Cyborg Hulk

Family: Cyborg

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 150 (20d10+40)
Speed 30 ft.

20 (+5) 18 (+4) 14 (+2) 1 (-5) 1 (-5) 1 (-5)

Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 5
Challenge 5 (1,800 XP)


  • Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
  • Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 13 (2d8+ 4) piercing damage.


These techno-organic creatures were soldiers and spies in life, cautious stalkers and cunning warriors sent on wide-ranging missions in service of their masters. At some point in the past, the first cyborgs encountered a lost alien technology that despite their skill captured them and assimilated them into its collective self, preserving a spark of the consciousness and vital soul they possessed in life even as it remade their bodies into semi-mechanical hybrids of flesh and wire, blood and gears.

Some cyborgs still serve their recreator, while in others their original consciousness has gradually returned and they have managed to break free of their coded reprogramming. These lonely hybrid beings may seek to fulfill their original missions, reconnect with former family and associates, or may lurk in the desolate places of the world hoping to guard and warn away others from the hazards that consumed their bodies and nearly consumed their souls.

Hulks. These cyborgs were formed from captives already of large size or from ordinary humanoids fortified with stored flesh and metal and built up into nearly mindless war machines.

Ninjas. These masters of stealth were captured on missions of secrecy and stealth and usually retain more of their wits and instincts than their hulking brethren, though only some have truly broken free of their cybernetic creator’s programming.

Processor. The masterminds of cybernetic assimilation, processor units are massive machines that are not obviously sentient upon close observation, though magic like detect thoughts can discern that they are aware. They are not precisely malevolent, but their programming to capture and replicate cybernetic servants is inimical to the survival of living creatures who venture too close to their domains, which are typically in lost ancient or alien cities or crashed spacecraft.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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