter (Recharge 5-6). As a bonus action, the Cyber Gnoll can mark one creature it can see within 30 feet of it. A marked creature takes an additional 3 (1d6) weapon damage each time the Cyber Gnoll hits it with an attack. The effect ends after a minute, or when the creature drops to 0 hit points.

Spider Legs. The Cyber Gnoll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check if it uses an action to activate its spider legs.

Rampage. When the Cyber Gnoll reduces a creature to 0 hit points with a melee attack on its turn, the Cyber Gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The Cyber Gnoll makes three melee attacks: one with its bite, one with its scimitar, and one with its electro staff. Or the Cyber Gnoll makes two ranged attacks with its longbow.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Electro Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature, Hit 6 (1d8 + 2) bludgeoning damage, and 4 (1d8 lightning damage), and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the Cyber Gnolls next turn.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Reactions

Smoke Pipes. The Cyber Gnoll spews out smoke upon being targeted by an attack it can see. A 5 ft. radius sphere of smoke centered on the Cyber Gnoll heavily obscures the area until dispersed at the end of the Cyber Gnoll's next turn.

Cyber Gnoll



Cyber Minotaur

Large construct, chaotic evil


  • Armor Class AC 15 (metal plates)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 16 (+3) 10 (+0) 16 (+3) 3 (-4)

  • Saving Throws Str +8, Con +6
  • Skills Perception +6
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  • Languages Abyssal, the language of its creator
  • Challenge 6 (2,300 XP)

Charge. If the Cyber Minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The Cyber Minotaur can perfectly recall any path it has traveled.

Plasma Shield. As a bonus action, the Cyber Minotaur can raise a temporary shield, granting it 22 (4d10) temporary hit points. The shield disappears at the start of its next turn, removing any temporary hit points gained from this feature. The temporary hit points gained from the plasma shield are considered vulnerable to radiant damage.

Rocket Sled. The Cyber Minotaurs torso sits on a robotic sled equipped with a shield generator and hover rockets. The Rocket sled has a separate hit point pool equal to 42 (5d10 + 15) or half the Cyber Minotaurs maximum hit points. It shares the armor class and all resistances and immunities of the Cyber Minotaur. Any attack against the sled is made with disadvantage and it occupies the same space as the Cyber Minotaur. If the sled is reduced to 0 hit points, the Cyber Minotaur loses its fly speed and plasma shield feature.

Actions

Multiattack. The Cyber Minotaur makes two attacks: one with its spinning greataxe and one with its gore

Spinning Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the attack hits and another creature is within 5 ft. of the first target, the Cyber Minotaur may make another attack as a bonus action against it.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Micro Missle Launcher (Recharge 5-6). Ranged Weapon Attack: The Cyber Minotaur releases a barrage of 10 micro missles, each one hitting a creature it can see within 120 feet of it. A micro missle deals 3 (1d4 + 1) piercing damage to its target. The micro missles all strike simultaneously, and you can direct them to hit one creature or several.

Reactions

Projection Shield. When another creature within 60 feet of the Cyber Minotaur takes damage, the Cyber Minotaur can choose to reduce it by 16 (2d10 + 5). If the Cyber Minotaur uses this feature, it can't activate its plasma shield on its next turn.

Cyber Minotaur

 

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