DeeBees (Gears of War) for 5e

by Whistlehunter

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DeeBees


Tracker

Small construct, unaligned


  • Armor Class 11
  • Hit Points 7 (2d6)
  • Speed 15 ft. (30 ft. when rolling)

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages Understands Tyran but can't speak
  • Challenge 2 (450 XP)

Death Burst. When the tracker dies, it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Immutable Form. The tracker is immune to any spell or effect that would alter its form.

Actions

Self-Destruct. The tracker moves up to its speed and explodes, triggering its Death Burst.


Shock Tracker

Small construct, unaligned


  • Armor Class 11
  • Hit Points 7 (2d6)
  • Speed 15 ft. (30 ft. when rolling)

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages Understands Tyran but can't speak
  • Challenge 2 (450 XP)

Death Burst. When the tracker dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this damage it doesn't die and is unconscious and stable.

Immutable Form. The tracker is immune to any spell or effect that would alter its form.

Actions

Self-Destruct. The tracker moves up to its speed and explodes, triggering its Death Burst.


Shepherd Peacemaker

Medium construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 4 (1,100 XP)

Immutable Form. The shepherd is immune to any spell or effect that would alter its form.

Actions

Multiattack. The shepherd makes three Lancer attacks or three Chainsaw Bayonet attacks.

Lancer Assault Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit: 7 (2d6) piercing damage. When the shepherd makes a Lancer attack it can instead choose to make two Lancer attacks at disadvantage.

Chainsaw Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) slashing damage. If the shepherd chooses, it can lodge the chainsaw bayonet in the target if it is Medium or smaller, effectively grappling it (escape DC 14). While grappled, the target takes 7 (3d4) slashing damage at the end of each of its turns and the shepherd can’t use it's chainsaw bayonet on another target. Additionally when lodged in a target, if the target is wearing armor, its AC is permanently reduced by 2 until the armor is repaired. A creature reduced to 0 hit points by this damage dies and is cut into two pieces.


Shepherd Peacekeeper

Medium construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 4 (1,100 XP)

Immutable Form. The shepherd is immune to any spell or effect that would alter its form.

Actions

Multiattack. The shepherd makes three Shock Enforcer attacks or three Shock Whip attacks.

Shock Enforcer. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit: 5 (2d4) piercing damage plus 5 (2d4) lightning damage. When a creature is reduced to 0 hit points using this attack the shepherd can choose to knock the creature out, rendering it unconscious, rather than killing it. When the shepherd makes an Enforcer attack it can instead choose to make two Enforcer attacks at disadvantage.

Shock Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 5 (2d4) lightning damage. When a creature is reduced to 0 hit points using this attack the shepherd can choose to knock the creature out, rendering it unconscious, rather than killing it.


DR-1 Devastator

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 9 (5,000 XP)

Immutable Form. The DR-1 is immune to any spell or effect that would alter its form.

Self-Destruct. When the DR-1 dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The DR-1 makes two Overkill attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Overkill Shotgun. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 22 (4d10) piercing damage, or 26 (4d12) piercing damage if the target is within 10 feet.


DR-1 Oppressor

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 9 (5,000 XP)

Immutable Form. The DR-1 is immune to any spell or effect that would alter its form.

Self-Destruct. When the DR-1 dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

RL-4 Salvo. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 22 (4d10) fire damage. Each creature within 5 feet of the target must make a DC 16 Dexterity saving throw or take the same damage on a failed save, or half as much damage on a successful one.


DR-1 Protector

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 9 (5,000 XP)

Immutable Form. The DR-1 is immune to any spell or effect that would alter its form.

Self-Destruct. When the DR-1 dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The DR-1 makes two Tri-Shot attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Tri-Shot Chain Gun. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 26 (4d12) piercing damage. When the DR-1 makes a Tri-Shot attack it can instead choose to make two Tri-Shot attacks at disadvantage.

Suppressing Fire. The DR-1 lays down suppressing fire in a 20-foot cube centered on a point it can see within 80 feet of it. Each creature in that area must make a DC 16 Dexterity saving throw or take 26 (4d12) piercing damage on a failed save, or half as much on a successful one.
    Additionally, the area becomes difficult terrain until the start of the DR-1's next turn, a creature in the area has disadvantage on attack rolls while within the area, and when a creature moves into or within the area, it takes 13 (2d12) piercing damage for every 5 feet it moves.


Deadeye

Medium construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 10 (+0)

  • Skills Perception +7
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 17
  • Languages Tyran
  • Challenge 7 (2,900 XP)

Immutable Form. The deadeye is immune to any spell or effect that would alter its form.

Actions

Multiattack. The deadeye makes three EMBAR attacks.

EMBAR Railgun. Ranged Weapon Attack: +7 to hit, 160/240 ft., one target. Hit: 11 (2d10) piercing damage. This attack scores a critical hit on a roll of 18 to 20. The deadeye does not have disadvantage on attacks made at long range, but does have disadvantage on the attack roll if the target is within 20 feet of it.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.


Guardian

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Shield Points 22 (4d10) lightning
  • Speed 0 ft., fly 30 ft (hover)

STR DEX CON INT WIS CHA
10(+0) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned, prone
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 9 (5,000 XP)

Immutable Form. The guardian is immune to any spell or effect that would alter its form.

Kinetic Barrier. The guardian regains 5 shield points at the start of its turn. If the guardian takes lightning damage, this trait doesn't function at the start of the guardian's next turn.

Self-Destruct. When the guardian dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The guardian makes two Tri-Shot attacks.

Tri-Shot Chain Gun. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 26 (4d12) piercing damage. When the guardian makes a Tri-Shot attack it can instead choose to make two Tri-Shot attacks at disadvantage.

Suppressing Fire. The guardian lays down suppressing fire in a 20-foot cube centered on a point it can see within 80 feet of it. Each creature in that area must make a DC 16 Dexterity saving throw or take 26 (4d12) piercing damage on a failed save, or half as much on a successful one.
    Additionally, the area becomes difficult terrain until the start of the guardian's next turn, a creature in the area has disadvantage on attack rolls while within the area, and when a creature moves into or within the area, it takes 13 (2d12) piercing damage for every 5 feet it moves.


Sentinel

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Shield Points 22 (4d10) lightning
  • Speed 0 ft., fly 30 ft (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, exhaustion, poisoned, prone
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Tyran
  • Challenge 9 (5,000 XP)

Immutable Form. The sentinel is immune to any spell or effect that would alter its form.

Kinetic Barrier. The sentinel regains 5 shield points at the start of its turn. If the sentinel takes lightning damage, this trait doesn't function at the start of the sentinel's next turn.

Self-Destruct. When the sentinel dies it explodes in a burst of fire and shrapnel. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

RL-4 Salvo. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 22 (4d10) fire damage. Each creature within 5 feet of the target must make a DC 16 Dexterity saving throw or take the same damage on a failed save, or half as much damage on a successful one.


Kestrel

Huge construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 162 (12d12 + 84)
  • Speed 0 ft., fly 120 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 24 (+7) 10 (+0) 18 (+4) 10 (+0)

  • Skills Perception +9
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Tyran
  • Challenge 14 (11,500 XP)

Flyby. The kestrel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The kestrel makes three Machine Gun attacks.

Machine Gun. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 26 (4d12) piercing damage. When the kestrel makes a Machine Gun attack it can instead choose to make two Machine Gun attacks at disadvantage.

Missile Launcher (4/Day). Ranged Weapon Attack: +9 to hit, range 400/1,200 ft., one target. Hit: 26 (4d12) bludgeoning damage. On a hit or miss the missile explodes. The target and each creature within 15 feet of it must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save or half as much damage on a successful one.

Release Drop Pod (1/Day). The kestrel releases a drop pod which hits the ground at a point the kestrel can see within 30 feet of it. The pod bursts open releasing 1d6 Shepherds, 2 DR-1s, 2 Guardians, or 2 Sentinels. Each creature appears in an unoccupied space within 5 feet of where the drop pod landed.