[5e]
Some more iconic Doctor Who monsters:
Cybermen
Cybermat
Tiny Undead, Lawful Evil
Hitpoints: 10 (3d4+3)
AC: 13 (Natural Armor)
Speed: 30 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 10 (+0) Dex: 14(+2) Con: 12(+1) Int: 6(-2) Wis: 8 (-1) Cha: 6 (-2)
------------------------------------------------------------------------------------------
Saves: +2 Constitution
Skills: +4 Acrobatics
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: None
Challenge: 1/4 (50 XP)
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Injection. Melee Attack, +4 to hit, 5 foot reach. On hit: 4 (d4+2) piercing damage, target must make DC 13 Constitution Saving Throw or receive 3 (d6) poison damage and be Poisoned for the next minute.
Cyberman
Medium Undead, Lawful Evil
Hitpoints: 37 (5d8+15)
AC: 20 (Natural Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 18 (+4) Dex: 14 (+2) Con: 16(+3) Int: 12(+1) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +5 Constitution
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: Common
Challenge: 2 (450 XP)
------------------------------------------------------------------------------------------
Undead Fortitude: If damage reduces the Cyberman's hit points to 0, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is made with a golden weapon or is from a critical hit. On a success, the Cyberman drops to 1 hitpoint instead.
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Shocking Grasp. Melee Attack, +6 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 4 (d8) shock damage, target can't take reactions until the start of its next turn.
Cyber-Commander
Medium Undead, Lawful Evil
Hitpoints: 52 (7d8+21)
AC: 20 (Natural Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 18 (+4) Dex: 16 (+3) Con: 16(+3) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +5 Constitution
Damage Immunity: Poison
Damage Resistances: Nonmagical piercing, slashing, and bludgeoning damage from weapons not made of gold
Damage Vulnerability: Gold weapons, lightning
Condition Immunity: Charmed, Exhaustion, Fatigued, Frightened, Poisoned
Senses: PP9
Languages: Common
Challenge: 3 (700 XP)
------------------------------------------------------------------------------------------
Undead Fortitude: If damage reduces the Cyber-Commander's hit points to 0, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is made with a golden weapon or is from a critical hit. On a success, the Cyber-Commander drops to 1 hitpoint instead.
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Shocking Grasp. Melee Attack, +6 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 9 (2d8) shock damage, target can't take reactions until the start of its next turn.
Sontarans
Sontaran Soldier
Medium Humanoid, Lawful Evil
Hitpoints: 28 (3d8+15)
AC: 18 (Sontaran Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 14 (+2) Dex: 14 (+2) Con: 20 (+5) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +7 Constitution
Senses: PP9
Condition Immunity: Frightened
Languages: Common
Challenge: 1 (200 XP)
------------------------------------------------------------------------------------------
Martial Advantage: Once per turn, the Sontaran can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an allied creature.
Vulnerable Valve: Attacks made from behind against this creature have advantage.
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Rifle Butt. Melee Attack, +3 to hit, 5 foot reach, one target. On hit: 4 (d4+2) bludgeoning damage.
Laser Rifle. Ranged Attack, +4 to hit, 300 foot range. On hit: 13 (2d10+2) radiant damage.
Sontaran Commander
Medium Humanoid, Lawful Evil
Hitpoints: 65 (5d8+25)
AC: 18 (Sontaran Armor)
Speed: 25 feet
Ability Scores
------------------------------------------------------------------------------------------
Str: 12 (+1) Dex: 14 (+2) Con: 20(+5) Int: 14(+2) Wis: 8 (-1) Cha: 8 (-1)
------------------------------------------------------------------------------------------
Saves: +7 Constitution
Senses: PP9
Condition Immunity: Frightened
Languages: Common
Challenge: 3 (700 XP)
------------------------------------------------------------------------------------------
Martial Advantage: Once per turn, the Sontaran can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an allied creature.
Vulnerable Valve: Attacks made from behind against this creature have advantage.
------------------------------------------------------------------------------------------
Actions
------------------------------------------------------------------------------------------
Shock Baton. Melee Attack, +3 to hit, 5 foot reach, has advantage against target if wearing metal armor. On hit: 4 (d4+2) bludgeoning damage and 2 (d4) shock damage. Target must make a DC 15 Constitution Saving Throw or be paralyzed for a minute.
Laser Rifle. Ranged Attack, +4 to hit, 300 foot range. On hit: 13 (2d10+2) radiant damage.