Madness Infected Cyberman

== Overview of the Madness Infected Cyberman ==
In the eerie expanse of The Forest of Shadows, among the myriad threats that lurk in its twisted undergrowth, roams a figure both menacing and fearsome—the Madness Infected Cyberman. Once a brilliant scientist from a technologically advanced realm, he was transformed into a cybernetic nightmare due to a tragic experiment gone awry, merging his intellect with invasive, self-replicating nanotechnology.
As the nanotechnology took over, combined with the infectious madness of this realm, it not only reconstructed his flesh but also his psyche, leading to catastrophic failure and uncontrollable mutations. Driven insane by the constant, maddening noise of the nanobots in his mind, he became the Madness Infected Cyberman, a being torn between his remaining human consciousness and the relentless drive of his cybernetic parts to assimilate and expand.
== Loot Table ==
Roll	Action Dice
Requirement	Item	Stats
1-3 	N/A 	1d12 - 4000 Aelic
1d4 - Cyber Plates	
4 	N/A 	 	Scroll: Hemorrhage (15 - Forbidden Spells) Deals 4d8 + Forbidden Spells Bonus. Targets take 1.5x DMG for 3 turns
5 	N/A 	 	Restriction: ROUND TRIP (LASTS FOR ONE SESSION)
Relic: A break in spacetime implanted by The Elder God Incarnate. Allows for the traversal to other dimensions.
6 	1d12	 	Relic: Uses 15 MP per use, and you can add -1d4 to an enemy roll as a reaction OR for 22 MP you can add a disadvantage to an enemy roll.
40 LBS
7 	1d12	 	Scroll: Conspiracy Theory (30 MP - Soul Binding): Assign numbers to combatants. All participants are assigned a number in the battle. All combatants must roll a dice to hit the person assigned that number.
8 	N/A 	 	Resurrects one party member who has died within 1 day. The body must be re-soul bounded to its body.
9 	1d12	 	Utility Pet
+15 Temporary HP to start the Game.
While you have temporary HP you gain +10 Temporary MP and +1 Temporary Armor Value.
This being counts as a tamable being.
10 	1d12	 	Armor: Helmet
Armor Value: +1 AC; +1 for every 100 Madness
Weight: 16 LBS
Special Feature: Once per game, when you roll you can add +1 for every 100 Madness to a single roll.
== Special Features or Abilities ==
Madness Infected Cyberman can use Madness Based Spellcasting. Madness Infected Cyberman gains +10 to grapple and strength rolls.