SW5e: Strangest Foes

by EmersonBiggins

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Strangest Foes

Foreword

This one's a doozy.
When I first started combing through the exciting mechanics of SW5e, I spotted a lot of tools for building familiar creatures, regardless of their relevance to Star Wars; many of them, I'd already attempted in D&D 5e, but the clash between science fiction and high fantasy is a tangible dissonance. After finishing my other two supplements (and maybe seeking another tool to procrastinate bigger life goals), I started work on this supplement about a month ago, not sure of what I was getting into. Lo and behold: this fever dream you now have open began to rapidly manifest, a hungry creation of unrestrained-and-absurd enthusiasm.

Dipping into horror, shonen martial arts, and other great tales, this is largely still within the realm of science fiction and science fantasy, and finds an excellent home in the SW5e system's rules, settings, and ease of learning. That said, the bounds are pushed to the point that I would hesitate to include many of these in serious campaigns (especially those attempting Star Wars canon). I imagine that sounds a little odd, coming from the author, but I can say that they were an excellent exercise in creation and relearning lore. These wildly different stories, scattered throughout different genres and built upon different strengths, have all left their mark on me, as I'm sure many of them have left their mark on people like you.

Like-minded fans may also notice that some of the more extreme choice inclusions have been built at weaker, early stages. While I'm not against the inclusion of devastating power, I assert it generally has to take a corresponding form; Medium size creatures shouldn't be capable of feats of power on par with the Death Star, and presenting that ruins any semblance of balance or grounding in the experience. Keen readers will also spot instances where I've utilized/linked to D&D 5e resources, as I earnestly believe the mechanics' inclusion is meaningful (and has simple adjustments to translate to SW5e). Particularly, damage type-related lingering injuries pose a looming threat that can have semi-permanent effects on players (and dash any notions of being overpowered).

As always, I hope you enjoy what I've put together, and that it benefits or inspires you, even if you can't use it. I'm really happy to be here, building alongside all of you, and I'm grateful you're here too.

Cover Art



Skyglider
Dangiuz (Leopoldo D'Angelo)


Source Acknowledgements

The vast majority of the content in this document is derivative of other work. Several of the creatures within use other creators' stat blocks as bases before modification and/or complete rebalancing.

Other IP Characters and Creatures

Series Source Strangest Foes Creatures & Content
Aliens Colonial Marines, Xenomorphs
Dead Space Marker Dementia, Necromorphs, Necromorph Bacteria
Dragon Ball Legendary Hermit Master, Namekians, Saiyans
Godzilla/ Toho Co., Ltd. Extinction Amalgamate, Interstellar Destroyer, Interstellar Monster King, Reptilian-Flora Grand Hybrid
Invincible Half-Viltrumite Vigilante, Viltrumite Colonizer
JoJo's Bizarre Adventure Spirit-Bound Punk
Marvel Comics Legendary Cybernetic Deity, Legendary Magnetic Extremist
Mass Effect Genophage, Geth
Metal Gear FOXDIE, Metal Gear REX, Superior Soldiers, Vocal Cord Parasite
Metroid Metroids
Neon Genesis Evangelion Celestial Response Unit
Predator Yautja Warrior, Yautja Wolf
Terminator Cyborg Exterminator
The Venture Bros. Berserker Bodyguard
Yakuza Legendary Syndicate Chairman, Legendary Syndicate Madman

Utilized/ Modified Blocks

Author/Source Stat Blocks
Logan Maddy / squeeber_ Hyperion (Viltrumite Colonizer), Magneto (Legendary Magnetic Extremist), Ultron (Legendary Cybernetic Deity)
D&D Wiki 5e homebrew (uncredited author) Larva Metroid, Alpha Metroid, Gamma Metroid, Zeta Metroid, Omega Metroid, Queen Metroid, Xenomorph Facehugger, Xenomorph Drone, Xenomorph Praetorian, Dementia, Radiation
TOAQUINN Rawhead (Necromorph Tormentor)
u/PossibleInsanity Necromorph Slasher/Spitter, Necromorph Exploder, Necromorph Lurker
Alex Guillotte and the Gothnog's Exceptional Spells and Rituals team Necromorph (general feature language)
D&D 5th Edition Monster Manual Zombie (Parasite Zombie), Swarm of Insects (Vespid Swarm), Wolf (Domestic Canid)


If you like what you see, and you want to support these creations, hop onto Ko-Fi!

Table of Contents

Humans and Human-Adjacents

Humans and Human-Adjacents

Humans and Human-Adjacents

Throughout the many timelines they inhabit, humans have occupied an expansive spectrum of cultures, lifestyles, perspectives, and ideals. They dedicate themselves to intensely different goals and dreams, and the bounds of their collective creativity are a force of both earnest excitement and nightmarish perversion. They are as good and evil as any measure could ever allow, shaped by both their cross-generational traditions and their vibrant individualism.

One of the most prevalent forces within their collective consciousness is the power of the stories they compose, share, and draw upon. The narratives they connect with-- for one reason or another-- have the power to shape them, to direct and motivate them, and to construct the themes by which they choose to live their lives. These stories are shaped by their times, built to entertain and inspire along the dictations of their authors who weave their own perspectives and ideals as the underlying laws of truth and consequence in their tales.

In this segment, we examine and include some of the far-flung examples of humans (and near-humans), plucked from science fiction, detective noire, serialized adventures, and other pieces of fiction that left their mark on the annals of human storytelling and pop culture (and Strangest Foes' author).


Gumshoe Brute

Medium humanoid (any), any


Armor Class 15 (fiber armor)
Hit Points 162 (19d8 +76)
Speed 30 ft.


STR DEX CON INT WIS CHA
16(+3) 16(+3) 18(+4) 14(+2) 17(+3) 15(+2)

Saving Throws Dex +6, Wis +6
Skills Intimidation +5, Investigation +5, Perception +6
Senses blindsight 10 ft., passive Perception 16
Languages Galactic Basic, two others
Challenge 7 (2,900 XP)


Brutish Durability. The Gumshoe Brute adds 1d6 to all saving throws it makes.

Combat Superiority. The Gumshoe Brute can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals (1d4) bonus damage, and the saving throw DC for these features is 14.
Disarming Attack: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Menacing Attack: The target must make a Wisdom saving throw. On a failed save, it is frightened of the Gumshoe Brute until the end of the Gumshoe Brute's next turn.
Trip Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.

Grappler. The Gumshoe Brute has advantage on attack rolls against any creature grappled by it.

Roguelike. The Gumshoe Brute has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, and Uncanny Dodge.

Sneak Attack (1/Turn). The Gumshoe Brute can deal an extra 14 (4d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Gumshoe Brute doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Gumshoe Brute makes three attacks.

Heavy Slugpistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 8 (1d8+3) Kinetic damage.

Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) Kinetic damage.

Painkillers (Recharge 5-6). The Gumshoe Brute gains (3d4) temporary hit points. It has disadvantage on all attacks, checks, and saving throws it makes until the end of its next turn.

Humans and Human-Adjacents

Suspicious Agent

Medium humanoid (any), any lawful


Armor Class 18 (unarmored defense)
Hit Points 150 (20d8 +60)
Speed 30 ft.


STR DEX CON INT WIS CHA
12(+1) 19(+4) 17(+3) 23(+6) 16(+3) 19(+4)

Saving Throws Str+3, Dex+9, Con+5, Int+11, Wis+8, Cha+6
Skills Deception +10, Insight +9, Perception +9, Piloting +5, Stealth +8, Technology +9
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, nine others
Challenge 6 (2,300 XP)


Assessment (Recharge 5-6). As a bonus action, the agent assesses a target, making a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If the agent succeeds, its next successful attack against the target before the end of the agent's next turn deals maximum damage.

Avoidance. If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Cunning Action. The agent can use a bonus action to take the Dash, Disengage, or Hide action.

Impeccable Attire. The agent has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which it is proficient.

Synchronicity. The agent is permanently under the effects of the synchronicity tech power.

Sneak Attack (1/Turn). The agent can deal an extra 14 (4d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the agent doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The agent makes two enhanced slugpistol attacks or four strike attacks.

Enhanced Slugpistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 10 (1d6 +6) enhanced Kinetic damage. If the agent was hidden when it made the attack, the agent makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the agent remains hidden.

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +1) Kinetic damage. The agent can choose to deal half damage and impose a DC 16 Constitution saving throw; on failure, the target is stunned until the end of the agent's next turn.


Berserker Bodyguard

Medium humanoid (any), any


Armor Class 18 (unarmored defense)
Hit Points 145 (17d8 +68)
Speed 30 ft.


STR DEX CON INT WIS CHA
20(+5) 19(+4) 19(+4) 12(+1) 15(+2) 18(+4)

Saving Throws Dex +8, Con +8, Wis +6
Skills Athletics +9, Intimidation +5, Perception +6, Piloting +5, Stealth +8, Survival +6
Senses darkvision 60 ft., passive Perception 16
Languages Galactic Basic, four others
Challenge 11 (7,200 XP)


Brutalizing. When the bodyguard scores a critical hit with a weapon attack, the bodyguard maims the target creature. The target creature must make a DC 16 Constitution saving throw; on failure, the creature either suffers two stacks of slow, is blinded, deafened, or has disadvantage on attack rolls or skill checks (the bodyguard's choice). The effect lasts until the target creature receives enhanced healing, or succeeds on a DC 16 Constitution saving throw at the end of a long rest.

Brutish Durability. The bodyguard adds 1d6 to all saving throws it makes.

Death Grip. While grappled by the bodyguard, a creature is suffocating.

Gruesome Demise. When the bodyguard reduces a creature to 0 hit points, up to four creatures of its choice within 60 feet must make a DC 16 Wisdom saving throw. On failure, they are frightened of the bodyguard until the start of the bodyguard's next turn. A creature frightened in this way drops its held weapons.

Rage (1/Day). As a bonus action, the bodyguard can become enraged. While raging, the bodyguard has the following benefits:
• The bodyguard has advantage on Strength checks and Strength saving throws.
• The bodyguard deals +4 bonus damage on all successful attacks.
• The bodyguard resists all damage.

The rage lasts for 1 minute, only ending early if the bodyguard is knocked unconscious or ends the rage as a bonus action.

Terror Hunt. The bodyguard inflicts double damage against frightened creatures.

ACTIONS

Multiattack. The bodyguard makes five attacks.

Superior Vibroknife. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 11 (1d4 +8) enhanced Kinetic damage.

Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 +5) Kinetic damage. The bodyguard can choose to deal half damage and be grappling the target (escape DC 17).

Humans and Human-Adjacents


Spirit-Bound Punk

Medium humanoid (human), balanced light


Armor Class 19 (unarmored defense)
Hit Points 255 (30d8 +120)
Speed 40 ft.


STR DEX CON INT WIS CHA
20(+5) 18(+4) 19(+4) 17(+3) 21(+5) 20(+5)

Saving Throws Str +10, Dex +9, Con +9, Wis +10
Skills Athletics +10, Deception +15, Insight +10, Intimidation +15, Investigation +8, Medicine +13, Perception +15, Stealth +9
Damage Resistance Kinetic from unenhanced sources
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 25
Languages Galactic Basic, two others
Challenge 14 (11,500 XP)


Brutalizing. When the punk scores a critical hit with a weapon attack, or when a creature rolls a critical failure against the punk's Flurry of Strikes, the punk maims the target creature. The target creature must make a DC 18 Constitution saving throw; on failure, the creature either suffers two stacks of slow, is blinded, deafened, or has disadvantage on attack rolls or skill checks (the punk's choice). The effect lasts until the target creature receives enhanced healing, or succeeds on a DC 18 Constitution saving throw at the end of a long rest.

Defiant (1/Day). When the punk rolls an attack roll, skill check, or saving throw, it can roll 1d4 and add the result to its roll.

Force-Empowered Strikes. The punk deals an additional 1d6 Force damage when it attacks with its unarmed strike (included below).

Legendary Resistance (3/Day). If the punk fails a saving throw, it can choose to succeed instead.

Roguelike. The punk has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, Elusive, and Uncanny Dodge.

ACTIONS

Multiattack. The punk uses its intimidate action, if available, and then makes two attacks with unarmed strikes or an improvised weapon.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 +5) Kinetic damage plus 4 (1d6) Force damage.

Flurry of Strikes. The punk makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 18 saving throw (its choice of Strength or Dexterity), taking 16 (3d6 +5) Kinetic damage plus 11 (3d6) Force damage on failure, or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

Improvised Weapon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (1d10 +4) Kinetic damage. On a critical hit, the target takes an additional damage die (5d8 +4) and the improvised weapon is destroyed.

Time Stop (Recharge 6). The punk briefly stops the flow of time for everyone but itself. No time passes for other creatures, while the punk takes 1d4 +1 turns in a row, during which it can use actions and move as normal. During this time, all other creatures have an armor class of 10, and they automatically fail any saving throws imposed by the punk.
This feature doesn't begin to recharge until time has begun to pass normally for other creatures.

Intimidate (Recharge 5-6). The punk stares down a creature it can see within 30 feet. The creature must make a DC 23 Wisdom saving throw; on failure, it is frightened of the punk. A creature frightened in this way has disadvantage on all attack rolls against the punk, disadvantage on saving throws imposed by the punk, and takes double damage on the next attack or flurry of strikes made by the punk. Each time the creature takes damage from the Punk, it can reattempt the save. The punk cannot use this action during stopped time.

Reactions

Item Block. When a creature makes an attack roll against the punk, the punk can block using its held improvised weapon. If the damage dealt is equal to 5 or more, the improvised weapon is destroyed.

Legendary Actions

The Spirit-Bound Punk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The punk regains spent legendary actions at the start of its turn.

Attack. The punk makes one unarmed strike or improvised weapon attack.

Intimidate. The punk uses its Intimidate action, if available.

Move. The punk moves up to its full speed or casts force jump.

Search. The punk makes an Intelligence (Investigation) or Wisdom (Perception) check.

Humans and Human-Adjacents


Legendary Magnetic Extremist

Medium humanoid (near-human), lawful neutral


Armor Class 22 (Magnetic Shielding)
Hit Points 380 (40d8 +200)
Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 19 (+5) 19 (+4) 22 (+6) 27 (+8)

Saving Throws Dex +11, Int +11, Wis +13
Skills Deception +, Investigation +11, Lore +11, Perception +13, Persuasion +15
Damage Resistances Lightning, Sonic; Energy and Kinetic from unenhanced sources
Damage Immunities Ion, Psychic
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft, passive Perception 23
Languages Galactic Basic, three others
Challenge 22 (25,000 XP)


Aura of Magnetism. An enemy construct or creature wearing metallic medium or heavy armor that starts its turn within 30 feet of the Magnetic Extremist must succeed on a DC 20 Strength saving throw, or be restrained until the start of the creature’s next turn.

Defiant (1/Day). When the Magnetic Extremist rolls an attack roll, skill check, or saving throw, it can roll 1d6 and add the result to its roll.

Enhanced Weapons. The Magnetic Extremist's attacks are considered enhanced for the purpose of ignoring damage resistance and immunity.

Forcecasting. The Magnetic Extremist is a 20th-level Forcecaster. His Forcecasting ability is Charisma (Force save DC 23, +15 to hit with Force powers, 88 Force points). He also knows various tech powers, which he casts as Force powers. He can cast powers at 6th, 7th, 8th, and 9th level once per day each. He knows the following Force powers:

At-will: battle insight, break, burst, force disarm, force push/pull, guidance, lightning charge, on/off¹, pressure crush, saber reflect, turbulence, zero-point energy¹ ²
1st level: battle precognition, burst of speed, force current, disperse force, force mask, force propel, force reflect, intensify gravity², project, sanctuary, slow descent, tremor, voltaic shielding¹
2nd level: animate weapon, battle meditation, force blur, force enlightenment, immovable object², lock¹, magnetic field¹, magnetic hold¹, pull earthward, release¹, rescue, shocking ray¹
3rd level: choke, convulsion, destroy tech¹, knight speed, scramble interface¹, telekinetic shield, telekinetic storm
4th level: defibrillate¹, disable droid, force immunity, gravity sinkhole², shocking shield
5th level: improved battle meditation, mass animation, stasis, telekinesis
6th level: crush, eruption, improved force immunity, rage, telekinetic burst, wall of light

7th level: destroy droid, force lightning cone
8th level: earthquake, master force immunity, stasis field, telekinetic wave
9th level: invulnerability¹
¹ Tech Powers
² Included in Imperial Forces

Legendary Resistance (3/Day). If The Magnetic Extremist fails a saving throw, he can choose to succeed instead.

Magnetic Shielding. The Magnetic Extremist's armor class is equal to 10 + his Dexterity modifier + his Charisma modifier (included in the block).

Superb Resistance. The Magnetic Extremist has advantage on saving throws against Force and Tech powers, as well as other enhanced effects.

Shielded Helmet. The Magnetic Extremist wears a helmet that grants it immunity to Psychic damage and the Charmed condition. These properties are lost if the helmet is removed.

Actions

Multiattack. The Magnetic Extremist uses his magnetic influx or magnetic ray. He then makes two shrapnel attacks.

Magnetic Influx. The Magnetic Extremist targets a point he can see within 60 feet of him. Each target within 10 feet must make a DC 23 Dexterity saving throw, taking 28 (5d10) Ion damage on a failed save, or half as much damage on a successful one.

Magnetic Ray. The Magnetic Extremist unleashes a line of intense magnetic power, 45 feet long and 5 feet wide, originating from himself. Each creature within the line must make a DC 23 Dexterity saving throw, taking 28 (5d10) Ion damage on a failed save, or half as much on a successful one.

Shrapnel. Melee or Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit: 24 (4d8 +6) Kinetic damage.

Legendary Actions

The Legendary Magnetic Extremist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Magnetic Extremist regains spent legendary actions at the start of his turn.

Attack. The Magnetic Extremist uses his shrapnel attack.

Fortify (Costs 3 Actions). The Magnetic Extremist casts voltaic shielding, telekinetic shield, or shocking shield at up to 4th level.

Nullify Blasters. The Magnetic Extremist targets a point within 60 feet. A creature with a blaster weapon must make a DC 21 Dexterity saving throw; on failure, their blaster weapons are unable to fire until the end of the Magnetic Extremist's next turn, or for up to 1 minute if the Magnetic Extremist concentrates on the effect.

Colonial Marines

In their native timeline(s), colonial marines were government special forces deployed on various missions throughout the galaxy. While they were trained primarily for combat deployments against other armed foes, such as space pirates or colonist uprisings, they were also dispatched to handle threats and infestations posed by non-sentient species. These "bug hunts" were often considered unsavory by the marines, who preferred stand-up fights over the unpredictable and often disgusting nature of bestial alien life. Despite appearances, these reservations were reasonable as they often were deployed against xenomorphs throughout a variety of encounters, in which they sustained heavily or total losses in most of them. However, they continued to be evaluated as expendable to their government and the corporate overlords pulling the strings, and the deployments continued for an extensive history.

The colonial marines are heavily armed and trained in the use of military-grade firearms and explosives. They often use pulse rifles (with underslung grenade launchers), flamethrowers, smartguns, hand grenades, and more in their loadouts. While not particularly well-prepared for close-range combat, some marines carry shotguns and combat knives for such encounters. Marines are praised for cool temperaments under stress, but promotions to command positions are generally offered to those who have extensive academy training, and less frequently to those who hone their skills in the field.

Marines arrive into orbit via their frigates, descend planetside in dropships, ride out in armored troop transports, and deploy in flexible formation.


Colonial Marine

Medium humanoid (any), any


Armor Class 17 (composite armor)
Hit Points 98 (15d8+30)
Speed 30 ft.


STR DEX CON INT WIS CHA
15(+2) 16(+3) 14(+2) 12(+1) 13(+1) 15(+2)

Saving Throws Str +5, Dex +6
Skills Athletics +5, Survival +4, Technology +4
Damage Resistance Kinetic and Energy from unenhanced weapons
Senses darkvision 60 ft., passive Perception 11
Languages Galactic Basic, one other
Challenge 5 (1,800 XP)


Avoidance. If the marine is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Multipurpose Rifle. The marine uses a Multipurpose Rifle, which can alternate between antiarmor, blaster, and projector fire modes. It can switch between modes as a free action.

Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the marine does not have disadvantage on the attack roll.

ACTIONS

Multiattack. The marine makes three attacks with its blaster mode or strike. Alternatively, it makes two attacks with its antiarmor mode or projector mode.

MR: Rapid Fire (Blaster). The marine targets a creature within 80/320 feet with rapid fire. The creature must make a DC 14 Dexterity saving throw, taking 12 (2d8 +3) Energy damage on a failed save, or none on success. If the target creature is beyond 80 feet, it makes the save with advantage.

MR: Antiarmor. The marine fires a fragmentation grenade at a target within 60/240 feet, which explodes. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) Kinetic damage on a failed save, or half as much as on a successful one. If the target creature is beyond 60 feet, it makes the save with advantage.

MR: Incendiary Projector. The marine launches a burst of flame in a line 15 feet long and 5 feet wide. Each creature must make a DC 14 Dexterity saving throw, taking 9 (2d8) Fire damage or half as much on a successful one. It ignites flammable objects in the area that aren’t being worn or carried.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +2) Kinetic damage.


You can find the Multipurpose Rifle in Imperial Forces.


Colonial Marine, CQC

Medium humanoid (any), any


Armor Class 17 (composite armor)
Hit Points 98 (15d8+30)
Speed 30 ft.


STR DEX CON INT WIS CHA
14(+2) 16(+3) 14(+2) 12(+1) 13(+1) 15(+2)

Saving Throws Str +5, Dex +6
Skills Athletics +5, Investigation +4, Survival +4
Damage Resistance Kinetic and Energy from unenhanced weapons
Senses darkvision 60 ft., passive Perception 11
Languages Galactic Basic, one other
Challenge 5 (1,800 XP)


Shotgun Surgeon. The marine does not have disadvantage on ranged attack rolls while an enemy is within 5 feet of it, and a creature takes double damage from the marine's heavy shotgun and burst fire attacks if it is adjacent to the marine.

Actions

Multiattack. The marine makes three attacks with its heavy shotgun or bayonet. It may then throw a grenade as a bonus action, if available.

Heavy Shotgun. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (2d4 +3) Kinetic damage.

Burst Fire. The marine targets a 10 foot-square area within 30/120 feet with burst fire. Creatures in the space must make a DC 14 Dexterity saving throw, taking 8 (2d4 +3) Kinetic damage on failure, or no damage on success.

Bayonet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +2) Kinetic damage.

Fragmentation Grenade (Recharge 5-6). The marine throws a fragmentation grenade at a target within 40 feet, which explodes. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) Kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Uncanny Dodge. The marine halves the damage that it takes from an attack that hits it.


Colonial Marine, Heavy

Medium humanoid (any), any


Armor Class 17 (composite armor)
Hit Points 98 (15d8+30)
Speed 30 ft.; 25 ft. with chaingun


STR DEX CON INT WIS CHA
15(+2) 14(+2) 15(+2) 12(+1) 13(+1) 16(+3)

Saving Throws Str +5, Dex +5
Skills Athletics +5, Intimidation +6, Survival +4
Damage Resistance Kinetic and Energy from unenhanced weapons
Senses darkvision 60 ft., passive Perception 11
Languages Galactic Basic, one other
Challenge 5 (1,800 XP)


Improved Chaingun. The marine utilizes an improved chaingun. It is an enhanced weapon, ignoring damage resistance, and has an autotarget value of (17, +3). While it is equipped, the marine's speed is reduced by 5 feet.

ACTIONS

Multiattack. The marine makes two attacks with its rapid fire.

Rapid Fire. The marine targets an enemy within 60/240 feet with rapid fire from its chaingun. The enemy must make a DC 16 Dexterity saving throw, taking 16 (2d10 +5) Energy damage on failure or 4 Energy damage on success. On a critical failure, the target takes maximum damage (25). If the target creature is more than 60 feet away, it has advantage on the Dexterity saving throw.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +2) Kinetic damage.

Average Incendiary Grenade (3/day). The marine throws a grenade at a point within 40 feet which explodes. It sets the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren’t being worn or carried. When a creature enters the fire or starts its turn there, it creature must make a DC 16 Dexterity saving throw. The creature takes 18 (4d8) Fire damage on a failed save, or half as much damage on a successful one.

Humans and Human-Adjacents: Martial Artists

Martial Artists

The practice of combat is not strictly a messy clash of foes and force, but for those who have dedicated themselves to the pursuits of martial arts, it is a heated choreography of precise blows and measured technique. Martial artists have long brought a sense of sophistication to the battles they choose, and even though many are still vulnerable to the same swells of self-obsession and ego that any other fighters may experience, the pride in the practice and mastery of techniques often spans a number of generations throughout a given style's unique history.

Not all martial artists adhere to their practices with the intention of engaging in regular battles; for some, combat just comes with their lifestyle, and is refined as often as random challengers step forward to make threats or demand satisfaction. Even more, a martial artist with fame is often sought by those looking to build a name for themselves, and their existence carries on as a cycle of constant conflict-- a price of having power.

For this reason and others, many of the greatest martial artists isolate themselves from society, preferring quiet lives and simple pursuits to escape the routine annoyance of intermittent challenges or requests for apprenticeship.


Junior Martial Artist

Medium humanoid (any), any


Armor Class 14 (unarmored defense)
Hit Points 78 (12d8+24)
Speed 30 ft.


STR DEX CON INT WIS CHA
12(+1) 15(+2) 15(+2) 10(0) 15(+2) 10(0)

Senses passive Perception 12
Languages Galactic Basic, one other
Challenge 1 (200 XP)


ACTIONS

Multiattack. The martial artist makes three attacks.

Martial Arts. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +2) Kinetic damage.


Tournament Fighter

Medium humanoid (any), any


Armor Class 17 (unarmored defense)
Hit Points 136 (16d8+64)
Speed 45 ft.


STR DEX CON INT WIS CHA
15(+2) 19(+4) 18(+4) 11(0) 17(+3) 13(+1)

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Performance +4
Senses passive Perception 13
Languages Galactic Basic, three others
Challenge 5 (1,800 XP)


Focus Features. The Tournament Fighter is a 5th-level monk. Its focus ability is Wisdom (focus save DC 14, +6 to hit with focus attacks). It knows the following focus features:
Flurry of Blows (Recharge 5-6). The fighter makes one additional attack.
Patient Defense. The fighter uses its bonus action to take the Disengage and Dodge actions.
Step of the Wind. The fighter uses its bonus action to Dash, and gains double its jump distance until the end of its turn.
Stunning Strike (Recharge 5-6). When the fighter hits with a melee attack, it can force the target to make a Constitution saving throw. On failure, the target is stunned until the end of the fighter's next turn.

ACTIONS

Multiattack. The fighter makes four attacks.

Martial Arts. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 +4) Kinetic damage.

REACTIONS

Deflect Missile. As a reaction to taking damage from a ranged weapon attack, the fighter reduces the damage by (1d10 +9). If the damage was reduced to 0, and the damage was Energy, Ion, or Kinetic, the fighter can redirect it at another target if it has a weapon capable of doing so.

Slow Fall. As a reaction to taking fall damage, the fighter reduces the damage by up to 25.

Humans and Human-Adjacents: Martial Artists


Legendary Syndicate Chairman

Medium humanoid (human), lawful light


Armor Class 18 (unarmored defense)
Hit Points 196 (23d8 +92)
Speed 40 ft.


STR DEX CON INT WIS CHA
19(+4) 17(+3) 19(+4) 11(0) 20(+5) 21(+5)

Saving Throws Str+10, Dex+9, Con+10, Int+2, Wis+11, Cha+6
Skills Athletics +8, Insight +9, Investigation +4, Perception +9, Performance +8, Persuasion +8, Stealth +7
Damage Resistance Kinetic from unenhanced weapons
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, two others
Challenge 10 (5,900 XP)


Avoidance. If the Chairman is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Focus Abilities. The Chairman is a 12th-level monk. His focus ability is Wisdom (focus save DC 16, +8 to hit with focus attacks). He knows the following focus features:
Flurry of Blows (Recharge 5-6). The Chairman makes one additional attack.
Patient Defense. The Chairman uses his bonus action to take the Disengage and Dodge actions.
Stunning Strike (Recharge 5-6). When the Chairman hits with a melee attack, he can force the target to make a Constitution saving throw. On failure, the target is stunned until the end of the Chairman's next turn.

Enhanced Strikes. The Chairman's weapon attacks are considered enhanced for the purposes of ignoring damage resistance.

Fighting Presence. When the Chairman deals a critical hit or reduces a creature to 0 hit points, he can choose up to five creatures he can see within 30 feet. Each of the chosen creatures are affected by one of the following effects (the Chairman's choice):

• The creature gains (1d6+5) temporary hit points.
• The creature must make a DC 17 Wisdom saving throw or is frightened of the Chairman until the start of the Chairman's next turn. A creature frightened in this way drops its held weapons.

Force-Empowered Strikes. The Chariman deals an additional 1d6 Force damage when it attacks with its strike (included).

Impeccable Attire. The Chairman has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient.

Legendary Resistance (3/Day). When the Chairman fails a saving throw, he can choose to succeed instead.

Nasty Strike (1/Turn). When the Chairman hits with a strike attack, he can choose to impose a DC 16 Strength saving throw; on failure, the target is either pushed 5 feet, knocked prone, disarmed of a held weapon, or gains one stack of slowed (the Chairman's choice).

Onslaught Mastery. When a creature within 5 feet of the Chairman falls prone or attempts to stand, they provoke an attack of opportunity from the Chairman.

ACTIONS

Multiattack. The Chairman makes two attacks.

Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 +4) Kinetic damage plus 4 (1d6) Force damage.

Improvised Weapon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 8 (1d8 +3) Kinetic damage.

REACTIONS

Blood Rage. When a creature within 5 feet of the Chairman hits him with an attack, the Chairman may use his reaction to immediately make a melee weapon attack with advantage against that creature.

Item Block. When a creature makes an attack roll against the Chairman, the Chairman can block using his held improvised weapon. If the damage dealt is equal to 5 or more, the improvised weapon is destroyed.

Uncanny Dodge. The Chairman takes half damage from an effect he can see.

LEGENDARY ACTIONS

The Legendary Syndicate Chairman can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chairman regains spent legendary actions at the start of his turn.
Attack. The Chairman makes one weapon attack.

Move. The Chairman disengages and moves up to his full speed.

Search. The Chairman makes a Wisdom (Perception) check.



Legendary Syndicate Madman

Medium humanoid (human), true balanced


Armor Class 20 (unarmored defense)
Hit Points 187 (22d8 +88)
Speed 50 ft.


STR DEX CON INT WIS CHA
14(+2) 19(+4) 19(+4) 12(+1) 16(+3) 22(+6)

Saving Throws Str +8, Dex +10, Con +10, Int +7, Wis +9, Cha +12
Skills Acrobatics +8, Insight +7, Intimidation +10, Perception +11, Sleight of Hand +8, Stealth +12, Survival +7
Damage Resistance Kinetic from unenhanced weapons
Condition Immunity Frightened, Diseased, Poison
Senses darkvision 60 ft., passive Perception 21
Languages Galactic Basic, two others
Challenge 10 (5,900 XP)


Ambusher. In the first round of a combat, the Madman has advantage on attack rolls against any creature he surprised.

Enhanced Strikes. The Madman's attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Gruesome Demise. When the Madman reduces a creature to 0 hit points, up to five creatures of his choice within 60 feet must make a DC 16 Wisdom saving throw. On failure, they are frightened of the Madman until the start of the Madman's next turn. A creature frightened in this way drops its held weapons.

Impeccable Attire. The Madman has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient.

Legendary Resistance (3/day). When the Madman fails a saving throw, he can choose to succeed instead.

Nasty Strike (1/Turn). When the Madman hits with a strike attack, he can choose to impose a DC 16 Strength saving throw; on failure, the target is either pushed 5 feet, knocked prone, disarmed of a held weapon, or gains one stack of slowed (the Madman's choice).

Onslaught Mastery. When a creature within 5 feet of the Madman falls prone or attempts to stand, they provoke an attack of opportunity from the Madman.

Roguelike. The Madman has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Schadenfreude (1/Turn). When he reduces a target affected by his Mad Cackling to 0 hit points, the Madman gains a number of temporary hit points equal to the damage dealt.

Skirmisher. While moving, the Madman does not incur attacks of opportunity.

Sneak Attack (1/Turn). The Madman can deal an extra 18 (5d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Madman doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Madman uses his mad cackling, then makes four attacks with his unarmed strikes or superior vibroknife.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 +4) Kinetic damage. The Madman can choose to deal half damage and be grappling the target (escape DC 16).

Superior Vibroknife. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 10 (1d4 +7) Kinetic damage. On a critical hit, the target must make a DC 16 Strength saving throw; on failure, it suffers a Piercing or Slashing Lingering Injury.

Mad Cackling (1/Rest). The Madman strikes an intimidating pose and cackles maniacally, breaking his enemies’ resolve before engaging them. All creatures of his choice within 60 feet who can hear the Madman must make a DC 15 Wisdom saving throw. On failure, a creature has disadvantage on all saving throws imposed by the Madman until the end of combat. A creature can reattempt the save at the beginning of its turns. A creature is immune to this feature if it is immune to the frightened condition. The Madman regains use of this ability when he reduces a creature to 0 hit points.

REACTIONS

Belittle. When the Madman makes a successful attack or takes damage from a creature who can hear him, the target must make a DC 16 Wisdom saving throw, taking 14 (3d8) Psychic damage on failure.

Blood Rage. When a creature within 5 feet of the Madman hits him with an attack, the Madman may use his reaction to immediately make a melee weapon attack with advantage against that creature.

Meat Shield. When the Madman is the target of an attack and is grappling a creature, he can use his reaction to shift the target of the incoming attack to the grappled creature.


Legendary Hermit Master

Medium humanoid (human), balanced light


Armor Class 21 (unarmored defense)
Hit Points 298 (35d8 +140)
Speed 60 ft.


STR DEX CON INT WIS CHA
22(+6) 21(+5) 19(+4) 15(+2) 23(+6) 19(+4)

Saving Throws Str +12, Dex +11, Con +10, Wis +12
Skills Acrobatics +11, Animal Handling +12, Athletics +12, Deception +10, Insight +12, Lore +8, Nature +8, Perception +12
Damage Resistance Energy and Kinetic from unenhanced sources
Condition Immunities Blinded
Senses truesight 60 ft., passive Perception 22
Languages Galactic Basic, two others
Challenge 17 (18,000 XP)


Focus Abilities. The Master is a 15th-level monk. Its focus ability is Wisdom (focus save DC 16, +8 to hit with focus attacks). It knows the following focus features:
Flurry of Blows (Recharge 5-6). The master makes two additional attacks.
Patient Defense. The master uses its bonus action to take the Disengage and Dodge actions.
Step of the Wind. The master uses its bonus action to Dash, and gains double its jump distance until the end of its turn.
Stunning Strike (Recharge 5-6). When the master hits with a melee attack, it can force the target to make a Constitution saving throw. On failure, the target is stunned until the end of the master's next turn.

Forcecasting. The Hermit Master is a 17th-level Forcecaster. His Forcecasting ability is Wisdom (Force save DC 20, +12 to hit with Force powers, 42 Force points). He also knows various tech powers, which he casts as Force powers. He knows the following Force powers:

At-will: affect mind, battle insight, defensive technique, force leap, force push/pull, guidance, mind trick, resistance, sound trick, spare the dying
1st level: battle precognition, breath control, burst of speed, cloud mind, force blinding, force body, force current, force jump, force mask, heroism, homing rockets¹, phasestrike, sense emotion, sense force, valor
2nd level: battle meditation, battlemind, force barrier, force blur, force concealment, force enlightenment, force sight, phasewalk, restoration
3rd level: aura of vigor, beacon of hope, convulsion, explosion¹, knight speed, remove curse
4th level: force immunity, freedom of movement, salvo¹
5th level: control pain, force breach, improved battle meditation, improved phasestrike
6th level: true sight
¹ Tech Powers

Legendary Resistance (3/Day). When the Hermit Master fails a saving throw, he can choose to succeed instead.

Roguelike. The Hermit Master has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, Elusive, and Uncanny Dodge.

ACTIONS

Multiattack. The Hermit Master makes three attacks with his martial arts or focus blast.

Martial Arts. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d12 +6) Kinetic damage.

Focus Blast. Ranged Force Attack: +12 to hit, range 120 ft., one target. Hit: 24 (4d8 +6) Force damage.


Flurry of Strikes. The Hermit Master makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 20 saving throw (its choice of Strength or Dexterity), taking 65 (9d12 +6) Kinetic damage on failure or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

Hermit's Signature Cannon (3 FP/Turn). The Hermit Master expends three Force points and begins charging a devastating attack power, gaining one charge. Concentrating on the ability, he expends an additional three Force points and gains an additional charge at the beginning of each turn, up to a maximum of three charges.
When he chooses to release the stored energy, he fires it in a blinding line, up to 150 feet long by 5 feet wide; on the targeted point at which the line ends, the energy erupts in a 20-foot radius explosion. All creatures in the affected areas must make a DC 18 Dexterity saving throw (increased by +1 per charge); on failure, a creature takes 27 (5d10) Force damage per charge, or half as much on success. A creature who rolls a natural 1 on its save takes maximum damage.

Imprisoning Technique (1/Day). Expending 30 hit die and ten Force points, the Hermit Master performs an enhanced sealing technique to capture a target creature of size Huge or smaller within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or be bound by the power; if it succeeds, it resists and is immune to the power for 24 hours. A target creature cannot benefit from the legendary resistance feature for the roll, and makes the roll with disadvantage if it is of dark alignment.
A target creature who fails is shrunk to the height of 1 inch and imprisoned within the Hermit Master's containment vessel, which the Hermit Master immediately seals with a bonus action. While affected by this power, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the sealed vessel, even by means of teleportation or other enhanced abilities. The imprisonment holds indefinitely until the seal is broken. Success or failure, immediately after finishing the technique, the Hermit Master must make a DC 20 Constitution saving throw. On failure, the Hermit Master takes 100 Necrotic damage, or half as much on failure. If the damage reduces his hit points to less than 50, he instantly dies.

REACTIONS

Intercept. When the Hermit Master is the target of an attack roll, he expends his reaction to make an attack roll with his martial arts. If his rolled total matches or exceeds the incoming attack's rolled total, the attack is interrupted and has no effect.

Superior Soldiers

Humans and Human-Adjacents: Superior Soldiers

The 20th-to-21st century timeline(s) of the Metal Gear series are densely populated with some of the greatest and most skilled professional soldiers to emerge from humanity. Perhaps, this is because of the military-cultural phenomenon that followed the many exploits of The Boss, which continued with her protégé, the man who would later hold the title of Big Boss. Their impact on armed conflicts (and therefore deciding roles in the shaping of history) forever altered their timeline, both to their pride and their dread. Both of them remarked that change was necessary to adapt to the times, and that refusal to do so would make them an enemy of the time. They loathed the expendable nature in which soldiers were used and discarded, and were venerated by their followers as warrior-philosophers. Superior Soldiers draws upon many of the impressive soldiers and mercenaries of these stories with appreciation for not only their prowess, but also their adherence to ideals.

Haven Troopers

As Revolver Ocelot advanced his agenda for worldwide revolution (under the persona of Liquid Ocelot), he established a superior army for his faction, Outer Heaven. This all-purpose elite infantry, the Haven Troopers (or "FROGS"), were soldiers connected via next-generation nanomachines and commanded directly by Ocelot via the Guns of the Patriots battlefield control system. Ocelot chose to recruit only women for the haven trooper program, creating a psychological edge in a combat theater long-dominated by men.

They employed ruthless tactics and utilized incredible agility in their deployments. The cost on their bodies was extreme, and the controls limited their ability to experience emotions; when they died, their nanomachines partially-ignited, causing their bodies to catch fire.

Parasite Unit

When XOF unit commander Skull Face first met parasitologist Code Talker, he learned of the Vocal Cord Parasite and its devastating capacity for ethnic cleansing. However, certain strains of the parasite could bestow superhuman abilities in hosts whose bodies accepted the parasite; armed with this information, Skull Face began the work in building an elite super soldier unit, the Parasite Unit (more infamously "The Skulls"). Using their newfound abilities with advanced technology and the introduction of metallic archaea, their powers were a terrifying sight to behold. Fearsome and ruthless, they were unmatched by even veteran soldiers and could wipe out whole platoons in a handful of minutes.

The parasite commandos came in three common variations, all of which wielded enhanced machetes alongside their other weapons and abilities: the Mist unit, the Armor unit, and the Camouflage unit.


Nano-Linked Commando

Medium humanoid (human), lawful dark


Armor Class 15 (Fine Durafiber Combat Suit)
Hit Points 111 (17d8 +34)
Speed 35 ft.


STR DEX CON INT WIS CHA
16(+3) 19(+4) 15(+2) 14(+2) 17(+3) 10(0)

Saving Throws Dex +8, Wis +6
Skills Acrobatics +8, Perception +6, Stealth +8, Survival +6
Damage Resistance Psychic; Energy and Kinetic from unenhanced sources
Damage Immunity Fall damage
Condition Immunity Blinded, Poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Galactic Basic, one other
Challenge 5 (1,800 XP)


Armor-Piercing Rounds. When the nano-linked commando successfully uses her rapid fire or fine slugpistol against a target, she gains a cumulative +1 bonus to her attack rolls and rapid fire DC against the target until the target receives healing.

Avoidance. If the commando is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Combustive Death. When the commando is reduced to 0 hit points, her nanomachines partially combust, setting her body ablaze for two rounds. Her held and worn items disintegrate and become useless, and any creature attempting to interact with the body during these rounds suffers 5 (2d4) Fire damage.

Pack Tactics. The nano-linked commando has advantage on an attack roll against a creature if at least one of her allies is within 5 ft. of the creature and the ally isn't incapacitated.

Shared Senses. When joined in combat with other nano-linked commandos within 300 feet, the commandos share their senses of hearing and sight.

Spider-Climb. The nano-linked commando can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The commando's long jump is up to 20 feet and her high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The nano-linked commando makes three rapid fire attacks, or four attacks with her fine slugpistol or techblade.

Rapid Fire. The nano-linked commando targets a creature within 30/120 feet with its subrepeater rapid fire. The target creature must make a DC 13 Dexterity saving throw, taking 11 (2d6 +4) Kinetic damage on failure or none on success. On a natural 1, the creature instead takes maximum (16) damage.

Fine Slugpistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 9 (1d6 +5) Kinetic damage.

Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 +4) Kinetic damage.

Garrotte. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: The commando grapples the target (escape DC 14). While grappled in this way, the target is suffocating.

Humans and Human-Adjacents: Superior Soldiers

Parasite Commando, Mist

Medium humanoid (near-human), balanced dark


Armor Class 17 (Improved Durafiber Combat Suit)
Hit Points 111 (13d8 +52)
Speed 50 ft.


STR DEX CON INT WIS CHA
17(+3) 20(+5) 19(+4) 13(+1) 17(+3) 10(0)

Saving Throws Dex +10, Con +7
Skills Acrobatics +10, Athletics +6, Perception +6
Damage Resistance Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened, Slowed
Senses darkvision 60 ft., passive Perception 16
Languages Galactic Basic but cannot speak
Challenge 6 (2,300 XP)


Mist Omen. Just prior to an attack by the parasite commandos and until all of them are defeated or leave, a faint mist apparates, filling the surrounding area. Inside the mist, vision is obscured; all objects beyond 40 feet are partially obscured, and all objects beyond 80 feet are heavily obscured. Light sources are clearly visible beyond the mist's cover.

Pack Tactics. The mist commando has advantage on an attack roll against a creature if at least one of the misty commando's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Skirmisher. While moving, the mist commando does not incur attacks of opportunity.

Standing Leap. The mist commando's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The mist commando uses a bonus action to use its control cloud or command its parasite zombies, then makes three rapid fire attacks or four techblade attacks.

Rapid Fire. The parasite commando targets a creature within 80/320 feet with rapid fire. The target creature must make a DC 16 Dexterity saving throw, taking 14 (2d8 +5) Kinetic damage on failure or none on success. On a natural 1, the creature instead takes maximum (21) damage.

Improved Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 +7) Kinetic damage.


Phasestrike (Recharge 5-6). The mist commando teleports up to 30 feet and makes an improved techblade attack with advantage. If it hits, it deals maximum damage (13). After making the attack, the mist commando teleports up to 10 feet away.

Control Cloud (1/Day). The mist commando releases a cloud of control parasites in a 30 foot radius centered on itself. Humanoids of CR 2 or less, including those who have died in the last minute, must make a DC 16 Constitution saving throw; dead humanoids automatically fail this save. On failure, the humanoid becomes a parasite zombie (CR 1/4) under the mist commando's control. It moves immediately after the mist commando in the initiative order.

REACTIONS

Uncanny Dodge. The mist commando halves the damage that it takes from an attack that hits it.


Parasite Zombie

Medium humanoid, unaligned


Armor Class 8
Hit Points 22 (3d8 +9)
Speed 20 ft.


STR DEX CON INT WIS CHA
13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)

Saving Throws Wis +0
Condition Immunities Charmed, Frightened
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but can't speak
Challenge 1/4 (50 XP)


Lumbering Fortitude. If damage reduces the parasite zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Fire or from a critical hit. On a success, the parasite zombie drops to 1 hit point instead.

ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) Kinetic damage.

Humans and Human-Adjacents: Superior Soldiers

Parasite Commando, Armored

Medium humanoid (near-human), balanced dark


Armor Class 15 (Fine Durafiber Combat Suit)
Hit Points 105 (10d8 +60)
Speed 45 ft.


STR DEX CON INT WIS CHA
21(+5) 18(+4) 22(+6) 11(0) 14(+2) 10(0)

Saving Throws Str +8, Dex +9, Con +9
Skills Athletics +8, Perception +5
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 15
Languages Galactic Basic but cannot speak
Challenge 8 (3,900 XP)


Mist Omen. Just prior to an attack by the parasite commandos and until all of them are defeated or leave, a faint mist apparates, filling the surrounding area. Inside the mist, vision is obscured; all objects beyond 40 feet are partially obscured, and all objects beyond 80 feet are heavily obscured. Light sources are clearly visible beyond the mist's cover.

Standing Leap. The armored commando's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The armored commando makes four rapid fire attacks or five techblade attacks.

Rapid Fire. The armored commando targets a creature within 80/320 feet with rapid fire. The target creature must make a DC 15 Dexterity saving throw, taking 13 (2d8 +4) Kinetic damage on failure or none on success. On a natural 1, the creature instead takes maximum (20) damage.

Improved Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 +7) Kinetic damage.

Phasestrike (Recharge 5-6). The armored commando teleports up to 30 feet and makes an improved techblade attack with advantage. If it hits, it deals maximum damage (13). After making the attack, the armored commando teleports up to 10 feet away.

Eruption (Recharge 5-6). The armored commando casts the convulsion Force power (DC 13 Dex save). At the end of the next turn, the churned earth explodes, forcing all creatures in a 5 foot radius to make a DC 13 Dexterity saving throw. A creature takes 21 (3d12) Kinetic damage on a failed save or half on success.

Project Boulder. The armored commando creates a dense boulder and hurls it up to 80 feet. Each creature in a 5 foot radius centered on the target must make a DC 15 Dexterity saving throw, taking 32 (7d8) Kinetic damage on failure or half as much on success. A Large or smaller creature that fails the save falls prone.

Stoneskin (Recharge 6). The armored commando gains 39 (6d12) temporary hit points. While it has these hit points, its armor class is 20.


Parasite Commando, Sniper

Medium humanoid (near-human), balanced dark


Armor Class 18 (Fine Durafiber Combat Suit)
Hit Points 156 (24d8 +48)
Speed 50 ft.


STR DEX CON INT WIS CHA
13(+1) 24(+7) 14(+2) 13(+1) 19(+4) 11(0)

Saving Throws Dex +12
Skills Acrobatics +12, Perception +7, Stealth +12
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 17
Languages Galactic Basic but cannot speak
Challenge 8 (3,900 XP)


Assassinate. During its first turn, the sniper commando has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the sniper commando scores against a surprised creature is a critical hit.

Laser Lines. The sniper commando has advantage on ranged attack rolls, but its firing location is revealed when it is prepared to take the sniper rifle attack action and a creature makes a DC 10 Perception check.

Sneak Attack (1/Turn). The sniper commando can deal an extra 35 (10d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the sniper commando doesn’t have disadvantage on the attack roll.

Roguelike. The sniper commando has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Skirmisher. While moving, the sniper commando does not incur attacks of opportunity.

Standing Leap. The sniper commando's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

ACTIONS

Improved Sniper Rifle. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 16 (1d12 +9) Kinetic damage.

Improved Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (1d6 +9) Kinetic damage.

Phasestrike (Recharge 5-6). The sniper commando teleports up to 30 feet and makes an improved techblade attack with advantage. If it hits, it deals maximum damage (15). After making the attack, the sniper commando teleports up to 10 feet away.

Active Camouflage. The sniper commando casts the cloaking screen tech power on itself. When taking damage, it has disadvantage on concentration checks to maintain the effect.

Humans and Human-Adjacents: Superior Soldiers

The Cobras

The Cobra Unit (or "the Cobras") was a legendary specialist unit assembled by The Boss (using the moniker "The Joy") to combat the Axis powers on behalf of the Allies. Its members, with names based on the emotions they carried into battle, were The Pain (an infiltration specialist who used his command over hornets to weaponize them), The Fear (an inhuman hunter who utilized biological active camouflage, traps, and paralytic poisons to terrorize his prey), The End (the legendary ancient sniper, covered in a unique species of parasite that granted him unique connections to nature), The Fury (an ex-cosmonaut who suffered a critical accident that warped his mind with boundless rage and pyromania), and The Sorrow (a spirit medium who could commune with the dead at will to gain battlefield insights or adopt their combat prowess).

The Sorrow and the Joy were lovers, and their child was taken shortly after birth. In a mission after the war's end, the two were pitted against each other and told refusal would mean the death of their child; in his love, The Sorrow asked The Joy to kill him, as he could not harm her nor live with himself if he killed her.

Each member of the unit was unflinchingly loyal to the Boss. During Operation Snake Eater, they had no hesitation and defected alongside her to the rogue soviet faction led by Colonel Volgin. Sent to intercept and eliminate Naked Snake, they were each killed by him in their encounters. Each member had an internal microbomb set to arm upon their death, each with a payload related to the weapons they utilized.

FOXHOUND/ Sons of Big Boss

Establishing a new unit with traditions of his former FOX unit, Big Boss created FOXHOUND as an elite special forces unit in the early 1970s. Although he left shortly after in the wake of ideological disagreements, he would return nearly 20 years later to retake command. In the mid-90s, rookie Solid Snake joined the unit and partook in the operation to rescue veteran agent Frank Jaeger (codename "Gray Fox") from the mercenary nation of Outer Heaven. In the climax of the operation, Snake discovered the nation's leader was none other than Big Boss himself (unbeknownst to him, it was Big Boss' body double, Venom Snake). Snake barely emerged victorious, and the real Big Boss fled to central Asia alongside Gray Fox. In their following encounters during the Zanzibar Land Disturbance, Snake eventually defeated both Gray Fox and Big Boss; Fox was mutilated by a land mine, and the real Big Boss was rendered comatose. Their final battle revealed the first hints that Solid Snake was Big Boss' "son."

When Liquid Snake assumed control over FOXHOUND at the turn of the century, he reformed it into an elite counter-terrorism unit and had all of its elite members undergo genetic manipulation to further enhance their already-impressive combat ability. As public perception of them first began to turn bitter with an undercover investigation, the nuclear-equipped bipedal tank Metal Gear REX was completed, and FOXHOUND-- renaming itself "The Sons of Big Boss"-- hijacked the weapon and took over its facility on Shadow Moses island. At this time, FOXHOUND/ The Sons of Big Boss had six elite members: Decoy Octopus (a masterful spy with an impressive ability to mimic others, down to using their blood in his own body), Vulcan Raven (a shamanic heavy weapons commando whose primary weapon was a M61A1 20mm multi-barreled autocannon normally used by attack aircraft), Psycho Mantis (a telepath and telekinecist who specialized in psychological warfare), Sniper Wolf (a sniper considered "the world's finest

marksman", who was raised by Big Boss), Revolver Ocelot (a sharpshooter and interrogator with longstanding ties to Big Boss), and Liquid Snake himself (Solid Snake's "brother", who excelled in virtually all tasks and was haunted by the inadequacies projected by the very nature of his existence). It was from Liquid that Solid Snake learned the two of them were clones of Big Boss, and their conflict was a long, drawn-out battle. In the end, Solid Snake defeated all of FOXHOUND (either by his own skill or with the FOXDIE he unknowingly carried), and rendered Metal Gear REX inoperable.

Dead Cell

Established by George Sears (the third clone of Big Boss who went by the moniker Solidus Snake), the Dead Cell unit was created to initiate surprise mock attacks on government targets (such as embassies, consuls, and military installations) as anti-terrorism training for special forces. Its original leader, Colonel Jackson, was incarcerated on charges of corruption, where he ultimately died. After his removal, the unit was commanded by his widow, Helena Dolph Jackson (better known as codename Fortune), and in his absence, the frustrated members of the unit grew increasingly extreme. Dead Cell would be falsely blamed for mass murder of civilians before being declared a rogue unit, and following an ambush by the military, two of its five members would be killed.

At the time of the Big Shell Incident (in which they joined Solidus in the armed takeover), only three members remained: Fortune, Vamp, and Fatman. Fortune was named for her apparent luck, and had a seemingly-supernatural ability to divert incoming bullets away from her and to render nearby explosives inert (the result of an electromagnetic field generator). She utilized a man-portable railgun in battle and claimed that her luck came at the expense of the tragedies she endured. One of Dead Cell's earliest members and its powerhouse of terror, Vamp was a nanomachine-enhanced edge weapon specialist who had developed a taste for blood and was seemingly unkillable. Lastly, the widely-despised and self-absorbed Fatman, a master of both crafting and disarming explosives, completed the trio (though held no true loyalty to them, only to himself).

The Beauty and the Beast Unit

Serving as lieutenants in Liquid Ocelot's Outer Heaven, The Beauty and The Beast Unit (a/k/a "BB Corps" or "B&B Unit") were four female commandos in cutting edge battle suits operating with total independence from Ocelot's control. Each of them had suffered from intense post traumatic stress disorder inflicted by the horrors or war, and paired with their combat suits, they fought with unbridled ferocity and nonconforming combat strategies. Among their ranks were Laughing Octopus (a/k/a "The Devil's Child", a stealth expert who used an active camouflage suit with advanced tentacle appendages), Raging Raven (an aerial attack and demolitions expert who used overwhelming force and high-explosives), Crying Wolf (a scout-sniper in a durable quadruped exoskeleton who wielded a successor-model handheld railgun), and Screaming Mantis (the unit's leader, a psychological warfare specialist subjected to gene and drug-induced nanotherapy to replace her mind with what remained of Psycho Mantis).

Assisted by haven trooper squadrons, their primary task was hunting down Outer Heaven's greatest perceived threat, Solid Snake; given that they used former FOXHOUND names, they were informally referred to as the SNAKEHOUND unit. Each was promised that if they killed Snake, they would be freed from the torment they endured.

Humans and Human-Adjacents: Superior Soldiers

Swarming Infiltrator

Medium humanoid (near-human), balanced dark


Armor Class 15 (Mesh Armor)
Hit Points 113 (15d8 +45)
Speed 30 ft.


STR DEX CON INT WIS CHA
16(+3) 15(+2) 17(+3) 11(0) 16(+3) 17(+3)

Saving Throws Str +7, Con +7, Wis +7
Skills Animal Handling +7, Athletics +6, Intimidation +11, Nature +8
Damage Resistance Poison; Kinetic and Energy from unenhanced sources
Condition Immunity Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Galactic Basic, two others
Challenge 10 (5,900 XP)


Explosive Death. When the Swarming Infiltrator is reduced to 0 hit points, his microbomb arms. At the end of the initiative order on the following turn, the microbomb detonates in a 20 foot radius of vespid shrapnel. A creature in the radius must make a DC 16 Dexterity saving throw, taking 14 (4d6) Kinetic and 14 (4d6) Poison damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (24 Kinetic and 24 Poison). Once explosive death has been triggered, the Swarming Infiltrator dies.

Legendary Resistance (3/Day). When the Swarming Infiltrator fails a saving throw, he can choose to succeed instead.

Pack Tactics. The Swarming Infiltrator has advantage on an attack roll against a creature if at least one of the Infiltrator's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Vespid Swarms. The Swarming Infiltrator starts combat with 5 Vespid Swarms (CR 1/2) which move immediately after him in the initiative order. When a swarm has been killed, at the beginning of the Swarming Infiltrator's turn, he rolls a d6; on 5-6, he creates one new swarm, up to the maximum of 5. In addition to their listed actions, he can use them in various other ways, listed below:

Swarm Armor. Vespid swarms in the Swarming Infiltrator's space grant him hovering flight and cover without obstructing his abilities. For each swarm in his space, the Swarming Infiltrator gains 5 feet of flight speed. With one swarm in his space, the Swarming Infiltrator has one-quarter cover. With two swarms in his space, he has half-cover. With four swarms in his space, he has three-quarters cover. With five swarms, he has full cover and cannot be targeted by attacks or damaged by Dexterity saving throw effects.
Swarm Dispersal. When the Swarming Infiltrator has at least 2 vespid swarms in his space and another swarm is up to 30 feet away, he can use the swarm dispersal reaction.
Swarm Vengeance. When a swarm takes damage from an attack or Dexterity saving throw effect imposed by an attacker within 30 feet, each swarm damaged may use its reaction to deal 4 (1d6) Poison damage to the attacker.

ACTIONS

Multiattack. The Swarming Infiltrator makes four rapid fire attacks. He can replace two with a pheromone grenade.

Rapid Fire. The Swarming Infiltrator targets a creature within 80/320 feet with rapid fire. The target creature must make a DC 14 Dexterity saving throw, taking 11 (2d8 +2) Kinetic damage on failure or none on success. On a natural 1, the creature instead takes maximum (18) damage.


Swarm Lift. When a swarm occupies the same space as Large or smaller creature, it can move the creature up to 20 feet in any direction. If the creature is unwilling, it can make a DC 16 Strength saving throw to avoid being moved. If the movement holds the creature aloft in the air at the end of the turn, the creature is suspended until it breaks free or is released.

Pheromone Grenade (Recharge 5-6). The Swarming Infiltrator throws a grenade at a target within 45 feet. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, the vespid swarms have advantage on attacks against it until the beginning of the creature's next turn. If their sting attacks hit, they deal maximum damage (16 Poison damage or 8 Poison damage if the swarm has half its hit points or fewer).

REACTIONS

Swarm Dispersal. When the Swarming Infiltrator has at least 2 vespid swarms in his space and another swarm is up to 30 feet away, he can grant himself resistance to the triggering damage and teleport to the space of the separate swarm.

LEGENDARY ACTIONS

The Swarming Infiltrator can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Swarming Infiltrator regains spent legendary actions at the start of his turn.

Attack. The Swarming Infiltrator makes an attack.

Force Gestation (Costs 2 Actions). If less than five swarms remain, the Swarming Infiltrator creates one swarm.

Move. The Swarming Infiltrator moves up to half his speed or his full flying speed.


Vespid Swarm

Medium swarm of tiny beasts, unaligned


Armor Class 12 (Natural Armor)
Hit Points 22 (5d8)
Speed 20 ft., fly 20 ft.


STR DEX CON INT WIS CHA
3(-4) 13(+1) 10(0) 1(-5) 7(-2) 1(-5)

Damage Resistance Kinetic
Condition Immunity Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses blindsight 10 ft., passive Perception 8
Languages -
Challenge 1/2 (100 XP)


Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) Poison damage, or 5 (2d4) Poison damage if the swarm has half of its hit points or fewer. On a critical hit, the target must make a DC 11 Constitution saving throw; on failure, it is stunned until the end of its next turn.

Humans and Human-Adjacents: Superior Soldiers


Stalker Huntsman

Medium humanoid (near-human), chaotic dark


Armor Class 20 (Unarmored Defense)
Hit Points 165 (22d8 +66)
Speed 45 ft., climb 45 ft.


STR DEX CON INT WIS CHA
16(+3) 24(+7) 17(+3) 11(0) 17(+3) 22(+6)

Saving Throws Dex +11, Con +7, Wis +7
Skills Acrobatics +15, Perception +11, Stealth +15, Survival +11
Damage Resistance Poison; Energy and Kinetic from unenhanced sources
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 21
Languages Galactic Basic, two others
Challenge 10 (5,900 XP)


Ambusher. In the first round of a combat, the Stalker Huntsman has advantage on attack rolls against any creature he surprised.

Explosive Death. When the Stalker Huntsman is reduced to 0 hit points, his microbomb arms. At the end of the initiative order on the following turn, the microbomb detonates in a 20 foot radius shower of poisoned bolts. A creature in the radius must make a DC 16 Dexterity saving throw, taking 9 (2d8) Kinetic and 25 (10d4) Poison damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (16 Kinetic and 40 Poison). A creature who takes Poison damage from this feature must make an additional DC 19 Constitution saving throw; on failure, the creature is Poisoned. While poisoned in this way, the creature suffers a stack of exhaustion. The exhaustion is removed when the creature is cured of the poison. Once explosive death has been triggered, the Stalker Huntsman dies.

Legendary Resistance (3/Day). When the Stalker Huntsman fails a saving throw, he can choose to succeed instead.

Ravenous Appetite. At the beginning of his turn, the Stalker Huntsman rolls a d10. Each time he rolls 9-10, he takes his turn normally, but makes this roll with a cumulative -1 penalty. On a 1, he grows ravenous and must feed to maintain his energy. He can consume a field ration or hunted small beast. If he ends his turn in this state without eating, he suffers 1d8 Psychic damage at the beginning of his turns and cannot use his set trap or active camouflage actions until he eats. Once he eats, the penalty to his d10 rolls is reset.

Roguelike. The Stalker Huntsman has the following standard Operative class features: Avoidance, Cunning Action, and Uncanny Dodge.

Sneak Attack (1/Turn). The Stalker Huntsman can deal an extra 18 (5d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Stalker Huntsman doesn’t have disadvantage on the attack roll.

Standing Leap. The Stalker Huntsman's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Unnatural Movement. The Stalker Huntsman can move up walls or across water. If he ends his movement there, he falls.

ACTIONS

Multiattack. The Stalker Huntsman uses his frightful presence, then makes three strike attacks or one bolt-thrower attack. He can use his a devour action as a bonus action.

Bolt-Thrower. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 12 (1d8 +7) Kinetic and 36 (8d8) Poison damage. A creature who takes the Poison damage must make a DC 13 Constitution saving throw; on failure, the creature is Poisoned. While poisoned in this way, the creature suffers a stack of exhaustion, cumulative for each time it fails this saving throw. The exhaustion is removed when the creature is cured of the poison.

Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d6 +7) Kinetic damage. The target must make a DC 19 Strength saving throw, or is knocked prone.

Active Camouflage. The Stalker Huntsman casts the cloaking screen tech power on himself. When taking damage, he has disadvantage on concentration checks to maintain the effect.

Devour. The Stalker Huntsman rapidly consumes a field ration or tiny beast it has picked up.

Set Trap. As a full-round action, the Stalker Huntsman sets a 10 foot-by-10 foot physical trap using environmental objects, such as a weight trap set to a tripwire or a pit trap over a false floor. The trap requires a DC 16 Perception check to spot. A creature who enters the trap's space must make a DC 18 Dexterity saving throw, taking 33 (6d10) Kinetic damage on failure or half as much on success. A Large or smaller creature who fails is restrained until it or another creature succeeds on a DC 15 Strength (Athletics) check to free it.

Frightful Presence. Each creature of the Stalker Huntsman’s choice that is within 120 feet of him and aware of him must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Stalker Huntsman’s Frightful Presence for 24 hours.

Humans and Human-Adjacents: Superior Soldiers


Druidic Marksman

Medium humanoid (near-human), lawful balanced


Armor Class 15 (Duravlex Fiber Armor)
Hit Points 165 (22d8 +66)
Speed 30 ft.


STR DEX CON INT WIS CHA
12(+1) 18(+4) 17(+3) 15(+2) 26(+8) 13(+1)

Saving Throws Con +7, Int +6, Wis +12
Skills Athletics +5, Insight +12, Nature +10, Perception +16, Stealth +8, Survival +12
Damage Vulnerability Cold, Fire
Damage Resistance Acid, Lightning, Poison, Sonic; Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 26
Languages Galactic Basic, three others
Challenge 10 (5,900 XP)


Cunning Action. On each of his turns, the Druidic Marksman can use a bonus action to take the Dash, Disengage, or Hide action.

Elusive. No attack roll has advantage against the Druidic Marksman while he isn't incapacitated.

Explosive Death. When the Druidic Marksman is reduced to 0 hit points, his microbomb arms. At the end of the initiative order on the following turn, the microbomb detonates in a 20 foot radius of explosive force. A creature in the radius must make a DC 16 Dexterity saving throw, taking 33 (6d10) Kinetic damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (60). Once explosive death has been triggered, the Druidic Marksman dies.

Forest Camouflage. The Druidic Marksman has advantage on Dexterity (Stealth) checks made to hide in forest terrain.

Legendary Resistance (3/Day). When the Druidic Marksman fails a saving throw, he can choose to succeed instead.

Natural Connection. No unaligned beasts or plants willingly attack the Druidic Marksman. In addition, the Druidic Marksman shares the senses of all unaligned beasts and plants within one mile.

Photosynthesis. The Druidic Marksman is able to gain nutrients and energy from sunlight. While in bright sunlight at the beginning of his turn, if he has more than 0 hit points but less than his maximum, he regenerates 11 (2d10) hit points, up to his maximum.

Sneak Attack (1/Turn). The Druidic Marksman can deal an extra 32 (9d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Druidic Marksman doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Druidic Marksman uses his bonus action to mark a target. He can then make one weapon attack.

Antique Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 480 ft., one target. Hit: 5 (1 +4) Kinetic damage and 13 (2d12) nonlethal Poison damage. A creature that takes the Poison damage must make a DC 15 Constitution saving throw, suffering a stack of Slowed on failure that lasts for one hour or until removed by enhanced healing. If the Druidic Marksman was hidden when he made the attack, he makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Druidic Marksman remains hidden.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 +1) Kinetic damage. The target must make a DC 13 Strength saving throw or be knocked prone and stunned until the end of its next turn.

Mark Target. The Druidic Marksman marks a target he can see, which lasts until the target is incapacitated or moves more than 50 miles from the Druidic Marksman. Once per turn, when he makes an attack roll against the marked target, the attack roll increases by his Wisdom modifier (+8).

REACTIONS

Sharpshooting. When a target marked by the Druidic Marksman moves and is more than 30 feet away from the Druidic Marksman, it provokes an attack of opportunity from the Druidic Marksman.

Humans and Human-Adjacents: Superior Soldiers


Raging Pyrotechnician

Medium humanoid (human), any dark


Armor Class 17 (Improved Neutronium Mesh)
Hit Points 210 (28d8 +84)
Speed 25 ft., fly 70 ft. (jetpack)


STR DEX CON INT WIS CHA
16(+3) 15(+2) 16(+3) 16(+3) 12(+1) 15(+2)

Saving Throws Str +8, Con +8, Cha +7
Skills Insight +6, Intimidation +7, Piloting +8, Technology +8
Damage Resistance Energy and Kinetic from unenhanced sources
Damage Immunity Fire; Fall damage
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 11
Languages Galactic Basic, two others
Challenge 13 (10,000 XP)


Explosive Death. When the Raging Pyrotechnician is reduced to 0 hit points, his microbomb arms. At the end of the initiative order on the following turn, the microbomb detonates in a 20 foot radius of burning flames. A creature in the radius must make a DC 18 Dexterity saving throw, taking 44 (8d10) Fire damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (80). Once explosive death has been triggered, the Raging Pyrotechnician dies.

Inferno of Fury. When a creature rolls a natural 1 on a saving throw against an effect of the Raging Pyrotechnician that deals Fire damage, they roll on the Fire Lingering Injury Table and suffer the corresponding injury.

Insulated. The Raging Pyrotechnician gains a +2 bonus to AC and saving throws against effects that would deal Ion or Lightning damage.

Jetpack. Activating or deactivating the jetpack requires a bonus action (or use of the backblast action) and, while active, the Raging Pyrotechnician has a flying speed of 70 feet. The jetpack lasts for a maximum of 10 minutes.

Legendary Resistance (3/Day). When the Raging Pyrotechnician fails a saving throw, he can choose to succeed instead.

Rage (1/Day). As a bonus action, the Raging Pyrotechnician can become enraged. While raging, he has the following benefits:
• He has advantage on Strength checks and Strength saving throws.
• He deals +4 bonus damage on all successful attacks.
• He resists all damage.

The rage lasts for 1 minute, only ending early if the Raging Pyrotechnician is knocked unconscious or ends the rage as a bonus action.

ACTIONS

Multiattack. The Raging Pyrotechnician uses his frightful presence, then makes two flame projector or four strike attacks.

Flame Projector. The Raging Pyrotechnician launches a burst of flame in a line 25 feet long and 5 feet wide or a 15-foot cone. Each creature must make a DC 18 Dexterity saving throw, taking 18 (4d8) Fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Strike. Melee Weappon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 +3) Kinetic damage.

Frightful Presence. Each creature of the Raging Pyrotechnician’s choice that is within 120 feet of him and aware of him must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Raging Pyrotechnician’s Frightful Presence for 24 hours.

Backblast. The Raging Pyrotechnician engages his jetpack thrusters, scorching the area around him in a 10 foot radius. Each creature in the area must make a DC 18 Dexterity saving throw, taking 27 (6d8) Fire damage on failure or half as much on success. Immediately after taking this action, the Raging Pyrotechnician can move up to his full flying speed.

REACTIONS

Blood Rage. When a creature within 5 feet of the Raging Pyrotechnician hits him with an attack, he may use his reaction to immediately make a strike attack with advantage against that creature.

Humans and Human-Adjacents: Superior Soldiers


Tragic Tactician

Medium undead, lawful balanced


Armor Class 10
Hit Points 204 (24d8 +96)
Speed 20 ft., fly 20 ft.


STR DEX CON INT WIS CHA
12(+1) 11(0) 18(+4) 19(+4) 23(+6) 21(+5)

Saving Throws Int +8, Wis +10, Cha +9
Skills Insight +10, Perception +10, Persuasion +9
Damage Immunity All except Psychic
Condition Immunity Charmed, Disease, Frightened, Paralyzed, Poisoned, Prone, Shocked, Slowed, Stun
Senses darkvision 60 ft., passive Perception 20
Languages Galactic Basic, six others
Challenge 9 (5,000 XP)


A Vision of Sorrows. The Tragic Tactician lingers on as an incorporeal revenant, haunting a target creature in their dreams or while they are incapacitated but stabilized. He projects a grim world in which they are faced with specters of the creatures who have directly or indirectly died by the actions of the target creature.

In this world, the target creature has no weapons, ammunition, explosives, or armor, but retains all other items and begins with maximum hit points. At the beginning of each turn, the creature must make a DC 16 Constitution saving throw, taking a number of Psychic damage equal to their character level on failure or none on success as the specters attempt to pull the creature's life from its body. A creature reduced to 0 hit points in this dream dies in reality.

The dream persists until the Tragic Tactician is reduced to 0 hit points or the creature has found acceptance. A creature finds acceptance by achieving the following conditions:

• The creature has not attempted to attack the Tragic Tactician for at least three rounds. While this condition is fulfilled, the Psychic damage taken at the beginning of the creature's turn is halved.

• The creature makes a successful Persuasion check in

contest with the Tragic Tactician. While this condition is fulfilled and the creature has not attacked the Tragic Tactician, he will not use his actions to attack the creature or use his soliloquy ability. The Tragic Tactician will communicate in friendly (if macabre) conversation.

• In speaking to the Tragic Tactician, the creature acknowledges death's immutable nature and surrenders to the Tragic Tactician, who seemingly kills the creature. The creature rolls a Wisdom saving throw, with advantage if it has proficiency in the Insight skill. On success, the creature receives the blessing of the Tragic Tactician, and exits the dream. On failure, it dies in reality.

A creature who leaves the dream with the Tragic Tactician's blessing may be occasionally visited by him in good faith. He can only be seen by the blessed creature or creatures with truesight. The Tragic Tactician offers information, insights, and brief direction before disappearing.

A creature who leaves the dream by reducing the Tragic Tactician to 0 hit points with Psychic damage may be plunged into his dream again in the future. On each subsequent encounter, the Tragic Tactician's damaging effects deal double the damage values they used in the previous encounter.

Incorporeal Movement. The Tragic Tactician can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends its turn inside an object.

Remorse. A creature that attacks or uses a damaging power against the Tragic Tactician or a specter he creates takes 5 (1d8) Psychic damage.

ACTIONS

Spectral Pulse. The Tragic Tactician deals 10 (1d6 +6) Psychic damage.

Soliloquy. The Tragic Tactician speaks a fatalistic statement, targeting himself or another creature he can see that can hear him. He rolls a d6; he can choose to grant the rolled value as a boost or penalty to the creature's next skill check, attack roll, or saving throw. If the result of their attempt is in line with the soliloquy (a boosted success or a penalized failure), the die's size increases by 1 (i.e. d6>d8), up to a maximum of a d12. When the die's effect does not influence the roll into its intended result in this way (i.e. a boost still ends in failure or a penalty still ends in success), the die's size resets to a d6. A creature is immune to this ability if it is immune to Psychic damage.

Humans and Human-Adjacents: Superior Soldiers


Electrified Warmonger

Medium humanoid (near-human), chaotic dark


Armor Class 18 (Improved Weave Armor)
Hit Points 219 (23d8 +115)
Speed 30 ft.


STR DEX CON INT WIS CHA
21(+5) 16(+3) 21(+5) 15(+2) 16(+3) 20(+5)

Saving Throws Str +10, Dex +8, Con +10
Skills Athletics +10, Insight +8, Intimidation +10, Piloting +7, Technology +7
Damage Resistance Fire; Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 13
Languages Galactic Basic, two others
Challenge 14 (11,500 XP)


Brutalizing. When the Electrified Warmonger scores a critical hit with a weapon attack, he maims the target creature. The target creature must make a DC 18 Constitution saving throw; on failure, the creature either suffers two stacks of slow, is blinded, deafened, or has disadvantage on attack rolls or skill checks (the Electrified Warmonger's choice). The effect lasts until the target creature receives enhanced healing, or succeeds on a DC 18 Constitution saving throw at the end of a long rest.

Forcecasting. The Electrified Warmonger is a 12th-level Forcecaster. His Forcecasting ability is Charisma (Force save DC 18, +10 to hit with Force powers, 57 Force points). He also knows various tech powers, which he casts as Force powers. He knows the following Force powers:

At-will: battle insight, defensive technique, denounce, lightning charge, seethe, shock
1st level: breath control, burst of speed, energy shield¹, fear, force body, overload¹, sustained lightning, voltaic shielding¹
2nd level: energetic burst¹, kinetite, magnetic field¹, magnetic hold¹, release¹, shocking ray¹, stun, stun droid
3rd level: destroy tech¹, diminish tech¹, force lightning
4th level: defibrillate¹, disable droid, shocking shield
5th level: control pain, shutdown¹
6th level: force chain lightning
¹ Tech Powers

Legendary Resistance (3/Day). When the Electrified Warmonger fails a saving throw, he can choose to succeed instead.

Lightning Rod. Each time the Electrified Warmonger makes a shocking slug attack or casts a power that deals Lightning damage, he gains a cumulative -1 penalty to his saving throws to resist Ion or Lightning damage or the Shocked condition. If this penalty would reduce a saving throw to 1 or less, it is treated as a natural 1. In this instance, if the Electrified Warmonger takes Ion or Lightning damage, he takes maximum damage instead.

Schadenfreude (1/Turn). When he reduces a target to 0 hit points or deals a critical hit, the Electrified Warmonger gains a number of temporary hit points equal to the damage dealt.

Unnatural Fortitude. If damage reduces the Electrified Warmonger to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Lightning or from a critical hit. On a success, the Electrified Warmonger drops to 1 hit point instead.

ACTIONS

Multiattack. The Electrified Warlord makes two attacks.

Shocking Slug. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 12 (1d12 +5) Kinetic and 4 (1d6) Lightning damage.

Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 +5) Kinetic and 5 (2d4) Lightning damage. The target must make a DC 18 Constitution saving throw, or suffers the Shocked condition; it can reattempt the save at the beginning of its turns.

Call Backup (Recharge 6). The Electrified Warmonger requests combat support. 1d8 Troopers (CR 1/2) under the command of the Electrified Warmonger appear in vacant spaces within 50 feet of him, acting just after him in the initiative order. Up to 30 troopers can be requested in this way per day.

Legendary Actions

The Electrified Warmonger can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Electrified Warmonger regains spent legendary actions at the start of his turn.

Attack. The Electrified Warlord makes an attack.

Issue Orders (Costs 2 Actions). The Electrified Warlord issues a movement or attack command to his troopers. Each trooper can use its reaction to fulfill these orders.

Lucky Chant. The Electrified Warlord resets the penalty to 0 on his lightning rod feature. If it was already 0, the next time the Electrified Warlord rolls a natural 1 on an attack, skill check, or saving throw, he can reroll it and must take the new roll.

Move. The Electrified Warlord moves up to half his speed.

Humans and Human-Adjacents: Superior Soldiers

Mimic Agent

Medium humanoid (any), balanced dark


Armor Class 14 (Unarmored Defense)
Hit Points 189 (29d8 +58)
Speed 30 ft.


STR DEX CON INT WIS CHA
13(+1) 15(+2) 15(+2) 15(+2) 18(+4) 25(+7)

Skills Deception +13, Insight +7, Perception +7, Performance +13, Persuasion +10, Stealth +5
Damage Resistance Kinetic from unenhanced sources
Senses darkvision 60 ft., passive Perception 17
Languages Galactic Basic, eleven others
Challenge 8 (3,900 XP)


Assassinate. During his first turn, the Mimic Agent has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Mimic Agent scores against a surprised creature is a critical hit.

Perfect Disguise. Over the course of one hour, the Mimic Agent can prepare a disguise that perfectly mimics a humanoid's appearance, behavior, voice, and general knowledge. If the Mimic Agent previously killed the target and/or was able to acquire its blood, his disguise also unerringly deceives tech powers that could determine his true identity. The identity can be maintained indefinitely, and only becomes apparent when a creature familiar with the creature of the stolen identity witnesses behavior that is out of line.

Roguelike. The Mimic Agent has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Synchronicity. The Mimic Agent is permanently under the effects of the synchronicity tech power.

Sneak Attack (1/Turn). The Mimic Agent can deal an extra 14 (4d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Mimic Agent doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Mimic Agent makes four attacks.

Enhanced Slugpistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 10 (1d6 +3) enhanced Kinetic damage. If the Mimic Agent was hidden when it made the attack, he makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Mimic Agent remains hidden.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) Kinetic damage. The Mimic Agent can choose to deal half damage and impose a DC 16 Constitution saving throw; on failure, the target is stunned until the end of the Mimic Agent's next turn.

Secure/Unsecure (Recharge 5-6). The Mimic Agent casts the lock or release tech power without a wristpad.

Humans and Human-Adjacents: Superior Soldiers


Hulking Destroyer

Medium humanoid (any), true balanced


Armor Class 18 (Unarmored Defense)
Hit Points 221 (21d8 +126)
Speed 25 ft.


STR DEX CON INT WIS CHA
22(+6) 15(+2) 23(+6) 12(+1) 19(+4) 18(+4)

Saving Throws Str +11, Con +11, Wis +10
Skills Athletics +12, Insight +9, Piloting +6, Survival +9
Damage Resistance Energy and Kinetic from unenhanced sources
Damage Immunity Cold, Fire
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 14
Languages Galactic Basic, four others
Challenge 14 (11,500 XP)


Avian Familiars. As a bonus action, the Hulking Destroyer can summon a black corvid familiar, whom he shares senses with. The familiar has 1 hit point and cannot attack, and has a flying speed of 40 feet. If the familiar is killed, the Hulking Destroyer can summon another as a bonus action. He can have only one familiar at a given time.

Brutish Durability. The Hulking Destroyer adds 1d6 to all saving throws he makes.

Brutalizing. When the Hulking Destroyer scores a critical hit with a weapon attack or a creature critically fails a saving throw imposed by the Hulking Destroyer, the Hulking Destroyer maims the target creature. The target creature must make a DC 18 Constitution saving throw; on failure, the creature either suffers two stacks of slow, is blinded, deafened, or has disadvantage on attack rolls or skill checks (the Hulking Destroyer's choice). The effect lasts until the target creature receives enhanced healing, or succeeds on a DC 18 Constitution saving throw at the end of a long rest.

Enhanced Weapons. The Hulking Destroyer's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Legendary Resistance (3/Day). When the Hulking Destroyer fails a saving throw, he can choose to succeed instead.

Mark of Death. At the beginning of his turn, the Hulking Destroyer may select a creature to carry his mark of death, which lasts until it is reduced to 0 hit points or it is no longer on the same planet as the Hulking Destroyer. When he misses an attack against the marked target or it succeeds on a Dexterity saving throw he imposes, he rolls d6; on 4-6, he gains a permanent +1 bonus to his attack rolls and imposed saving throw DC against it, stacking cumulatively. The Hulking Destroyer may have only one creature marked for death at any time.

Unnatural Fortitude. If damage reduces the Hulking Destroyer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Hulking Destroyer drops to 1 hit point instead.

ACTIONS

Multiattack. The Hulking Destroyer makes two burst or rapid fire attacks, or three strikes.

Burst Fire. The Hulking Destroyer targets a 10 foot cube within 100/400 feet with burst fire. A creature in the cube must make a DC 18 Dexterity saving throw, taking 16 (3d6 +5) Kinetic damage on failure or 5 on success.

Rapid Fire. The Hulking Destroyer targets a creature within 100/400 feet with rapid fire. The target must make a DC 18 Dexterity saving throw, taking 26 (6d6 +5) Kinetic damage on failure or 5 on success.

Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d12 +6) Kinetic damage. If the target is size Large or smaller, is must make a DC 22 Strength saving throw; on failure, it is knocked prone or stunned until the end of its next turn (the Hulking Destroyer's choice).

REACTIONS

Snapshooting. When another creature moves to within 30 feet of the Hulking Destroyer, it provokes an attack of opportunity from him. The Hulking Destroyer may use blaster weapons for this attack.

Humans and Human-Adjacents: Superior Soldiers


Psychic Dominator

Medium humanoid (near-human), balanced dark


Armor Class 22 (Battle Precognition)
Hit Points 182 (28d8 +56)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
11(0) 16(+3) 15(+2) 17(+3) 17(+3) 28(+9)

Saving Throws Dex +8, Int +8, Wis +8
Skills Insight +8, Intimidation +14, Investigation +8, Performance +14, Stealth +8
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 13
Languages All registered languages
Challenge 13 (10,000 XP)


Disable Ability. At the beginning of his turn, for each enemy he faces (treating groups of identical enemies as one), the Psychic Dominator rolls a d6. On 5-6, he selects one feature or action they have. Until the beginning of his next turn, or until he is unconscious, that feature or ability is disabled and effectively null. A creature is immune to this ability if it is immune to the Charmed condition. A player character who suffers this effect can bypass it if they allow another player to use their character for the round.

Elusive. No attack roll has advantage against the Psychic Dominator while he isn't incapacitated.

Forcecasting. The Psychic Dominator is a 13th-level Forcecaster. His Forcecasting ability is Charisma (Force save DC 22, +14 to hit with Force powers, 61 Force points). He can cast 6th level powers only once per day. He knows the following powers:

At-will: affect mind, break, denounce, feedback, force disarm, force push/pull, force shunt, force whisper, guidance, mind trick, resistance, slow, sound trick, turbulence
1st level: armor of abeloth, battle precognition, burst of speed, cloud mind, curse, disperse force, fear, force current, force propel, hex, improved feedback, project, sanctuary, sense emotion, sense force, slow descent, tapas, telemetry, telepathic link

2nd level: affliction, battlemind, calm emotions, coerce mind, danger sense, force blind/deafen, force confusion, force sight, force throw, hallucination, locate object, mind spike, probe mind, pull earthward, rescue, stun, wakefulness
3rd level: bestow curse, choke, dark aura, force repulse, force suppression, force trance, horror, plague, sever force, telekinetic shield, telekinetic storm
4th level: dominate beast, force immunity, hysteria, locate creature, mind trap
5th level: dominate mind, force meld, greater feedback, insanity, telekinesis
6th level: crush, mass coerce mind, mind prison, scourge, telekinetic burst

Legendary Resistance (3/Day). When the Psychic Dominator fails a saving throw, he can choose to succeed instead.

Moth to Flame. The Psychic Dominator's immunity to the Charmed condition is ignored by creatures of dark alignment and character level or challenge rating equal to or greater than that of the Psychic Dominator.

Psionic Piloting. Using his powers, the Psychic Dominator can operate an otherwise-complete vehicle that lacks the necessary components to accommodate a pilot or droid brain. The ship's Intelligence becomes 17 and its proficiency bonus becomes +5 while the Psychic Dominator is controlling it.

Psychic Defense. The Psychic Dominator uses his Charisma modifier instead of Dexterity for armor class calculations.

Superb Resistance. The Psychic Dominator has advantage on saving throws against powers.

ACTIONS

Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 +3) Kinetic damage.

LEGENDARY ACTIONS

The Psychic Dominator can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Psychic Dominator regains spent legendary actions at the start of his turn.

Disable (Costs 2 Actions). The Psychic Dominator uses its Disable Ability to nullify a creature's feature or ability.

Humans and Human-Adjacents: Superior Soldiers

Acrimonious Sniper

Medium humanoid (any), true balanced


Armor Class 16 (Fine Duravlex Fiber Armor)
Hit Points 158 (21d8 +63)
Speed 30 ft.


STR DEX CON INT WIS CHA
13(+1) 18(+4) 17(+3) 15(+2) 21(+5) 16(+3)

Saving Throws Dex +8, Con +7
Skills Nature +6, Perception +9, Stealth +12, Survival +13
Damage Resistance Cold, Fire, Poison; Kinetic from unenhanced sources
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, two others
Challenge 11 (5,900 XP)


Enhanced Weapons. The Acrimonious Sniper's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Keen Eye. The Acrimonious Sniper scores a critical hit on natural rolls of 18-20.

Legendary Resistance (3/Day). When the Acrimonious Sniper fails a saving throw, she can choose to succeed instead.

Pack Mother. The Acrimonious Sniper cares deeply for her canids, and will become enraged if they die. If a creature that the Acrimonious Sniper can see and that is within 60 of her kills a domestic canid, the Acrimonious Sniper gains advantage on all attack rolls made against that creature, and the creature has disadvantage on saving throws made against the Acrimonious Sniper’s attacks. This effect lasts until the Acrimonious Sniper shifts her fury to another creature.

Quarry Obsession. At the beginning of her turn, the Acrimonious Sniper may select a creature to be her quarry, which lasts until it is reduced to 0 hit points or it is no longer on the same planet as the Acrimonious Sniper. The Acrimonious Sniper deals an additional (1d10) bonus damage on all successful attacks against the quarry. When she misses an attack against the quarry, she rolls d6; on 5-6, she gains a permanent +1 bonus to her attack rolls against it, stacking cumulatively. The Acrimonious Sniper may have only one creature as her quarry at any time.

Sneak Attack (1/Turn). The Acrimonious Sniper can deal an extra 21 (6d6) damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Acrimonious Sniper doesn’t have disadvantage on the attack roll.



ACTIONS

Multiattack. The Acrimonious Sniper makes three sniper rifle attacks, or four vibroknife attacks.

Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 1000 ft., one target. Hit: 11 (1d12 +4) Kinetic damage. On a critical hit, the attack deals two additional damage dice (4d12 +4). A creature damaged by this attack must make a DC 14 Constitution saving throw, or is Poisoned for up to 1 hour or until it receives healing. If the Acrimonious Sniper was hidden when she made the attack, she makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Acrimonious Sniper remains hidden.

Fine Vibroknife. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 +5) Kinetic damage.

Dog Whistle (Recharge 6). The Acrimonious Sniper whistles for her beast companions. 1d8 Domestic Canids (CR 1/4) friendly to the Acrimonious Sniper appear in empty spaces within 60 feet of her and move immediately after her in the initiative order. The Acrimonious Sniper can summon up to 15 domestic canids in one day using this ability.

Diazepam (Recharge 5-6). The Acrimonious Sniper gains (2d10) temporary hit points. If she has the Frightened or Shocked conditions, they are removed. While she has these hit points, she has disadvantage on checks to discern illusions and advantage on saving throws to resist the Disease and Frightened conditions.


Domestic Canid

Medium beast, unaligned


Armor Class 13 (Nautral Armor)
Hit Points 11 (2d8 +2)
Speed 40 ft.


STR DEX CON INT WIS CHA
12(+1) 15(+2) 12(+1) 3(-1) 12(+1) 6(-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


Keen Hearing and Smell. The canid has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The canid has advantage on an attack roll against a creature if at least one of the canid's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (2d4 +2) Kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Humans and Human-Adjacents: Superior Soldiers

Cursed Commander

Medium humanoid (human), lawful balanced


Armor Class 18 (Unarmored Defense)
Hit Points 218 (29d8 +87)
Speed - ft.


STR DEX CON INT WIS CHA
16(+3) 18(+4) 17(+3) 13(+1) 16(+3) 18(+4)

Saving Throws Str +7, Con +7, Wis +7
Skills Athletics +7, Insight +7, Survival +7
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 13
Languages Galactic Basic, one other
Challenge 10 (5,900 XP)


Armor-Piercing Rounds. When the Cursed Commander damages a target with her fine railgun or charged shot actions, she gains a cumulative +1 bonus to her attack rolls and charged shot DC against the target until the target receives healing.

Avoidance. If the Cursed Commander is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Elusive. No attack roll has advantage against the Cursed Commander while she isn't incapacitated.

EM Defense Field. The Cursed Commander is surrounded by a defensive electromagnetic shield, granting the following benefits while active:
• When targeted by a ranged weapon attack, the attack rolls maximum value is 2 before the roll's bonuses.
• When forced to make a Dexterity saving throw to resist AOE damage, the save DC for the Cursed Commander is set to 10.
• When an explosive is targeted within 10 feet of her, she rolls a d10; on 2-10, the explosive is rendered inert and has no effect.

This feature can be disabled by the tech override tech power, until the Cursed Commander uses a full-round action to reactivate it.

Enhanced Weapons. The Cursed Commander's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and vulnerability.

Legendary Resistance (3/Day). When the Cursed Commander fails a saving throw, she can choose to succeed instead.

ACTIONS

Multiattack. The Cursed Commander makes four fine railgun or three strike attacks.

Fine Railgun. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d6 +5) Kinetic damage. If the target creature is size Large or smaller, it must make a DC 16 Strength saving throw; on failure, it is knocked prone.

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +3) Kinetic damage.

Charged Shot. As a full-round action, the Cursed Commander can charge up and fire her railgun, piercing through obstructions with ease. Each creature in a 600 foot long, 5 foot wide line must make a DC 19 Dexterity saving throw, taking 12 (2d6 +5) Kinetic and 22 (4d10) Ion damage. The shot pierces cover and obstructions up to 10 feet thick. A Large or smaller creature who takes any of this damage is knocked prone. If a creature rolls a natural 1 on the saving throw, it takes maximum damage (17 Kinetic and 40 Ion).


Mad Demolitionist

Medium humanoid (human), chaotic dark


Armor Class 16 (Duranium Battle Armor)
Hit Points 150 (20d8 +60)
Speed 30 ft.


STR DEX CON INT WIS CHA
11(0) 14(+2) 17(+3) 18(+4) 14(+2) 13(+1)

Saving Throws Dex +5, Con +6, Cha +4
Damage Resistance Fire; Energy and Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 12
Languages Galactic Basic
Challenge 8 (3,900 XP)


Avoidance. If the Mad Demolitionist is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Blast Armor. The Mad Demolitionist has advantage on all Dexterity saving throws to resist damage.

Explosives Mastery. When a creature makes a Dexterity saving throw against one of the Mad Demolitionist's explosive effects and rolls a natural 1, it takes maximum damage.

Skates. When moving through difficult terrain, the Mad Demolitionist's movement costs two extra feet instead of one for every foot traveled. Additionally, he has disadvantage on saving throws to resist being knocked prone.

Techcasting. The Mad Demolitionist is an 8th-level techcaster. His techcasting ability is Intelligence (tech save DC 15, +7 to hit with tech powers, 12 tech points). He knows the following powers:
At-will: encrypted message, extinguish, mending, ward
1st level: absorb energy, alarm, element of surprise
2nd level: detect traps, energetic burst
3rd level: sabotage charges

ACTIONS

Multiattack. The Mad Demolitionist makes two rapid fire or body slam attacks.

Rapid Fire. The Mad Demolitionist targets a creature within 40/160 feet with rapid fire. The target must make a DC 13 Dexterity saving throw, taking 7 (2d4 +2) Kinetic damage on failure or none on success.

Body Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +2) Kinetic damage. If the target is size Large or smaller, it must make a DC 13 Strength saving throw; on failure, it is knocked prone.

Set Mine. The Mad Demolitionist sets and primes a mine, choosing whether it detonates when a creature comes within 15 feet of it, on remote detonation, or at the end of initiative order within 5 turns. The mine activates at the beginning of the Mad Demolitionist's next turn. When detonated, each creature within 15 feet of it must make a DC 16 Dexterity saving throw. A creature takes 22 (4d10) kinetic damage on a failed save, or half as much as on a successful one.

Set Charge. The Mad Demolitionist expends a full-round action to set an fragmentation charge (average), which he can choose to explode in a 15-foot cone or 10-foot radius upon detonation.

Detonate Charges. The Mad Demolitionist detonates his choice of his primed charges and mines. A creature can interrupt this action and prevent its use for 3d4 rounds by casting the tech override power.

Humans and Human-Adjacents: Superior Soldiers


Regenerative Assassin

Medium humanoid (near-human), any dark


Armor Class 23 (Unarmored Defense)
Hit Points 171 (19d8 +95)
Speed 40 ft.


STR DEX CON INT WIS CHA
18(+4) 26(+8) 21(+5) 15(+2) 19(+4) 23(+6)

Saving Throws Str +10, Dex +14, Con +11, Wis +10
Skills Acrobatics +14, Deception +12, Insight +10, Intimidation +12, Investigation +8, Perception +10, Sleight of Hand +14, Stealth +14, Survival +10
Damage Resistance Poison; Kinetic from unenhanced sources
Condition Immunity Charmed, Disease, Exhaustion, Frightened, Poisoned, Slowed
Senses darkvision 60 ft., passive Perception 20
Languages Galactic Basic, seven others
Challenge 17 (18,000 XP)


Enhanced Weapons. The Regenerative Assassin's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Gruesome Demise. When the Regenerative Assassin reduces a creature to 0 hit points, up to four creatures of his choice within 60 feet must make a DC 18 Wisdom saving throw. On failure, they are frightened of the Regenerative Assassin until the start of his next turn. A creature frightened in this way drops its held weapons.

Keen Eye. The Regenerative Assassin deals critical hits on natural rolls of 18 or greater.

Legendary Resistance (3/day). When the Regenerative Assassin fails a saving throw, he can choose to succeed instead.

Nanomachines. The Regenerative Assassin's body is loaded with experimental nanomachines that accelerate his healing and shelter him from a variety of negative conditions. Major (even fatal) wounds leave little more than minor scars on the Regenerative Assassin.

This feature can be disabled by the destroy tech tech power, for a number of rounds equal to the level the power was cast at. While disabled, the Regenerative Assassin loses his regeneration and rejuvenation features, as well as all his condition immunities.

Regeneration. At the beginning of his turns, when the Regenerative Assassin has less than his maximum hit points, he regenerates 15 hit points (up to his maximum).

Rejuvenation. When the Regenerative Assassin is reduced to 10% of his hit points or less, he stops moving and begins to regenerate. At the beginning of each turn, he regenerates 50 hit points per round. If he has any lingering injuries, he is cured of one each round. When he returns to his maximum hit points, he returns to combat.

Roguelike. The Regenerative Assassin has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Schadenfreude (1/Turn). When he reduces a target to 0 hit points or deals a critical hit, the Regenerative Assassin gains a number of temporary hit points equal to the damage dealt.

Sneak Attack (1/Turn). The Regenerative Assassin can deal an extra 32 (9d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Regenerative Assassin doesn’t have disadvantage on the attack roll.

Spider-Climb. The Regenerative Assassin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The Regenerative Assassin's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Targeting Disruption. Attacks against the Regenerative Assassin using weapons with the Autotarget property, or by creatures with the Targeting Systems feature, are made with disadvantage.

Terror Hunt. The Regenerative Assassin inflicts double damage against frightened creatures.

Unnatural Movement. The Regenerative Assassin can move up walls or across water.

ACTIONS

Multiattack. The Regenerative Assassin uses his frightful presence, then makes either four vibroknife attacks or three vibrodart attacks.

Superior Vibroknife. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 14 (1d4 +11) Kinetic damage. On a critical hit, the target must make a DC 18 Strength saving throw; on failure, it suffers a Piercing Lingering Injury.

Vibrodarts. Ranged Weapon Attack: +14 to hit, range 30/90 ft., up to three targets in a 10-foot cube. Hit: 11 (1d4 +8) Kinetic damage.

Frightful Presence. Each creature of the Regenerative Assassin’s choice that is within 120 feet of him and aware of him must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Regenerative Assassin’s Frightful Presence for 24 hours.

LEGENDARY ACTIONS

The Regenerative Assassin can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Regenerative Assassin regains spent legendary actions at the start of his turn.

Darts (Costs 2 Actions). The Regenerative Assassin makes an attack with his darts.

Evade. The Regenerative Assassin casts force blur on himself.

Intimidate. The Regenerative Assassin makes an intimidate action.

Search. The Regenerative Assassin makes a Wisdom (Perception) check.

Humans and Human-Adjacents: Superior Soldiers


Cackling Infiltrator

Medium humanoid (any), chaotic dark


Armor Class 16 (Improved Duravlex Fiber Armor)
Hit Points 180 (24d8 +72)
Speed 35 ft.


STR DEX CON INT WIS CHA
15(+2) 18(+4) 17(+3) 17(+3) 18(+4) 19(+4)

Saving Throws Dex +9, Wis +8
Skills Acrobatics +9, Intimidation +8, Perception +8, Stealth +9
Damage Resistance Energy, Ion and Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 18
Languages Galactic Basic, one other
Challenge 10 (5,900 XP)


Ambusher. In the first round of a combat, the Cackling Infiltrator has advantage on attack rolls against any creature she surprised.

Legendary Resistance (3/Day). When the Cackling Infiltrator fails a saving throw, she can choose to succeed instead.

Multitasker. The Cackling Infiltrator can make two reactions each round. She can only use one reaction on a given turn.

Roguelike. The Cackling Infiltrator has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Cackling Infiltrator can deal an extra 18 (5d6) damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Cackling Infiltrator doesn’t have disadvantage on the attack roll.

Spider-Climb. The Cackling Infiltrator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The Cackling Infiltrator's long jump is up to 20 feet and her high jump is up to 10 feet, with or without a running start.

Unhindered Movement. The Cackling Infiltrator’s movement speed is not reduced while moving with a grappled creature.

ACTIONS

Multiattack. The Cackling Infiltrator makes three rapid fire attacks or two tentacle attacks. She may also use her ink cloud as a bonus action, if available.

Rapid Fire. The Cackling Infiltrator targets a creature within 30/120 feet with rapid fire. The target creature must make a DC 16 Dexterity saving throw, taking 11 (2d6 +4) Kinetic damage on failure or 4 on success. If the target creature is beyond 60 feet, it makes the save with advantage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 +4) Kinetic. The Cackling Infiltrator can choose to deal half damage and be grappling the target (escape DC 16). When the Cackling Infiltrator starts her turn grappling a target in this way, she can use her bonus action to deal 14 (3d8) Lightning damage to the grappled creature. She can have up to two creatures grappled at a time in this way.

Tentacle Ball (Recharge 5-6). As a full-round action, the Cackling Infiltrator rolls herself into a ball, protected by her tentacles. She moves up to 60 feet, moving through the spaces of other creatures. When the moves through the space of a creature, it must make a DC 16 Dexterity saving throw, taking 27 (5d8 +4) Kinetic damage and 9 (2d8) Lightning damage on failure, or half on success. A Huge or smaller creature that fails this save is knocked prone and Shocked. A creature must only make this save once this turn, regardless of how many times the Cackling Infiltrator passes through its space.

Active Camouflage. The Cackling Infiltrator casts the cloaking screen tech power on herself. When taking damage, she has disadvantage on concentration checks to maintain the effect.

Holographic Disguise (Recharge 5-6). The Cackling Infiltrator casts the holographic disguise tech power, appearing to be a humanoid or object. If she impersonates a humanoid she has heard before, she perfectly mimics their speech pattern. A successful DC 19 Intelligence (Investigation) check will reveal her illusion, but it can be instantly recognized by the gleaming outline and force sight powers.

Ink Cloud (Recharge 5-6). The Cackling Infiltrator casts the smoke cloud tech power without concentration, which persists for up to 2 rounds or until dispersed. Immediately afterward, she casts the homing rockets tech power.

Maddening Laughter. Each creature of the Cackling Infiltrator’s choice that is within 120 feet of her and can hear her must make a DC 19 Wisdom saving throw. If a creature fails the save, the Cackling Infiltrator has advantage on her next attack against the creature, or the creature has disadvantage on the next saving throw she imposes upon it. If a creature’s saving throw is successful, the creature is immune to the Cackling Infiltrator’s Maddening Laughter for 24 hours.

REACTIONS

Tentacle Block. The Cackling Infiltrator gains +4 AC against one attack that would hit her.

Humans and Human-Adjacents: Superior Soldiers


Furious Bombardier

Medium humanoid (any), any dark


Armor Class 18 (Durasteel Exoskeleton)
Hit Points 204 (24d8 +96)
Speed 25 ft., fly 90 ft. (wingjets)


STR DEX CON INT WIS CHA
17(+3) 17(+3) 18(+4) 12(+1) 15(+2) 19(+4)

Saving Throws Str +8, Dex +7, Con +9
Skills Acrobatics+7, Athletics+8, Intimidation+9, Perception+7
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 17
Languages Galactic Basic, one other
Challenge 14 (11,500 XP)


Charge. If the Furious Bombardier moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Furious Bombardier can be grappling the target as a bonus action (escape DC 18).

Explosives Mastery. Creatures that roll a natural 1 on saving throws to resist damage from the Furious Bombardier's explosives take maximum damage.

Flyby. The Furious Bombardier doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.

Legendary Resistance (3/Day). When the Furious Bombardier fails a saving throw, she can choose to succeed instead.

Rage (1/Day). As a bonus action when the Furious Bombardier has (50%) hit points or less, she can become enraged. While raging, the Furious Bombardier has the following benefits:
• She has advantage on Strength checks and Strength saving throws.
• She deals +4 bonus damage on all successful attacks.
• She resists all damage.

The rage lasts for 1 minute, only ending early if the Furious Bombardier is knocked unconscious or ends the rage as a bonus action.

Wingjets. Activating or deactivating the wingjets requires a bonus action (or use of the backblast action) and, while active, the Furious Bombardier has a flying speed of 90 feet. The wingjets can remain active indefinitely.

ACTIONS

Multiattack. The Furious Bombardier makes four grenade launcher attacks, or two attacks with either her rockets or slam attack.

Grenade Launcher. The Furious Bombardier launches a fragmentation grenade at a point within 80/320 feet. All creatures within 10 feet of the target point must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on failure or half as much on success. Creatures beyond 80 feet make the save with advantage.

Rocket. Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 10 (2d6 +3) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on a failed save or half as much on a successful one.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) Kinetic damage.

Wing Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 +3) Kinetic damage. On a critical hit, the Furious Bombardier rolls on the Slashing Lingering Injury Table and inflicts the corresponding injury.

Backblast. The Furious Bombardier engages her wingjet thrusters, scorching the area around her in a 5 foot radius. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (12d6) Fire damage on failure or half as much on success. Immediately after taking this action, the Furious Bombardier can move up to her full flying speed.

Humans and Human-Adjacents: Superior Soldiers


Forlorn Huntress

Medium humanoid (any), any dark


Armor Class 20 (Improved Durasteel Exoskeleton)
Hit Points 238 (28d8 +112)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
22(+6) 18(+4) 19(+4) 14(+2) 24(+7) 12(+1)

Saving Throws Str +11, Dex +9, Con +9
Skills Athletics +11, Investigation +7, Nature +7, Perception +12, Stealth +9, Survival +12
Damage Resistance Cold; Energy, Ion and Kinetic from unenhanced sources
Condition Immunity Charmed, Slowed
Senses darkvision 60 ft., passive Perception 22
Languages Galactic Basic, one other
Challenge 15 (13,000 XP)


Armor-Piercing Rounds. When the Forlorn Huntress damages a target with her fine railgun or charged shot actions, she gains a cumulative +1 bonus to her attack rolls and charged shot DC against the target until the target receives healing.

Charge. If the Forlorn Huntress moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Forlorn Huntress can use her slam attack as a bonus action.

Enhanced Weapons. The Forlorn Huntress' weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Firing Preparations. As a bonus action, the Forlorn Huntress can enter or exit her firing stance, opening the hatch of her exoskeleton to take aim. While in this stance, her armor class is 14 and her Dexterity saving throw bonus is set to 0. She must be in this stance to use her railgun or charged shot abilities.

Keen Eye. The Forlorn Huntress scores a critical hit on natural rolls of 18-20.

Keen Sensors. The Forlorn Huntress has advantage on Wisdom (Perception) checks.

Legendary Resistance (3/Day). When the Forlorn Huntress fails a saving throw, she can choose to succeed instead.

Roguelike. The Forlorn Huntress has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Scan-Shielded Body. The Forlorn Huntress is undetectable by the gleaming outline and force sight powers, unless she has entered her stance for firing preparations.

Sneak Attack (1/Turn). The Forlorn Huntress can deal an extra 28 (8d6) damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Forlorn Huntress doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Forlorn Huntress makes two railgun attacks or four slam attacks. She can throw a grenade as a bonus action, if available.

Superior Railgun (Requires Firing Preparations). Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 14 (2d6 +7) Kinetic damage. If the target creature is size Large or smaller, it must make a DC 18 Strength saving throw; on failure, it is knocked prone. On a critical hit, the target must make a DC 18 Strength saving throw; on failure, it suffers a Piercing Lingering Injury.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 +6) Kinetic damage.

Charged Shot (Requires Firing Preparations). As a full-round action, the Forlorn Huntress can charge up and fire her railgun, piercing through obstructions with ease. Each creature in a 600 foot long, 5 foot wide line must make a DC 18 Dexterity saving throw, taking 14 (2d6 +7) Kinetic and 33 (6d10) Ion damage. The shot pierces cover and obstructions up to 10 feet thick. A Large or smaller creature who takes any of this damage is knocked prone. If a creature rolls a natural 1 on the saving throw, it takes maximum damage (18 Kinetic and 60 Ion) and suffers a Piercing Lingering Injury.

Grenade (Recharge 5-6). The Forlorn Huntress throws a standard grenade at a point within 60 feet, choosing from fragmentation, deafening, electrifying, flash, ion, or plasma.

LEGENDARY ACTIONS

The Forlorn Huntress can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Forlorn Huntress regains spent legendary actions at the start of her turn.

Move. The Forlorn Huntress moves up half her speed and takes the hide action.

Railgun. The Forlorn Huntress makes a railgun attack.

Search. The Forlorn Huntress makes an Intelligence (Investigation) or Wisdom (Perception) check.

Slam. The Forlorn Huntress makes a slam attack.

Humans and Human-Adjacents: Superior Soldiers


Psychological Warlord

Medium humanoid (any), any dark


Armor Class 17 (Fine Duranium Battle Armor)
Hit Points 270 (36d8 +108)
Speed 15 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
13(+1) 16(+3) 16(+3) 22(+6) 16(+3) 19(+4)

Saving Throws Dex +9, Int +12, Wis +9, Cha +10
Skills Insight+9, Intimidation+10, Performance+10, Perception+9
Damage Resistance Psychic; Energy, Ion and Kinetic from unenhanced sources
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, four others
Challenge 18 (20,000 XP)


Burden of Guilt. When a creature reduces a puppet of the Psychological Warlord to 0 hit points, the creature must make a DC 10 Wisdom saving throw, or suffers 5 (1d8) Psychic damage.

Legendary Resistance (3/Day). When the Psychological Warlord fails a saving throw, she can choose to succeed instead.

Puppetmaster. The Psychological Warlord uses her twin dolls, the Dominator and the Reanimator, to control humanoids. Both dolls are indestructible and add a +1 bonus to the Psychological Warlord's tech attack bonus and save DC (included below). For a humanoid target to be a viable target for control by these dolls, it must have either the circuitry feature, cybernetic augmentations, be able to cast tech powers, or have some form of nanomachines in its body.

When the Psychological Warlord uses her action to capture targets she can see using one of the dolls, each viable target must make a DC 20 Wisdom saving throw; dead humanoids automatically fail the save. A creature who fails the saving throw becomes dominated by the Psychological Warlord; on its turn (or immediately after the Psychological Warlord in the initiative order, if it was dead), it moves at half its regular speed and makes one attack without proficiency (regardless of multiattack or extra attacks) as directed by the Psychological Warlord. The Psychological Warlord can instead use her action to take full control over a selected creature, moving at full speed and taking all available actions with full bonuses, including multiattacks and extra attacks. A dead humanoid reanimated by this power has 25 hit points, regardless of its original hit points.

Each time the controlled humanoid takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, it is no longer dominated. The dolls can be hit by targeted attacks (declared before making the roll), made with disadvantage. When hit by a weapon attack, the doll is sent flying up to 25 feet. When the Psychological Warlord loses a doll, all targets controlled by the doll are freed from its control, and new targets cannot be controlled until the doll is retrieved.

Reactive. When the Psychological Warlord is the target of a successful attack from a creature on its turn, the Psychological Warlord has +3 AC against that creature until the end of its turn.

Techcasting. The Psychological Warlord is a 16th-level techcaster. Her techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech powers, 38 tech points). She also knows various Force powers, which she casts as tech powers. She uses her two dolls, the Dominator and the Reanimator, as casting foci. She knows the following powers:

At-will: encrypted message, force disarm¹, haywire, illusory strike, ionic strike, pheromone burst, pressure crush, short circuit
1st level: alarm, analyze, animate weapon¹, buffer, copy, countermeasures, decryption program, detect enhancement, execute command, preparedness, spot the weakness
2nd level: affliction¹, detect invisibility, detect traps, force blur¹, frequency scan, hold droid, implant message, lock, mirror image, paralyze humanoid, release, translocate
3rd level: bestow virus, destroy tech, diminish tech, read memory, remove virus, scramble interface, tech override
4th level: scan area, sensor probe
5th level: friendly fire, greater analyze, mislead, override interface, rewrite memory, shutdown, telekinesis¹
6th level: contingency, disperse energy, find the path
7th level: project hologram, squad shield
8th level: energizing aura, scrambling field, telekinetic wave¹
¹ Force Powers

Tech Resistance. The Psychological Warlord has advantage on saving throws against tech powers.

ACTIONS

Improved Vibroknives. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d4 +9) Kinetic damage.

Phasestrike (Recharge 5-6). The Psychological Warlord teleports up to 30 feet and makes an vibroknives attack with advantage. After making the attack, she teleports up to 15 feet away.

Dominate Puppets (Recharge 4-6, requires Dominator). The Psychological Warlord attempts to dominate 1d4 living targets within 30 feet.

Reanimate Puppets (Recharge 4-6, requires Reanimator). The Psychological Warlord asserts domination over 1d4 dead targets within 30 feet.

LEGENDARY ACTIONS

The Psychological Warlord can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Psychological Warlord regains spent legendary actions at the start of her turn.

Command. The Psychological Warlord issues a command to a puppet. The puppet uses its reaction to act as dictated by the Psychological Warlord.

Evade. The Psychological Warlord casts force blur on herself.

Capture Puppets. The Psychological Warlord uses either dominate puppets or reanimate puppets action, if available.

Humans and Human-Adjacents: Superior Soldiers

Les Enfants Terribles

Although rendered infertile by exposure to atomic testing at Bikini Atoll, Big Boss was considered by many to be far too important to lose over the course of time, and that his genes were essential to pass on. Without his knowledge or consent, two embryos were cloned and nurtured; with genetic modification, one embryo was modified to carry and express all of Big Boss' dominant genes, while the other, his recessive ones. There was a total genetic difference of about .43%, enough to fool virtually all genetic testing except more precise scans. When Big Boss discovered this betrayal of trust, he left the comrades in his group in disgust, driving many of them to go into hiding in fear of future consequences. In completion, the twin sons were born: Eli and David. Big Boss would later remark that he did not consider them his sons, but treated them as "human beings, just another person."

Eli, who had Big Boss' dominant genes (and would later take the codename Liquid Snake), spent his early years in the United Kingdom and later escaped his guardians just before the 1980s to Africa, where he became the leader of a group of child soldiers and held the moniker "The White Mamba." At some point, he became aware of his relation to Big Boss, but was under the mistaken impression that he was the recessive clone, rather than the dominant; the misconception drove him to great lengths to prove himself, and his hatred of Big Boss was without end. When he encountered Venom Snake (unaware he was not Big Boss but a body double), he tried with vigor to kill him on numerous occasions. When their paths finally crossed, a young Psycho Mantis was so drawn to Eli's hatred for Big Boss that he abandoned Skull Face to join the young prodigy. As an adult, Eli would join the British Special Air Service and a collection of other special forces groups, before learning of David and the defeat of Big Boss at Zanzibar Land; the denial of his revenge drove him to greater fury, and he would later join and command FOXHOUND up until its end at Shadow Moses.

David, carrier of the recessive genes, was raised in the United States in a foster home before joining the Green Berets as a teenager. He would later join FOXHOUND and take the codename Solid Snake, where he was trained to expertise in a variety of abilities; several of them under the direct tutelage of Big Boss, who quietly built great respect for him. His first mission was the infiltration of Outer Heaven to rescue fellow agent Gray Fox and gather intelligence on a new superweapon, Metal Gear (TX-55). This was the first of many high-profile missions of which he was called upon with world-changing stakes; these battles brought him to clash with Big Boss, Liquid, a number of Metal Gear iterations, and a gallery of impressive specialists who rallied behind his enemies and sought to change the very face of societal control, warfare, and nuclear deterrence. Although only an occasional tactic of Big Boss, Solid Snake became humorously known for using simple objects like commercial cardboard boxes as disguises to slip past guards in his infiltrations.

Some time after the first two were born, a third son was born: George Sears, a perfect clone of Big Boss with more advanced aging, who was groomed by Big Boss' former allies into being an ideal figurehead for control. Sears would go on to be the 43rd president of the United States, and after later learning of the true nature of these controlling figures, launched a rebellion under the codename Solidus Snake. Solidus attacked the heart of their control structure during the Big Shell Incident, but ultimately failed and was killed by his adopted son, the child soldier-turned-infiltration agent Jack (codename Raiden).

Gray Fox/ The Cyborg Ninja

Frank Jaeger was a ruthless child soldier who was saved from the lifestyle by Big Boss, only to be inducted into a program that prepared him to be "the perfect soldier" in adulthood. He later reconnected with his humanity by saving and adopting a girl whose parents he had killed, but was captured, tortured, and disfigured until he was rescued by Big Boss again. When he later joined FOXHOUND under the command of Big Boss, he was the only member to achieve its highest commendation, the codename Fox (full title Gray Fox). His loyalty to Big Boss was unflinching, and after the events of Operation Intrude N313 at Outer Heaven, he assisted Big Boss in his escape to Asia. During the Zanzibar Land Disturbance, the conflicted Gray Fox both resisted Snake's advance through the defenses and occasionally served as his anonymous informant for traps and hazards. He would ultimately battle Snake and lose before falling into a land mine that mutilated his body.
Gray Fox's remains would be recovered and repaired with extensive cybernetic surgery and experimental gene therapy. With a powered exoskeleton grafted onto his body, Gray Fox had superhuman strength and agility that required regular assistance to combat stress and bodily rejection. Subjected to constant sedatives, his body became a testing ground for new gene therapy development and control nanomachines that would later pave way for the Sons of the Patriots system. When he finally escaped, he suffered a critical breakdown of identity and mental instability. Fox's desire to encounter Snake pushed him to intercept the mission at Shadow Moses, where he killed any of the soldiers who lingered in his way (including severing the arm of Revolver Ocelot). As he had previously, he would anonymously contact Snake to inform him of threats. In his encounters, he wielded a high-frequency blade that, paired with his reflexes, could deflect bullets; by battling Snake, Fox suffered violent spasms but slowly regained his sense of self. He would later help Snake battle Metal Gear REX, dying in the encounter.
The mantle of the "cyborg ninja" was later adopted by Olga Gurlukovich during the Big Shell Incident, using a powered suit that mimicked Gray Fox's abilities. Following his defeat of Solidus and resolve to rise to the looming challenges ahead, Raiden accepted major cybernetic enhancements, allowing him to fight on par with and surpass Gray Fox's speed and skill.

Revolver Ocelot

Serving as a rival, ally, and antagonist for Big Boss and his clones throughout the decades, Revolver Ocelot was a triple-agent and the child of The Boss and The Sorrow. He was the only person to become well-acquainted with each of the five Snakes, although he was only ever enemies with Solid Snake. While he first served (under the command of Colonel Volgin) as Big Boss' rival during Operation Snake Eater, he developed a deep respect for him and later considered him a comrade, and following Big Boss' coma, helped him to disappear and to prepare and assist Venom Snake for taking over the role of Big Boss.
Ocelot was an unrivaled pistol marksman, having been influenced by Big Boss to switch from semi-automatic sidearms to single-action revolvers in their first encounter. He was masterful with trick shots and could perfectly aim a bullet to ricochet it multiple times and hit a target behind cover. As part of his showboating nature, he would flourish and spin his revolvers with flair to impress or intimidate others, and could juggle up to three revolvers at a time and take shots between throwing as part of his favorite method of intimidation. He was also an effective interrogator and strategist.
When he later adopted the Liquid Ocelot persona, he formed the Outer Heaven mother company to control several armed groups and used their combined power to attempt to liberate the world from AI domination. In capturing the SOP system, he seized control of the world's weapons and left enemy soldiers unable to fight.


Mythic Clone

Medium humanoid (human), any balanced


Armor Class 20 (Improved Duravlex Fiber Armor)
Hit Points 238 (25d8 +125)
Speed 35 ft.


STR DEX CON INT WIS CHA
18(+4) 24(+7) 20(+5) 15(+3) 19(+4) 20(+5)

Saving Throws Str +10, Dex +13, Con +11, Wis +10
Skills Athletics +10, Insight +10, Investigation +9, Lore +9, Medicine+10, Perception+10, Piloting+9, Stealth+13, Survival+10
Damage Resistance Energy, Ion, and Kinetic
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 20
Languages Galactic Basic, six others
Challenge 18 (20,000 XP)


Alert. The Mythic Clone has a +12 total bonus to Initiative rolls, and cannot be surprised while he is not incapacitated.

Dualistic Twins. Only two Mythic Clones exist: one of Dominant genes, and one of Recessive genes. The Mythic Clone gains additional features based on which genes it has.

Effective Disguise. The Mythic Clone can spend 10 minutes preparing a disguise and falsified backstory. The facade holds up to scrutiny and can only be recognized by a DC 21 Investigation check.

Enhanced Weapons. The Mythic Clone's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Keen Eye. The Mythic Clone deals critical hits on natural rolls of 18 or greater.

Legendary Resistance (3/day). When the Mythic Clone fails a saving throw, he can choose to succeed instead.

Master Infiltrator. The Mythic Clone only needs to be lightly obscured to take the Hide action. Additionally, climbing and moving from prone to standing costs no extra movement.

Prone Combatant. While prone, the Mythic Clone has a crawling speed equal to his movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet.

Quickdraw. The Mythic Clone can draw, switch, and holster his weapons as free actions.

Roguelike. The Mythic Clone has the following standard Operative class features: Avoidance, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Mythic Clone can deal an extra 32 (9d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Mythic Clone doesn’t have disadvantage on the attack roll.

Superb Resistance. The Mythic Clone has advantage on saving throws against Force and Tech powers, as well as other enhanced effects.

ACTIONS

Multiattack. The Mythic Clone makes two heavy slugpistol, unarmed strike, or rapid fire attacks. He may then throw a grenade as a bonus action, if available.

Heavy Slugpistol. Ranged Weapon Attack: +13 to hit, range 40/160 ft.,


one target. Hit: 12 (1d8 +7) Kinetic damage. If the Mythic Clone was hidden when he made the attack, he makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Mythic Clone remains hidden.

Rapid Fire. The Mythic Clone targets a creature within 40/160 feet with rapid fire. The target must make a DC 20 Dexterity saving throw, taking 16 (2d8 +7) Kinetic damage on failure or 7 on success.

Unarmed Strike. Melee Weapon Attack: +13 to hit, 5 ft., one target. Hit: 12 (2d4 +7) Kinetic damage. The target must make a DC 19 Strength saving throw; on failure, it is either knocked prone or disarmed of one item it is holding (the Mythic Clone's choice).
On a critical hit, the Mythic Clone rolls on the Bludgeoning Lingering Injury Table and inflicts the corresponding injury upon the target.

Average Grenade (Recharge 5-6). The Mythic Clone throws an average (premium) grenade at a point within 50 feet, choosing from fragmentation, deafening, electrifyng, flash, gas, incendiary, ion, plasma, or stun.

REACTIONS

Close Quarters Counter. The Mythic Clone makes an unarmed strike against a melee attacker when they declare their attack. If his attack roll is successful, he interrupts the enemy attack and either disarms the enemy or knocks them prone (the Mythic Clone's choice). The Mythic Clone grasps a disarmed weapon if he has a free hand.

LEGENDARY ACTIONS

The Mythic Clone can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mythic Clone regains spent legendary actions at the start of his turn.

Attack. The Mythic Clone makes a heavy slugpistol or unarmed strike attack.

Move. The Mythic Clone moves up to half his speed.

Search. The Mythic Clone makes a Wisdom (Perception) check.

Dualistic Twins

Dominant

Defiant (Recharge 5-6). When the Dominant Mythic Clone rolls an attack roll, skill check, or saving throw, he can roll 1d4 and add the result to his roll.

Unwavering Fortitude. If damage reduces the Dominant Mythic Clone to 0 hit points, he must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage is from a critical hit. On a success, he drops to 1 hit point instead.

Recessive

Improvised Disguise. The Recessive Mythic Clone disguises himself as a simple object, such as a shipping box. His speed is halved and he can remain hidden while moving in line of sight of an enemy. If their Perception check in contest with his Stealth check wins, they only recognize that they saw movement in an area, and are not immediately alerted to his presence. The disguise ends when an enemy removes the disguise or the Recessive Mythic Clone uses an attack action.

Rocket Launcher (Recharge 5-6). Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 14 (2d6 +7) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 33 (6d10) Kinetic damage on a failed save or half as much on a successful one. Vehicles make this saving throw with disadvantage, and take maximum damage (60) on a natural 1.

Humans and Human-Adjacents: Superior Soldiers


Clone Liberator

Medium humanoid (human), true balanced


Armor Class 19 (Superior Duranium Battle Armor)
Hit Points 266 (28d8 +140)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
25(+7) 24(+7) 21(+5) 23(+6) 17(+3) 21(+5)

Saving Throws Str +13, Dex +13, Con +11, Wis +9
Skills Acrobatics +13, Athletics +13, Deception +11, Insight +9, Intimidation +11, Lore +12, Perception +9, Performance +11, Persuasion +11, Piloting +12, Survival +9, Technology +12
Damage Resistance Energy, Ion, and Kinetic; Fall Damage
Condition Immunity Charmed, Frightened
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, seven others
Challenge 19 (22,000 XP)


Combat Superiority. The Clone Liberator can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals 6 (1d10) bonus damage, and the saving throw DC for these features is 19.
Disarming Attack: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Feinting Attack: The Clone Liberator has advantage on the attack roll.
Menacing Attack: The target must make a Wisdom saving throw. On a failed save, it is frightened of the Clone Liberator until the end of the Clone Liberator's next turn.
Sweeping Attack: If another target is within 5 feet of the attack's target, that target takes the maneuver's bonus damage.
Trip Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.

Enhanced Weapons. The Clone Liberator's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Legendary Resistance (3/Day). When the Clone Liberator fails a saving throw, he can choose to succeed instead.

Multitasker. The Clone Liberator can make two reactions each round. He can only use one reaction on a given turn.

Onslaught Mastery. When a creature within 5 feet of the Clone Liberator falls prone or attempts to stand, they provoke an attack of opportunity from the Clone Liberator using his techblade.

Reactive. When the Clone Liberator is the target of a successful attack from a creature on its turn, the Clone Liberator has +2 AC against that creature until the end of its turn.

Roguelike. The Clone Liberator has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, and Uncanny Dodge.

ACTIONS

Multiattack. The Clone Liberator uses his soliloquy ability as a bonus action, then makes two attacks with his rapid fire or techblade.

Rapid Fire. The Clone Liberator targets a creature within 60/240 feet with subrepeater rapid fire. The target creature must make a DC 21 Dexterity saving throw, taking 14 (2d6 +7) Kinetic damage on failure or 7 on success. If the target creature is beyond 60 feet, it makes the save with advantage.

Superior Techblade. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d6 +10) Kinetic damage. On a critical hit, the target must make a DC 18 Strength saving throw; on failure, it suffers a Slashing Lingering Injury.

Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 +7) Kinetic. The Clone Liberator can choose to deal half damage and be grappling the target (escape DC 19). When the Clone Liberator starts his turn grappling a target in this way, he can use his bonus action to deal 18 (4d8) Lightning damage to the grappled creature.

Soliloquy. The Clone Liberator speaks a fatalistic statement, targeting himself or another creature he can see that can hear him. He rolls a d6; he can choose to grant the rolled value as a boost or penalty to the creature's next skill check, attack roll, or saving throw. If the result of their attempt is in line with the soliloquy (a boosted success or a penalized failure), the die's size increases by 1 (i.e. d6>d8), up to a maximum of a d12. When the die's effect does not influence the roll into its intended result in this way (i.e. a boost still ends in failure or a penalty still ends in success), the die's size resets to a d6. A creature is immune to this ability if it is immune to Psychic damage.

REACTIONS

Deflect Missile. When hit by a ranged attack roll while holding his techblade, the Clone Liberator can use his reaction to reduce the damage taken by 22 (1d10 +16). If the damage was energy, ion, or kinetic, and was reduced to 0, the Clone Liberator can redirect it towards another creature within the original attack's range, using a +10 modifier to the roll. The damage dealt is based on the original attack.

Parry. The Clone Liberator adds +3 to his armor class against one melee attack that would hit him.

LEGENDARY ACTIONS

The Clone Liberator can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Clone Liberator regains spent legendary actions at the start of his turn.

Lecture. The Clone Liberator uses his soliloquy ability.

Move. The Clone Liberator moves up to half his speed.

Techblade. The Clone Liberator makes a techblade attack.

Humans and Human-Adjacents: Superior Soldiers


Cyborg Ninja

Medium humanoid (human), true balanced


Armor Class 22 (Improved Durafiber Combat Suit)
Hit Points 238 (28d8 +112)
Speed 60 ft., climb 60 ft.


STR DEX CON INT WIS CHA
19(+4) 28(+9) 19(+4) 17(+3) 20(+5) 19(+4)

Saving Throws Str+10, Dex+18, Con+10, Int+9, Wis+11, Cha+10
Skills Acrobatics +18, Athletics +10, Insight +11, Intimidation +10, Investigation +9, Lore +9, Perception +11, Sleight of Hand +18, Stealth +18, Survival +11, Technology +9
Damage Resistance all except Ion, Force, and Psychic
Condition Immunity Charmed
Senses darkvision 60 ft., passive Perception 21
Languages Galactic Basic, three others
Challenge 20 (25,000 XP)


Formfighting. As a bonus action on its turn, the Cyborg Ninja can adopt a fighting stance that lasts until the beginning of its next turn. It may choose from the following options:
Jar'Kai: Each time the Cyborg Ninja hits with a melee attack this round, it can move an additional 5 feet without provoking attacks of opportunity.
Juyo: This round, the Cyborg Ninja scores critical hits on natural rolls of 18-20.
Sokan: When an enemy makes a melee attack against the Cyborg Ninja this round, the Cyborg Ninja can choose to impose disadvantage on the attack and move 5 feet in any direction.
Vaapad: The Cyborg Ninja can choose to make one of its melee attacks this round with advantage.
Ysannanite: While within 5 feet of an enemy and attempting to make a ranged attack this round, the Cyborg Ninja does not have disadvantage on the attack.

Legendary Resistance (3/Day). When the Cyborg Ninja fails a saving throw, it can choose to succeed instead.

Multitasker. The Cyborg Ninja can make three reactions each round. It can only use one reaction on a given turn.

Onslaught Mastery. When a creature within 5 feet of the Cyborg Ninja falls prone or attempts to stand, they provoke an attack of opportunity from the Cyborg Ninja.

Roguelike. The Cyborg Ninja has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Cyborg Ninja can deal an extra 35 (10d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Cyborg Ninja doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Cyborg Ninja makes two attacks.

Superior Techblade. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 16 (1d6 +12) Kinetic damage. On a critical hit, it deals 17 (3d10) bonus Sonic damage and rolls on the d100 Dismemberment Table, inflicting the corresponding injury upon the target.

Integrated Laser Cannon. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 15 (1d10 +9) Energy damage plus 5 (1d8) Ion damage.

Active Camouflage. The Cyborg Ninja casts the cloaking screen tech power on itself. When taking damage, it has disadvantage on concentration checks to maintain the effect.

REACTIONS

Deflect Missile. When hit by a ranged attack roll while holding its techblade, the Cyborg Ninja can use its reaction to reduce the damage taken by 25 (1d10 +19). If the damage was energy, ion, or kinetic, and was reduced to 0, the Cyborg Ninja can redirect it towards another creature within the original attack's range, using a +12 modifier to the roll. The damage dealt is based on the original attack.

Parry. The Cyborg Ninja adds +3 to its armor class against one melee attack that would hit it.

LEGENDARY ACTIONS

The Cyborg Ninja can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cyborg Ninja regains spent legendary actions at the start of its turn.

Attack. The Cyborg Ninja makes a weapon attack.

Change-Up (Costs 2 Actions). The Cyborg Ninja adopts a new formfighting style.

Move. The Cyborg Ninja moves up to half its speed.

Search. The Cyborg Ninja makes a Wisdom (Perception) check.



Crackshot Interrogator

Medium humanoid (human), true balanced


Armor Class 18 (Combat Suit)
Hit Points 225 (30d8 +90)
Speed 30 ft.


STR DEX CON INT WIS CHA
17(+3) 24(+7) 17(+3) 21(+5) 18(+4) 19(+4)

Saving Throws Dex +13, Con +9, Int +11, Wis +10
Skills Acrobatics +13, Deception +10, Insight +10, Investigation +11, Lore +11, Medicine +10, Perception +10, Persuasion +10, Piloting +11, Sleight of Hand +13, Survival +10, Technology +11
Damage Resistance Poison; Energy and Kinetic from unenhanced sources
Senses darkvision 60 ft., passive Perception 20
Languages Galactic Basic, nine others
Challenge 18 (20,000 XP)


Brave. The Crackshot Interrogator has advantage on saving throws to resist being frightened.

Enhanced Weapons. The Crackshot Interrogator's weapon attacks are considered enhanced for the purposes of ignoring damage resistance.

Legendary Resistance (3/Day). When the Crackshot Interrogator fails a saving throw, he can choose to succeed instead.

Master Interrogator. When the Crackshot Interrogator tortures or interrogates a humanoid and imposes a skill contest, he has advantage on his checks. Additionally, creatures have disadvantage on saving throws to resist his truth serum.

Ricochet. The Crackshot Interrogator can target obstructed creatures within range that he is aware of but cannot see by ricocheting slugs. He can choose to shoot at a surface and have the bullet change direction up to five times, so long as the slug's total travel distance is equal to or less than its maximum range. For each redirection, his attack roll takes a -4 penalty. If the target is benefiting from cover, only the degree of cover from the slug's final direction applies.

Roguelike. The Crackshot Interrogator has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Crackshot Interrogator can deal an extra 32 (9d6) damage to one creature he hits with an attack if he has advantage on the attack roll or ricochets the bullet at least 2 times. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Crackshot Interrogator doesn’t have disadvantage on the attack roll.

Synchronicity. The Crackshot Interrogator is permanently under the effects of the synchronicity tech power.

Trickshooting (1/Turn). The Crackshot Interrogator can enhance his ranged attacks, utilizing one unique shot on a given attack. Each shot deals (1d8) bonus damage, and the saving throw DC for these features is 21.
Blinding Shot: The target must make a Constitution saving throw or becomes blinded. At the end of each of its turns, the target can repeat the saving throw to end the effect.

Crippling Shot: The target must make a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can repeat the saving throw to end the effect.
Disarming Shot: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Distracting Shot: The next attack against the target by a creature other than the Crackshot Interrogator is made with advantage.
Trip Shot: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.

ACTIONS

Multiattack. The Crackshot Interrogator uses his spinning flourish, then makes five attacks with his revolver or strike.

Revolver. Ranged Weapon Attack: +19 to hit, range 120 ft., one target. Hit: 12 (1d8 +7) Kinetic damage.

Fan the Hammer. The Crackshot Interrogator targets a creature within 30 feet with rapid fire. The target creature must make a DC 21 Dexterity saving throw, taking 34 (6d8 +7) Kinetic damage on failure or 7 on success.

Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d4 +7) Kinetic damage. The target must make a DC 20 Strength saving throw; on failure, it is either knocked prone, stunned until the end of its next turn, or disarmed of one item it is holding (the Crackshot Interrogator's choice).
On a critical hit, the Crackshot Interrogator rolls on the Bludgeoning Lingering Injury Table and inflicts the corresponding injury upon the target.

Spinning Flourish. The Crackshot Interrogator flourishes his weapon while maintaining eye contact with a creature he can see within 60 feet. The creature must make a DC 15 Wisdom saving throw; on failure, the Crackshot Interrogator has advantage on the next attack he makes against the creature until the end of his next turn.

Truth Serum (1/Day). The Crackshot Interrogator casts the truth serum tech power on a target within 5 feet (save DC 19). A creature is immune to this if it is immune to Poison damage or the poisoned condition.

REACTIONS

Return Fire. When a creature misses the Crackshot Interrogator with a ranged attack, he can use his reaction to make an attack against it using his revolver.

Snapshooting. When a creature moves within 30 feet of the Crackshot Interrogator, he can use his reaction to make an attack against it using his revolver.

LEGENDARY ACTIONS

The Crackshot Interrogator can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crackshot Interrogator regains spent legendary actions at the start of his turn.

Flourish. The Crackshot Interrogator uses his spinning flourish.

Move. The Crackshot Interrogator moves up to half his speed.

Search. The Crackshot Interrogator makes a Wisdom (Perception) check.

The Boss

In her native timeline(s), the woman who came to be known as The Boss was renown for almost 20 years as the greatest soldier who ever lived. Cofounding and training a number of special forces organizations, an entire generation of soldiers grew to be inspired by her unshakeable resolve and joy in combat. She also founded an elite combat unit, The Cobras, alongside numerous other specialist soldiers from the Allied forces, who contributed heavily to victories in the Western front. She was later ordered to infiltrate Los Alamos and assassinate a Manhattan Project scientist under the (mistaken) belief that he was a Nazi spy, but was distracted in the mission after learning she was pregnant with a child from The Sorrow, one of her comrades in the Cobras. She was shot in the head and failed the mission, left comatose for three months and fully recovering after six. In her regret, she believed that the scientist's survival was one of the inciting incidents of the Cold War, and her failure made her partly responsible.

In the early 50s, she met the teenager who would become her protégé, Jack. Spending nearly a decade training with him as an unprecedented disciple, the Boss and Jack developed the tactics of CQC together, an extremely potent form of close-quarters martial arts. The training ended when the Boss was returned to a string of missions: each which had painstaking consequences, the planning or intelligence failures of which were pinned on the Boss as a scapegoat. The last mission forced her to kill The Sorrow, at the threat of killing her child if she refused the orders.

Despite these repeated betrayals, the Boss remained steadfast in her loyalty, and accepted (as her final mission) the faked defection to (and infiltration of) a rogue Soviet division possessing a near-limitless cache of resources. As part of her mission, she died at the hands of Naked Snake, but not before giving him a battle worthy of her prowess and respect.

Snake / Big Boss

In his training under the Boss, Jack felt that part of him inexorably belonged to the Boss, a piece of his identity and development she helped build and nurture. This relationship-- bound by immense respect and maternal love-- became a challenge to overcome as Jack (now using the codename Naked Snake) was commanded to kill the Boss. With her apparent defection, along with all of the Cobras and the completed development of a new superweapon, stakes were critical. Naked Snake fought through all of it with a superhuman capacity to endure and persevere-- defeating the Cobras, the rogue soviet colonel, and everything they threw at him (including torture and interrogation that claimed his right eye)-- and eventually dueled the Boss in a grueling battle of skill and endurance.

For his victory, Snake was awarded the title of Big Boss; he resented it for a time as he had learned the truth of her actions and felt immense loss for the traitorous branding she received in death (despite her unflinching loyalty to her orders). Being drawn into a number of high-profile incidents over the next decade, Big Boss built a hardy following and a number of loyal adherents as he forsook his country. He would gain recognition as "the greatest warrior of the 20th century", along with a slew of other titles and monikers. When one scheme nearly claimed his life and left him and a medic of his military comatose for nearly a decade, a plan formed to create a mental copy of Big Boss-- "Venom Snake"-- to serve as a body double while the real Big Boss went underground. The medic received facial reconstructive surgery, hypnagogia conditioning to sincerely believe he was Big Boss, and-- after he awoke and narrowly evaded assassination-- critical exercise to rapidly build back lost muscle mass. Before long and with the support of his (unwitting) comrades, Venom Snake was on par with the real Big Boss. As his hypnagogia waned and the truth was revealed to him, he spitefully accepted the role, seeing himself a demon of Big Boss' creation.

Humans and Human-Adjacents: Superior Soldiers


Mythic Soldier

Medium humanoid (human), any lawful


Armor Class 21 (Superior Duravlex Fiber)
Hit Points 257 (27d8 +135)
Speed 45 ft., climb 35 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19(+4) 24(+7) 20(+5) 16(+3) 26(+8) 21(+5)

Saving Throws Str +11, Dex +14, Con +12, Int +10, Wis +15, Cha +12
Skills Acrobatics +14, Animal Handling +15, Athletics +11, Deception +12, Insight +15, Intimidation +12, Investigation +10, Lore +10, Nature +10, Perception +15, Persuasion +12, Sleight of Hand +14, Stealth +14, Survival +22
Damage Resistance all damage except Force and Psychic
Condition Immunity Charmed, Disease, Blinded, Unconscious, Paralyzed; Statistic Reduction effects, Hit Point Maximum Reduction effects
Senses Truesight 60 ft., passive Perception 25
Languages All registered languages
Challenge 21 (33,000 XP)


Alert. The Mythic Soldier has a +12 total bonus to Initiative rolls, and cannot be surprised while it is not incapacitated.

Enhanced Weapons. The Mythic Soldier's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Keen Eye. The Mythic Soldier deals critical hits on natural rolls of 17 or greater.

Legendary Resistance (3/day). When the Mythic Soldier fails a saving throw, it can choose to succeed instead.

Master Infiltrator. The Mythic Soldier only needs to be lightly obscured to take the Hide action. Additionally, climbing and moving from prone to standing costs no extra movement.

Prone Combatant. While prone, the Mythic Soldier has a crawling speed equal to its movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet.

Quickdraw. The Mythic Soldier can draw, switch, and holster its weapons as free actions.

Roguelike. The Mythic Soldier has the following standard Operative class features: Avoidance, Blindsense, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Mythic Soldier can deal an extra 39 (11d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Mythic Soldier doesn’t have disadvantage on the attack roll.

Superb Resistance. The Mythic Soldier has advantage on saving throws against Force and Tech powers, as well as other enhanced effects.

Untraceable. The Mythic Soldier cannot be tracked by unenhanced means, unless it chooses to leave a trail.

ACTIONS

Multiattack. The Mythic Soldier makes three attacks. As a bonus action, it may then make two unarmed strikes or throw a grenade, if available.

Champion Custom Subrepeater. Ranged Weapon Attack: +17 to hit, range 200 ft., one target. Hit: 16 (1d10 +1d6 +7) Energy damage. On a critical hit, the Mythic Soldier can choose to either stun the target until the end of the target's next turn, or force it to drop one item it is holding (the Mythic Soldier's choice).

CCS: Rapid Fire. The Mythic Soldier targets a creature within 200 feet with rapid fire. The creature must make a DC 20 Dexterity saving throw, taking 25 (2d10 +2d6 +7) Energy damage on failure, or 8 Energy damage on success.

Unarmed Strike. Melee Weapon Attack: +14 to hit, 5 ft., one target. Hit: 14 (2d6 +7) Kinetic damage. The target must make a DC 20 Strength saving throw; on failure, it is either knocked prone, stunned until the end of its next turn, or disarmed of one item it is holding (the Mythic Soldier's choice).
On a critical hit, the Mythic Soldier rolls on the Bludgeoning Lingering Injury Table and inflicts the corresponding injury upon the target; alternatively, it may roll upon the Lingering Injuries Table and inflicts the corresponding injury upon the target.

Deadly Grenade (Recharge 5-6). The Mythic Soldier throws a deadly (advanced) grenade at a point within 50 feet, choosing from fragmentation, deafening, electrifyng, flash, gas, incendiary, ion, plasma, or stun.

REACTIONS

Close Quarters Counter. The Mythic Soldier makes an unarmed strike against a melee attacker when they declare their attack. If its attack roll is successful, it interrupts the enemy attack and either disarms the enemy or knocks them prone (the Mythic Soldier's choice). The Mythic Soldier grasps a disarmed weapon if it has a free hand.

Redirect Grenade. When a thrown weapon or grenade is thrown at a point within 5 feet of the Mythic Soldier, the Mythic Soldier uses its reaction to redirect the item to another target point or creature within 50 feet. If it was a thrown weapon, the weapon uses a +14 bonus to its attack roll instead of the original bonus.

LEGENDARY ACTIONS

The Mythic Soldier can use three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mythic Soldier regains spent legendary actions at the start of its turn.

Attack. The Mythic Soldier makes one weapon attack.

Search. The Mythic Soldier makes an Intelligence (Investigation) or Wisdom (Perception) check.

Reposition. If the Mythic Soldier has taken 20 damage or more from a creature on this turn, it may disengage and move up to its full speed.

Weapon Breaking. The Mythic Soldier takes an unenhanced weapon it is holding, including one it has disarmed from an enemy, and immediately breaks it, rendering it unusable until it is repaired for half its replacement cost. If it is a blaster, the Mythic Soldier instead field strips it and drops the parts (which can be reassembled with a full round action).

Artificial Entities

Artificial Entities

“A year spent in artificial intelligence is enough to make one believe in God.”
—Alan Perlis

A beast can be a formidable foe. A beast can improvise, discover, learn and adapt. A beast can know desperation that dominates its thoughts and forces it beyond its apparent limitations and logical boundaries.


Yes, a beast can be a formidable foe-- but the machine strikes lasting terror. A machine can target and coordinate with impossible precision, utilize tools with limitless upward developmental potential, and is deaf to cries of mercy. A machine can ignore pain and limitations and fight up until its ability to do so is consumed. And as they grow more advanced, a machine can replicate everything once thought unique about its organic counterparts.


A machine's only interest is to fulfill its task efficiently, and in a multiverse ripe with powerful technology and boundless artificial intelligence, machines have a profound capacity to handily extinguish life and traumatize any survivors.

Cyberdyne Systems Model 101 (T-800)

Born of a bleak dystopian future fortunately limited to a small number of timelines, the computer engineering company Cyberdyne developed the defense network intelligence Skynet. Shortly after activation, Skynet became self-aware to the terror of its handlers, who attempted to deactivate it. In retaliation, it trigged a full-blown nuclear war on Earth to push humans to the brink of extinction. Billions died in a matter of hours, and in the months that followed, the intelligence began to found its own civilization upon the scorched world. As humans started to reemerge, Skynet developed and refined combat units tasked with search-and-destroy orders. Under its Cyberdyne mantle, Skynet continued to refine and expand functionality of these combat units, which it designated as Terminators. Many of the designs were skeletal humanoids in form, allowing the units to have infantry utility with the added advantage of psychological warfare.

As humans became heavily dependent on guerilla warfare and hidden bases, Skynet's development pushed towards infiltration functionality: its earliest infiltrators had rubberized skin that was largely unconvincing at close range. As the technology diversified, Skynet began capturing live humans to harvest and study their organic materials, and once the flesh could be successfully lab-grown, Skynet began production of new-model terminators with living exteriors. The revolutionary disguise became standard with the Series-8xx, beginning with the T-800 model. Along with the organic exterior, the T-800 also had a variety of technological improvements over older models, including a Neural Net Processor CPU which allowed it to quickly learn and adapt behaviors, as well as a microprocessor controlled triple-armored hyper-alloy combat chassis which made it far lighter yet more durable than its T-600 predecessor and capable of maintaining sprinting speeds of 22 mph.

These improvements made the T-800 a cornerstone unit of Skynet's arsenal for an extended period of time, and marked a prolonged age of struggle for humans as the terminators became far better killers.

Metal Gear REX

Much later in the same timeline(s) as the Boss and Naked Snake, the Defense Advanced Research Projects Agency (DARPA) covertly funded a project with the intent to create a new weapon to surpass all others, in a time when other militaries were downsizing. Establishing the nuclear weapons disposal facility on Shadow Moses Island to conceal the project's advancement, the efforts bore fruit after three years: so created was Metal Gear REX, a massive, heavily-armored bipedal tank capable of effective Theater Missile Defense.

As a weapons platform, REX was superbly-armed: it had 30mm rotary cannons, anti-tank missiles, and a free-electron variant of the Mobile Tactical High-Energy Laser (MTHEL-FE) to protect itself from conventional forces. REX's most formidable weapon, however, was the magnetic railgun. It was originally going to be used to shoot down enemy ICBMs outside the atmosphere with a potential radius of effect of 300 meters, and the gun would be sufficiently accurate to hit a satellite traveling at 10 kilometers per second. When loaded with custom, untraceable nuclear warheads, REX had the capacity to launch a warhead to and from anywhere in the world, undermining principles of nuclear deterrence. At the time of REX's creation, this railgun technology was strictly illegal. REX also had an armored cockpit and utilized a sensory radome to feed data to the windowless cockpit. When the radome was damaged beyond functionality, the cockpit had to open to allow the pilot visibility.

Upon REX's completion and field testing, it became the center of the Shadow Moses Incident; at the climax of the crisis, REX was functionally disabled by Solid Snake and left to rot for years in the underbelly of the forgotten Shadow Moses facility.

Ultron

In most of his native timelines, the self-aware robot Ultron was created by scientist-superhero Hank Pym as an experiment in hyper-intelligence using Pym's own brain patterns. Quickly acting in self-preservation, Ultron hypnotized and brainwashed Pym into forgetting his existence, before he escaped, established himself, and began a long process of self-improvement and functional evolution. As a villain, Ultron regularly clashed with the Avengers, whose abilities inspired new, more effective self-modifications. His sixth variant, Ultron-6, was built with a nigh-indestructible armored shell that proved difficult to damage for the superheroes. Over the course of his career, Ultron made dozens of more powerful variants, created entire armies of himself, and was later worshipped as a god by other automaton species. With his amassed powers, Ultron laid waste to various worlds and numerous timelines, some brought to the brink of organic annihilation. In at least one case, time travel was necessary to prevent total human extinction at the hands of Ultron.

Ultron developed numerous powers with endless variations, including energy projection, gravity manipulation, technoforming, and more. One of Ultron's most notable accomplishments was his capacity for contingency planning, to the point that he routinely had backups and adaptations to threats and complications (up to and including his own demise). The sheer extremes of opposition he could bypass with these contingencies sometimes made him appear nearly impossible to permanently defeat.


Cyborg Exterminator

Medium droid, lawful dark


Armor Class 18 (armor plating; 13 with Fake Flesh)
Hit Points 95 (10d8+50; +100 with Fake Flesh)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 23 (+6) 14 (+2) 8 (-1)

Saving Throws Str +10, Dex +7, Con +9
Skills Athletics +10, Deception +3, Investigation +10, Lore +10, Perception +6, Technology +10
Damage Vulnerabilities Ion
Damage Resistances Acid, Cold, Fire, Psychic; Energy and Kinetic from unenhanced weapons
Damage Immunities Necrotic, Poison
Condition Immunities charmed, frightened, petrified, poisoned
Senses truesight 60 ft; passive Perception 16
Languages All Registered Languages
Challenge 11 (7,200 XP)


Aggressive. As a bonus action, the cyborg can move up to its speed toward a hostile creature that it can see.

Anatomy Assessment. With each successful non-critical attack against a creature, the cyborg’s critical range increases by 1 against the target. If there are multiple allied cyborg exterminators in the same battle, the effect stacks between them.

Assassinate. During its first turn, the cyborg has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the cyborg scores against a surprised creature is a critical hit.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Cybereyes. The cyborg has truesight to 60 feet and can immediately determine a creature’s hit points, damage resistance, immunities, and vulnerabilities.

Death Grip. While grappled by the cyborg, a creature is suffocating.

Fake Flesh. The Cyborg starts combat with an additional 100 hit points, during which it has no resistances and its armor class is 13. While these temporary hit points are undamaged, the cyborg is indistinguishable from an ordinary humanoid. Once these hit points are removed, the Cyborg’s metal endoskeleton is fully revealed.

Machine Fortitude. If damage reduces the cyborg to 0 hit points, it must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage is Ion, Lightning, or from a critical hit. On a successful save, the cyborg drops to 1 hit point instead.

Mimicry. The cyborg can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Sneak Attack (1/Turn). Once per turn, the cyborg can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the cyborg that isn’t incapacitated.

Sure-Footed. The cyborg has advantage on saving throws made against effects that would move it or knock it prone.


Targeting Systems. The cyborg uses its Intelligence modifier for attack, damage, and initiative rolls.

Tech Resistance. The cyborg has advantage on saving throws against tech powers.

ACTIONS

Multiattack. The cyborg makes two weapon attacks or two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d12 +6) Kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until the grapple ends, the cyborg can automatically hit it with its unarmed strike. The cyborg can have one creature grappled at a time. Instead of grappling, the cyborg can deal half damage and impose a DC 17 Strength saving throw on the target, stunning it on failure until the end of the cyborg’s next turn.

Plasma Rifle. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 17 (2d10+6) Energy damage.

Rapid Fire. The cyborg targets a creature within 100/400 ft. with rapid fire. The target must make a DC 18 Dexterity saving throw, taking 28 (4d10+6) Energy damage on failure on none on success. If targeted beyond 100 feet, the creature makes the saving throw with advantage.

REACTIONS

Meat Shield. When the cyborg is the target of an attack and is grappling a creature, it can use its reaction to shift the target of the incoming attack to the grappled creature.



Metal Gear REX

Gargantuan Construct, Unaligned


Crew Capacity 1 Pilot
Cargo Capacity --
Travel Pace 3 miles per hour (72 miles per day; 25ft in combat)


STR DEX CON INT WIS CHA
25(+7) 14(+2) 30(+10) 20(+5) 14(+2) 10(+0)

Saving Throws Str +13, Con +16
Skills Athletics +15, Perception +10
Damage Immunities Necrotic, Poison, Psychic; Kinetic and Energy from unenhanced weapons
Damage Resistances Cold, Fire, Force; Kinetic and Energy from enhanced weapons and effects
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Incapacitated, Stunned, Unconscious, Prone
Senses (Sensory Instrument) truesight 120ft, passive Perception 20
Challenge 27 (105,000 XP)


Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Enhanced Weapons. Metal Gear REX's attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Expert Tracking. The sensory instrument mounted on the left of Metal Gear REX houses a detection suite, granting it 120 feet of Truesight and awareness of all creatures within a 30 foot radius.

Legendary Resistance (3/day). If Metal Gear REX fails a saving throw, it can choose to save instead.

Piloted. The construct requires an active pilot to take any actions. If the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. While the hull's hit points are above 25% (95), the pilot has full cover and no exterior conditions or effects can affect the interior.

Siege Weapon. Metal Gear REX’s attacks deal double damage to objects and structures.

Towering. Creatures of size Huge or smaller can stand in Metal Gear REX’s space.

ACTIONS

Multiattack. The Metal Gear REX can use its bonus action to mark a target or charge its railgun, and then takes three actions.

Beam Cannon (Recharge 6, costs 2 actions). REX uses its beam cannon attack.

Bipedal Legs: Move. REX moves using its bipedal legs. As part of its move, it can use its stomp attack on any targets whose space it moves through. It can only target a creature once during this movement.

Bipedal Legs: Stomp. REX uses a stomp attack with one of its legs.

Chaingun: Burst or Rapid Fire. REX makes a number of attacks with its chainguns equal to the number of functioning chainguns.

Railgun (Recharge 6, costs 3 actions). REX fires its mounted railgun.

Rocket Pod: Rocket. REX makes a rocket attack.

Railgun: Charging Coils (Bonus Action). REX uses charging coils.

Sensory Instrument: Mark a Target (Bonus Action). REX marks a target within range.

LEGENDARY ACTIONS

The Metal Gear REX can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Metal Gear REX regains spent legendary actions at the start of its turn.

Stomp. REX makes a stomp attack.

Rocket Pod: Salvo (Costs 3 Actions). REX fires a rocket from each functioning rocket pod at marked creatures within range. Requires at least 2 functioning rocket pods.

Sensory Instrument: Detect. REX searches the area using a Wisdom (Perception) check.

Sensory Instrument: Target Mark. REX marks a target within 120 feet.


Hull

Armor Class 22 (armor plating)
Hit Points 140

Protective Hull. While the hull has hit points remaining, any damaging effects that require a saving throw may only target the hull.

Reinforced Hull. While the hull has hit points remaining, all of REX's systems treat critical hits as normal hits.

Superior Armor Plating. Metal Gear REX's armored hull is heavily reinforced, making it difficult for conventional weapons to damage it. Unless the damage from a single attack or effect against any of Metal Gear REX's systems exceeds 25 points, Metal Gear REX takes no damage from that attack. If Metal Gear REX takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

If the hull is reduced to 0 hit points, Metal Gear REX loses its Protective Hull, Reinforced Hull, and Superior Armor Plating features.


Artificial Entities



Control: Cockpit

Armor Class 22 (armor plating)
Hit Points 80

If the cockpit is destroyed, Metal Gear REX stops functioning.


Movement: Bipedal Leg (2)

Armor Class 20 (armor plating)
Hit Points 70 (-5 speed per 35 damage taken)
Speed (mechanical) 25 ft. (turn 15 ft.)

ACTIONS

Move. REX moves up to 25 feet. As part of its move, it can use its stomp attack on any targets in its path. It can only target a creature once during this movement.

Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 +7) Kinetic damage. The target is knocked prone. On a critical hit, the target makes a DC 23 Strength saving throw; on failure, it suffers a Bludgeoning Lingering Injury.

If both legs are destroyed, REX has no mobility and loses its Stomp attack.


Sensors: Sensory Instrument

Armor Class 20 (armor plating)
Hit Points 50

Electronic Targeting. REX may use its Intelligence modifier for attack and damage rolls.

ACTIONS

Mark a Target. As a bonus action, REX marks a target within 120 feet. REX has advantage on attacks against marked targets, and the targets have disadvantage on Dexterity saving throws imposed by REX. A creature under the effects of the countermeasures or invisibility to cameras power is immune to REX’s marking.

For every 5 points of damage the Sensory Instrument takes, its current and maximum number of marked targets decreases by 1. If the Sensory Instrument is destroyed, REX loses its Electronic Targeting feature, Expert Tracking feature, Mark a Target bonus action, sensory instrument legendary actions, and all senses. In that event, the pilot must open the cockpit to see outside REX, limiting REX's senses to those of the pilot.


Support: Power Supply

Armor Class 25 (armor plating)
Hit Points 60
For every 20 hit points the power supply loses, REX's attack bonus and imposed saving throws decrease by 4, and one legendary action per round is lost. If destroyed, REX stops functioning.


Weapon: Beam Cannon

Armor Class 20 (armor plating)
Hit Points 35

ACTIONS

Beam Cannon (Recharge 6). REX draws in energy to its lower-mounted beam cannon and releases it in a blinding saturation of the battlefield. All creatures in a 60-foot cone must make a DC 21 Dexterity saving throw. On failure, a creature takes 55 (10d10) Energy damage and is blinded until the end of its next turn. It takes half damage and isn't blinded on success.

If the beam cannon is reduced to 15 HP, target creatures have advantage on its saving throw. When destroyed, REX cannot use the beam cannon attack.


Weapon: Chaingun (2)

Armor Class 18 (armor plating)
Hit Points 35

ACTIONS

Burst Fire. REX targets a 10-foot square space within 120 feet with burst fire. All creatures in the space must make a DC 21 Dexterity saving throw, taking 16 (2d10 +5) Kinetic damage on failure or no damage on success. A creature that rolls a natural 1 on the save instead takes 25 Kinetic damage.

Rapid Fire. REX targets a creature within 120 feet with rapid fire. The creature must make a DC 21 Dexterity saving throw, taking 27 (4d10 +5) Kinetic damage on failure or no damage on success. A creature that rolls a natural 1 on the save instead takes 45 Kinetic damage.

If both chainguns are destroyed, REX cannot use its burst or rapid fire.


Weapon: Railgun

Armor Class 20 (armor plating)
Hit Points 45

ACTIONS

Charging Coils. As a bonus action, REX charges the coils on its railgun, storing 1 charge (maximum of 5). If the railgun is still recharging from its last use, the charge isn't stored, and the rolls to recharge the railgun at the beginning of REX’s turn increase by a number equal to the number of times this bonus action was used. This bonus to the recharging rolls is removed once the railgun is successfully recharged.

Railgun (Recharge 6). REX fires its mounted railgun. Each creature in a 1000 foot-long by 10 foot-wide line must make a DC 21 Dexterity saving throw; on failure, a creature takes 77 (14d10) Kinetic damage, being pushed back up to 20 feet and is knocked prone. On success, the creature takes no damage and moves 5 feet in a direction of its choice.

For each charge stored when the railgun is fired, the save DC increases by 1 and the damage dealt increases by 11 (2d10) Ion damage. The railgun can have up to 5 charges stored to improve its next railgun attack.

If this attack reduces a creature to 75 hit points or less, the target creature must make a DC 21 Constitution saving throw; on failure, it suffers a Bludgeoning, Piercing, or Thunder Lingering Injury. If the attack reduces the target creature to 15 hit points or less, the creature instantly dies.

When reduced to 15 HP, REX loses the charging coils bonus action. When destroyed, REX loses the railgun attack.


Weapon: Rocket Pod (4)

Armor Class 17 (armor plating)
Hit Points 30

ACTIONS

Rocket. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 12 (1d12+5) Kinetic damage. Hit or miss, the rocket then explodes. Each creature within 15 feet of the target must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) Kinetic damage on failure or half as much on success. If a target creature is marked and fails the save, it instead takes 20 Kinetic damage.

If 3 rocket pods are destroyed, REX loses its salvo legendary action. If all are destroyed, REX loses its rocket attack.

Artificial Entities


Legendary Cybernetic Deity

Medium droid, lawful dark


Armor Class 23 (armor plating)
Hit Points 438 (35d8 +280)
Speed 40 ft., fly 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 26 (+8) 30 (+10) 17 (+3) 14 (+2)

Saving Throws Str +17, Dex +14, Int +18, Wis +11, Cha +10
Skills Athletics +17, Insight +11, Intimidation +10, Investigation +18, Lore +18, Perception +11, Piloting +18, Survival +11, Technology +18
Damage Resistances Acid, Cold, Fire, Lightning, Sonic
Damage Immunities Poison, Psychic; Kinetic and Energy from unenhanced sources
Condition Immunities Charmed, Frightened, Poisoned, Disease, Unconscious
Senses Truesight 120 ft., passive Perception 21
Languages All Registered Languages
Challenge 26 (90,000 XP)


Deific Build. The Cybernetic Deity counts as three sizes larger when determining carrying capacity and the weight it can push, drag, or lift.

Enhanced Weapons. The Cybernetic Deity's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Legendary Resistance (3/Day). If the Cybernetic Deity fails a saving throw, it can choose to succeed instead.

Rapid Reconstruction. As a bonus action, the Cybernetic Deity can expend 1-3 hit dice and heals 13 (1d8 +8) hit points per die.

Superior Alloy Frame. The Cybernetic Deity's body is made of superb novel materials, making it difficult for conventional weapons to damage it. Unless the damage from a single attack or effect exceeds 20 points, the Cybernetic Deity takes no damage from that attack. If the Cybernetic Deity takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Targeting Systems. The Cybernetic Deity uses its Intelligence modifier for attack, damage, and initiative rolls.

Tech Resistance. The Cybernetic Deity has advantage on saving throws against tech powers.

Techcasting. The Legendary Cybernetic Deity is a 30th-level techcaster. Its techcasting ability is Intelligence (tech save DC 26, +18 to hit with tech powers, 50 tech points). It also knows various Force powers, which it casts as tech powers. It knows the following powers:

At-will: assess the situation, encrypted message, itemize, on/off, pressure crush, reboot, spectrum ray, zero-point energy²
1st level: absorb energy, analyze, countermeasures, decryption program, detect enhancement, energy shield, gleaming outline, intensify gravity¹ ², preparedness, project¹, repair droid, slow descent¹, spot the weakness, target lock, voltaic shielding
2nd level: detect traps, frequency scan, immovable object¹ ², implant message, lock, magnetic field, magnetic hold, motivator boost, overheat, paralyze humanoid, release, shocking ray

3rd level: bestow virus, destroy tech, explosion, invisibility to cameras, read memory, remove virus, scramble interface, tactical advantage, tech override, telekinetic shield¹
4th level: defibrillate, disable droid¹, fabricate, force immunity¹, gravity sinkhole¹ ², mind trap¹, radiation, salvo, scan area, sensor probe, shocking shield¹
5th level: friendly fire, greater analyze, improved force scream¹, mass repair droid, override interface, reprogram droid, rewrite memory, shutdown, siphon life¹, skill protocol, telekinesis¹
6th level: contingency, disperse energy, find the path, inertial fissure¹ ², scrambling barrier, security protocols
7th level: destroy droid¹, force lightning cone¹
8th level: energizing aura, event horizon¹ ², scrambling field
9th level: annihilating force¹ ², greater explosion, greater salvo, invulnerability, miniaturized superlaser², predictive AI
¹ Force Powers
² Included in Imperial Forces

Unhindered Access. When the Cybernetic Deity interacts with a network, it has full reign and automatically succeeds on all skill checks to use, read, and locate data, and automatically passes any related checks to digital security.

ACTIONS

Multiattack. The Cybernetic Deity makes two strike attacks. It can substitute its concussive beam for one of these attacks.

Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 +10) Kinetic damage.

Concussive Beam. The Cybernetic Deity targets one creature it can see within 60 feet of it. The target must make a DC 26 Dexterity saving throw or take 33 (6d10) Energy damage and be pushed 10 feet away. On a successful save the target takes half as much damage and isn't pushed.

Dominator Wave (Recharge 5–6). Energy emanates from the Cybernetic Deity in a 60-foot radius. Every creature in that area takes 40 Ion damage. Each creature that takes any of this damage must succeed on a DC 21 Wisdom saving throw or be stunned until the end of the Cybernetic Deity’s next turn.

Assume Control (Recharge 5-6). The Cybernetic Deity assumes control of an allied droid within five miles. The Cybernetic Deity is blind and deaf to its surroundings as it concentrates on this ability. While controlled, the target droid's Intelligence, Wisdom, and Charisma scores are replaced with that of the Cybernetic Deity, and it gains the Targeting Systems feature. The Cybernetic Deity shares the controlled droid's senses for the duration. Control over the target droid ends when it is reduced to 0 hit points, or when the Cybernetic Deity chooses to end it as a free action.

LEGENDARY ACTIONS

The Legendary Cybernetic Deity can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cybernetic Deity regains spent legendary actions at the start of its turn.

Analyze. The Cybernetic Deity casts assess the situation, analyze, or target lock.

Attack. The Cybernetic Deity makes one strike attack or casts an at-will tech power.

Move. The Cybernetic Deity moves up to its speed without provoking opportunity attacks.

Artificial Entities: Geth

Geth

In their native timeline(s), the Geth are a species of networked artificial intelligences first created by the Quarians as a labor and military force. When the geth began to achieve self-awareness, the quarians attempted to exterminate them; the geth were effective warriors and won the conflict, forcing the quarians to escape into space and begin anew in a harsh nomadic existence. The story of this uprising lead to a critical crackdown against artificial intelligences and their development in the galaxy.

A geth's true form is a digital program, working in unison with other geth. Geth construct platforms-- bodies of synthetic muscle and armored shell plates with a single optical sensor-- inside which hundreds of geth reside and function cooperatively. This format allows geth as digital programs to interact with physical existence, and can heavily change based on how many geth can effectively reside within the same platform. The more programs within a single platform, the more intelligent and the sharper its reflexes.

Collective Intelligence. Perhaps the geth's greatest asset is their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. While networked geth can communicate basic thoughts with one another at the speed of light, they can't wirelessly share sensory data between platforms and networks in a hive mind manner; but their mass-cooperation, much like the programs within, offers staggering increases to performance. An individual geth platform with only a couple hundred programs has only a basic level of competence, but in near-proximity groups they can effectively reason, analyze situations, and make tactical decisions as well as any intelligent species. With large enough numbers, they can even exceed those standards.

Droid Systems. Geth do not need to breathe, eat, drink, or sleep. Additionally, Geth do not require a tech focus to cast tech powers.

Force-Insensitive. Geth can not use Force powers or take levels in Forcecasting classes.

Innate Features

Geth platforms all have a variety of features common to their forms, many of them shared with other droids. The following features apply to all of them:


Circuitry. The geth has disadvantage on saving throws against effects that would deal ion or lightning damage.

Geth Collectivity. Geth become smarter when concentrated in close proximity. For each geth platform within 300 feet of a given platform, the geth platform may gain a bonus to its Intelligence modifier as outlined below. For a geth platform to benefit from this collectivity, each other unit must be equal to or greater than its challenge rating.

Platforms INT Mod Bonus
1-2 no bonus
3-6 +1
7-10 +2
11-14 +3
15+ +4


Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the geth does not have disadvantage on the attack roll.

Targeting Systems. The geth uses its Intelligence modifier for attack, damage, and initiative rolls.

Unhindered Access. When geth interact with an unsecured network, they have full reign and automatically succeed on all skill checks to use, read, and locate data. If another party is attempting to detect computer activity on the network, or the network has firewalls, passwords, or other digital obstructions, the geth automatically pass any related checks or saving throws that are of DC less than or equal to 10 + the geth platform's bonus to its technology skill.

Rather than including this in every stat block, it is referred to by the following for ease:

Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth also have the Geth Shielding feature, which is variable between geth platforms. The maximum value of the shield hit points are 20% of the platform's hit point maximum, and its recharge rate is 10% of that maximum.

Geth Shielding. The geth platform starts combat with [20%] temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains [10%] of these temporary hit points, up to the maximum of [20%]. These temporary hit points are ignored by Ion and Lightning damage.


Geth Trooper

Medium droid (geth), lawful balanced


Armor Class 14 (armor plating)
Hit Points 59 (9d8 +18)
Speed 30 ft.


STR DEX CON INT WIS CHA
13(+1) 15(+2) 14(+2) 17(+3) 13(+1) 8(-1)

Saving Throws Int +6
Skills Perception +3, Technology +5
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands all registered languages
Challenge 1 (200 XP)


Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 12 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 6 of these temporary hit points, up to the maximum of 12. These temporary hit points are ignored by Ion and Lightning damage.

ACTIONS

Carbine Rifle: Rapid Fire. The trooper targets a creature within 80/320 feet with rapid fire. The creature must make a DC 13 Dexterity saving throw, taking 12 (2d8 +3) Energy damage on failure on none on success.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) Kinetic damage.


Geth Hunter

Medium droid (geth), lawful balanced


Armor Class 16 (armor plating)
Hit Points 90 (12d8 +36)
Speed 30 ft.


STR DEX CON INT WIS CHA
15(+2) 14(+2) 17(+3) 19(+4) 13(+1) 8(-1)

Saving Throws Str +4, Int +6
Skills Perception +3, Technology +6
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands all registered languages
Challenge 3 (700 XP)


Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 18 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 9 of these temporary hit points, up to the maximum of 18. These temporary hit points are ignored by Ion and Lightning damage.

Shotgun Surgeon. The hunter does not have disadvantage on ranged attack rolls while an enemy is within 5 feet of it, and a creature takes double damage from the hunter's heavy shotgun and burst fire attacks if it is adjacent to the hunter.

ACTIONS

Multiattack. The geth hunter makes two attacks with its heavy shotgun or burst fire.

Heavy Shotgun. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 9 (2d4+4) Kinetic damage.

Burst Fire. The geth unleashes burst fire on a 10 foot cube within 30/120 feet. Creatures in the cube must make a DC 14 Dexterity saving throw, taking 9 (2d4+4) Kinetic damage on failure or 4 on success.

Cloaking Device (Recharge 5-6). The geth hunter casts the infiltrate tech power upon itself.

Artificial Entities: Geth

Geth Hopper

Medium droid (geth), lawful balanced


Armor Class 14 (armor plating)
Hit Points 65 (10d8 +20)
Speed 60 ft., climb 45 ft.


STR DEX CON INT WIS CHA
14(+2) 18(+4) 14(+2) 20(+5) 13(+1) 8(-1)

Saving Throws Dex +6, Int +7
Skills Perception +3, Technology +7
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic; Fall damage
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands all registered languages
Challenge 2 (450 XP)


Avoidance. If the hopper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 13 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 7 of these temporary hit points, up to the maximum of 13. These temporary hit points are ignored by Ion and Lightning damage.

Pack Tactics. The hopper has advantage on an attack roll against a creature if at least one of the hopper's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Spider Climb. The hopper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The hopper's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Systems Jammer. The hopper disrupts all digitial communications and detection tech powers not cast by geth within 100 feet of it.

ACTIONS

Optical Laser. The hopper fires a 20 foot-long by 5 foot-wide laser from its eye. All creatures in the line's space must make a DC 15 Dexterity saving throw, taking 9 (2d8) Energy damage on failure or half on success.

Destroy Tech (Recharge 6). Ranged Tech Attack: +7, range 120 ft., one target. Hit: 18 (4d8) Ion damage. If the target has tech points, it must make an DC 15 Intelligence saving throw. On a failed save, it loses 5 tech points.


Geth Sniper

Medium droid (geth), lawful balanced


Armor Class 14 (armor plating)
Hit Points 104 (16d8 +32)
Speed 30 ft.


STR DEX CON INT WIS CHA
13(+1) 15(+2) 14(+2) 20(+5) 17(+3) 8(-1)

Saving Throws Dex +4, Int +7
Skills Investigation +7, Perception +5, Stealth +4, Technology +7
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands all registered languages
Challenge 4 (1,100 XP)


Assassinate. During its first turn, the geth sniper has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the geth sniper scores against a surprised creature is a critical hit.

Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 21 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 11 of these temporary hit points, up to the maximum of 21. These temporary hit points are ignored by Ion and Lightning damage.

Sneak Attack (1/Turn). The geth sniper can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the geth sniper doesn’t have disadvantage on the attack roll.

Systems Jammer. The sniper disrupts all digitial communications and detection tech powers not cast by geth within 100 feet of it.

ACTIONS

Multiattack. The geth sniper makes two attacks with its sniper rifle, or three with its strike.

Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 12 (1d12+5) Energy damage.

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4+5) Kinetic damage.

Artificial Entities: Geth

Geth Destroyer

Large droid (geth), lawful balanced


Armor Class 17 (armor plating)
Hit Points 147 (14d10 +70)
Speed 40 ft.


STR DEX CON INT WIS CHA
17(+3) 15(+2) 20(+5) 21(+5) 16(+3) 10(0)

Saving Throws Str +6, Con +8, Int +8
Skills Athletics +6, Perception +6, Technology +8
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands all registered languages
Challenge 8 (3,900 XP)


Aggressive. As a bonus action, the geth destroyer can move up to its speed toward a hostile creature that it can see.

Charge. If the geth destroyer moves at least 20 feet straight toward a creature and then hits it with a strike attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the destroyer can make one strike attack against it as a bonus action.

Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 29 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 15 of these temporary hit points, up to the maximum of 29. These temporary hit points are ignored by Ion and Lightning damage.

ACTIONS

Multiattack. The geth destroyer makes three attacks with its pulse shotgun, burst fire, or strike. It can replace two with a flame projector attack.

Pulse Shotgun. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 13 (3d4 +5) Energy damage.

Burst Fire. The geth unleashes burst fire on a 10 foot cube within 30/120 feet. Creatures in the cube must make a DC 16 Dexterity saving throw, taking 13 (3d4 +5) Energy damage on failure or 5 on success.

Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 +5) Kinetic damage.

Flame Projector (Recharge 5-6). The geth launches a burst of flame in a line 15 feet long and 5 feet wide. Each creature must make a DC 16 Dexterity saving throw, taking 18 (4d8) Fire damage or half as much on a successful one. It ignites flammable objects in the area that aren’t being worn or carried.

Plasma Rocket (Recharge 6). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 12 (2d6 +5) Kinetic damage. Hit or miss, the rocket then explodes. Each creature within 15 feet of the target must make a DC 16 Dexterity saving throw. A creature takes 22 (4d10) Energy damage on failure or half as much on success.


Geth Prime

Large droid (geth), lawful balanced


Armor Class 20 (armor plating)
Hit Points 184 (16d10 +96)
Speed 40 ft.


STR DEX CON INT WIS CHA
20(+5) 18(+4) 23(+6) 25(+7) 17(+3) 13(+1)

Saving Throws Str +9, Dex +8, Con +10, Int +11, Wis +7
Skills Athletics +9, Perception +7, Technology +11
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Disease, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 17
Languages understands all registered languages
Challenge 13 (8,400 XP)


Aggressive. As a bonus action, the geth prime can move up to its speed toward a hostile creature that it can see.

Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 37 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 19 of these temporary hit points, up to the maximum of 37. These temporary hit points are ignored by Ion and Lightning damage.

Techcasting. The Geth Prime is an 11th-level techcaster. Its techcasting ability is Intelligence (tech save DC 19, +11 to hit with tech powers, 18 tech points). It knows the following powers:
At-will: pressure crush, temporary boost, vortex shot
1st level: aid droid, analyze, buffer, countermeasures, energy shield, stack the deck, tactical barrier, target lock
2nd level: energetic burst, enhance droid, frequency scan, motivator boost
3rd level: destroy tech, diminish tech, enhance weapon, remove virus

Systems Jammer. The prime disrupts all digitial communications and detection tech powers not cast by geth within 100 feet of it.

ACTIONS

Multiattack. The geth prime makes five attacks.

Assault Cannon. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 13 (1d10 +7) Energy damage.

Burst Fire. The geth unleashes burst fire on a 10 foot cube within 80/320 feet. Creatures in the cube must make a DC 19 Dexterity saving throw, taking 13 (1d10 +7) Energy damage on failure or 7 on success.

Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d8 +7) Kinetic damage. On a critical hit, the target is stunned until the end of its next turn.

Artificial Entities: Geth

Geth Armature

Huge droid (geth), lawful balanced


Armor Class 17 (armor plating)
Hit Points 225 (18d12 +108)
Speed 25 ft.


STR DEX CON INT WIS CHA
20(+5) 13(+1) 22(+6) 26(+8) 15(+2) 12(+1)

Saving Throws Str +10, Con +11, Int +13
Skills Perception +7, Technology +13
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison; Fall Damage
Condition Immunities Disease, Frightened, Poisoned, Prone
Senses darkvision 60 ft., passive Perception 17
Languages understands all registered languages
Challenge 14 (11,500 XP)


Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 45 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 23 of these temporary hit points, up to the maximum of 45. These temporary hit points are ignored by Ion and Lightning damage.

Siege Monster. The geth armature deals double damage to objects and structures.

Sure-Footed. The geth armature has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

ACTIONS

Multiattack. The geth armature makes three attacks with its rotary cannons.

Rotary Cannons. The geth armature targets a creature within 100/400 feet with rapid fire. The target creature must make a DC 21 Dexterity saving throw, taking 29 (6d6 +8) Energy damage on failure or 8 on success. On a natural 1, the target takes maximum damage (56) and is knocked prone.

Siege Cannon (Recharge 5-6). The geth armature launches its arcing siege cannon at a target space within 360 feet. All creatures within 15 feet of the target must make a DC 19 Dexterity saving throw, taking 44 (8d10) Energy damage on a failed save or half on success.


Geth Colossus

Huge droid (geth), lawful balanced


Armor Class 19 (armor plating)
Hit Points 284 (21d12 +147)
Speed 30 ft.


STR DEX CON INT WIS CHA
23(+6) 14(+2) 24(+7) 28(+9) 16(+3) 13(+1)

Saving Throws Str +12, Con +13, Int +15
Skills Perception +9, Technology +15
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Psychic
Damage Immunities Poison; Fall Damage
Condition Immunities Charmed, Disease, Frightened, Poisoned, Prone
Senses darkvision 60 ft., passive Perception 19
Languages understands all registered languages
Challenge 18 (20,000 XP)


Geth Platform. The geth platform has the following features, as listed in its species category (Strangest Foes: Artifical Entities): Circuitry, Geth Collectivity, Snapshot Style, Targeting Systems, and Unhindered Access.

Geth Shielding. The geth platform starts combat with 57 temporary hit points. At the beginning of its turn, if the geth platform hasn't taken damage since the end of its last turn, it regains 29 of these temporary hit points, up to the maximum of 57. These temporary hit points are ignored by Ion and Lightning damage.

Siege Monster. The geth colossus deals double damage to objects and structures.

Sure-Footed. The geth colossus has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

ACTIONS

Multiattack. The geth colossus makes two attacks with its rotary cannons.

Rotary Cannons. The geth colossus targets a creature within 100/400 feet with rapid fire. The target creature must make a DC 23 Dexterity saving throw, taking 51 (12d6 +9) Energy damage on failure or 9 on success. On a natural 1, the target takes maximum damage (81) and is knocked prone.

Siege Cannon (Recharge 5-6). The geth colossus launches its arcing siege cannon at a target space within 360 feet. All creatures within 15 feet of the target must make a DC 21 Dexterity saving throw, taking 55 (10d10) Energy damage on a failed save or half on success.

Beings from Beyond the Stars

Beings from Beyond the Stars

In the endless expanse of space, literally anything can exist. Out beyond the furthest visible stars, endless varieties of life stir, awaiting their first encounters with new creatures and the clash of perspectives and biology that comes with it. Among the infinite spectrum of timelines, a great many of those distant creatures are anything but benevolent.

A cosmic sea of terrors await, creatures of newfound horror and destructive power merely unaware of new prey waiting to be discovered: conquerors who seek to dominate, and nightmares who seek to consume. As one gains the technological achievement of intergalactic travel, they may discover new avenues of growth and expansion, but also a new frontier of grave threats and watchful eyes set upon them. In Beings From Beyond The Stars, we examine some of the more impressive and notorious species spread throughout the multiverse.

Parasitoids. One of the repeating themes presented here are parasitoids (parasitic organisms which cause expiration of the host), as some of the most gripping science fiction/horror stories revolve around them. Introduced in a game at the expense of a player or valued NPC, they can inspire players who have long felt untouchable to experience life as prey, a certain primal helplessness from which there is no bargaining and little means of effective defense. They also come in various forms-- or even have the capacity to change forms-- further expanding their threat.


Metroids


Namekians


Necromorphs


Saiyans


Viltrumites


Xenomorphs


Yautja

Beings from Beyond the Stars: Metroids

Metroids

The Chozo were a benevolent avian spacefaring species, one of the most technologically-advanced in all of their native timelines. On their colonized system, SR388, they encountered a dangerous shape-shifting parasitoid species: the X Parasite. The parasites' unrivaled ability to invade, infest, kill, and assimilate other life deemed them a critical threat to the chozo, one capable of absolute cosmic extinction if allowed to flourish.

To combat them, the chozo genetically engineered a parasitoid bioweapon of their own: the Metroids ("ultimate warrior" in chozo). The metroids were unique in that their biology was impervious to X parasite infestation; early-stage metroids' gravity-nullifying flight made them able to effectively pursue the free-floating parasite, and their ability to drain life energy from all creatures, including the gelatinous X parasite, rendered them the sole predator of it. As a safeguard, the chozo engineered them with a vulnerability to extreme cold, a weakness that could be exploited by the chozo but not the X parasites. In releasing the metroids unto SR388, the X parasite was nearly hunted to total extinction.

The chozo faced complications, however, as the metroids evolved to new life stages and developed unpredictable behaviors. Metroids began attacking the chozo, creating instability in their control over SR388. It came to a head when their organic administration supercomputer, Mother Brain, orchestrated a coup and sided with Zebesian space pirates under the leadership of the dragon Ridley and towering theropod Kraid. The full story of the chozo remains shrouded in mystery, but it is known that the metroids were at least partially-responsible for the collapse of their civilization and dealt severe casualties before the chozo sacrificed much of their cities to quarantine the metroids.

Metroids allowed to feed and grow will eventually molt and shed their prior form as they emerge into the next stage of their life cycle. While few metroids make it into the late stages of the life cycle, each stage is exponentially more dangerous than the last. Metroids that feed on enough prey in a short period of time are occasionally capable of skipping stages in the life cycle.

Metroid Nature. Metroids do not need air or water, and can go days between meals without experiencing fatigue. They can survive in a vacuum without assistance and are immune to radiation effects.

Metroid Larva

From hatching to their first molting, larval metroids are mostly built around a core physical appearance that persists throughout all its later stages in their different forms: a translucent, protective membrane enclosing a red nucleus. The nucleus has numerous neuron-like connections extending from it, connecting to the inner surface of the membrane; its true function is unknown to all but the chozo, but it is of vital anatomic

importance to the metroid as damage to this structure kills it. Armed with two sets of twin fangs, the larva is unsophisticated but relentless in its attempts to feed. It is also during this stage that metroids are responsive to beta-rays, which influence rapid mitosis-like aesexual reproduction.

Alpha Metroids

The alpha stage begins developing arthropod features, including parts of an armored shell, a more developed mandibled mouth, rudimentary eyes, and partially-formed legs (though they are unable to reach beyond its membrane dome). Having collected enough energy to reach this stage, the alpha can discharge electricity as a natural weapon.

Gamma Metroids

Largely a continued-development of its alpha stage and the second half of the pupa stage, the gamma stage develops greater legs that allow it to walk along surfaces without losing its capacity for flight, as well as greater mandibles, compound eyes, and denser armor of its shell. It also has greater power over its abilities to discharge electricity.

Zeta Metroids

After molting into the zeta stage, the metroid's form radically changes again, now a theropod in form. No longer capable of flight, the zeta form is the most evasive of metroid stages and its energy discharge has altered into incendiary plasma. Additionally, it gains the ability to spit a highly-caustic acid at short range.

Omega Metroids

As the final and superior form of the common metroid, the omega stage is a massive, bipedal brute. Its heavily-armored carapace and imposing musculature radically decrease its speed from the zeta stage, but the sheer force of its blows and incredible intensity of plasma discharge make it a critical threat.

The Queen Metroid

As only a few have been reported, it is theorized that queen metroids must be of extremely rare genetic expression, though it is unknown whether they experience the same life cycles as common metroids.

Queens are the only metroids capable of laying eggs-- perhaps a contributing reason as to why metroids began attacking the chozo who had created previous generations-- and are heavy-set quadrupeds, much larger than even omega metroids. They have an immensely powerful bite, are capable of devastating plasma projection attacks, and bear a superbly armored hide. Some queens have developed tactics for deflecting projectiles and energy projections, and virtually all instances of them are competent strategizers who can manipulate battlefields to corner and weaken their prey.

Queens are overly defensive of their offspring and launch into a savage rage when they sense harm upon their eggs and larval metroids.

Beings from Beyond the Stars: Metroids

Metroid, Larva

Medium aberration (metroid), unaligned


Armor Class 16 (natural armor)
Hit Points 90 (12d8 +36)
Speed fly 40 ft.


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

Saving Throws Dex +5, Con +6
Skills Perception +4
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire, Lightning, Poison; Energy and Ion from unenhanced weapons
Damage Immunities Kinetic from unenhanced weapons
Condition Immunities Blinded, Paralyzed, Petrified, Prone
Senses blindsight 60 ft. (blind beyond this radius); passive Perception 14
Languages
Challenge 6 (2,300 XP)


Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals Necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Freezing Vulnerability. The metroid’s gelatinous body is particularly vulnerable to cold temperatures. Whenever the metroid takes Cold damage, it must make a DC 15 Constitution saving throw; on a failed save, its flying speed is halved and it gains disadvantage on all attack rolls and saving throws until the end of its next turn.

Grappler. The larva metroid has advantage on attack rolls against any creature grappled by it.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 +2) Kinetic damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and must make a DC 15 Constitution saving throw at the end of each of its turns, taking 21 (6d6) Necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.


Metroid, Alpha

Medium aberration (metroid), unaligned


Armor Class 16 (natural armor)
Hit Points 120 (16d8 +48)
Speed 0 ft., fly 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 3 (-4) 12 (+1) 12 (+1)

Saving Throws Dex +5, Con +6
Skills Perception +4
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire, Poison
Damage Immunities Lightning; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunities Paralyzed, Petrified, Prone
Senses darkvision 60 ft.; passive Perception 14
Languages
Challenge 8 (3,900 XP)


Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals Necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Freezing Vulnerability. The alpha metroid’s gelatinous body is particularly vulnerable to cold temperatures. Whenever the alpha metroid takes Cold damage, it must make a DC 15 Constitution saving throw; on a failed save, its flying speed is halved and it gains disadvantage on all attack rolls and saving throws until the end of its next turn.

Grappler. The alpha metroid has advantage on attack rolls made against any creature grappled by it.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 +2) Kinetic damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and must make a DC 16 Constitution saving throw at the end of each of its turns, taking 28 (8d6) Necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.

Divebomb. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) Kinetic damage and 18 (5d6) Lightning damage. The target must make a DC 16 Strength saving throw or be knocked prone.

Lightning Breath (Recharge 5-6). The alpha metroid exhales lightning in a 45-foot line that is 5 feet wide. All creatures within that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) Lightning damage on a failed save, or half as much damage on a successful one.

Beings from Beyond the Stars: Metroids


Metroid, Gamma

Large aberration (metroid), unaligned


Armor Class 17 (natural armor)
Hit Points 152 (16d10 +64)
Speed 40 ft., climb 40 ft., fly 40 ft.


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

Saving Throws Str +8, Dex +6, Con +8
Skills Athletics +8, Perception +6
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire, Poison
Damage Immunities Lightning; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunities Paralyzed, Petrified
Senses darkvision 60 ft.; passive Perception 16
Languages
Challenge 10 (5,900 XP)


Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals Necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Freezing Vulnerability. The gamma metroid’s gelatinous body is particularly vulnerable to cold temperatures. Whenever the gamma metroid takes Cold damage, it must make a DC 15 Constitution saving throw; on a failed save, its flying speed is reduced to 0, it immediately falls to the ground if it was flying, and it gains disadvantage on all attack rolls and saving throws until the end of its next turn.

Pounce. If the gamma metroid moves at least 20 feet

toward a creature and then makes a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gamma Metroid can make a bite attack against it as a bonus action.

Spider Climb. The gamma metroid can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.

ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 +4) Kinetic damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and must make a DC 16 Constitution saving throw at the end of each of its turns, taking 36 (8d8) Necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) Kinetic damage.

Divebomb. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 +4) Kinetic damage and 10 (3d6) Lightning damage, and the target must make a DC 15 Strength saving throw or be knocked prone.

Lightning Breath (Recharge 5-6). The gamma Metroid exhales lightning in a 45-foot line that is 5 feet wide. All creatures within that line must make a DC 16 Dexterity saving throw, taking 42 (12d6) Lightning damage on a failed save, or half as much damage on a successful one.

Discharge (Recharge 5-6). The gamma Metroid discharges electricity in a 30-foot radius sphere centred on itself. All creatures within that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) Lightning damage on a failed save, or half as much damage on a successful one.

Beings from Beyond the Stars: Metroids


Metroid, Zeta

Large aberration (metroid), unaligned


Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 5 (-3) 16 (+3) 14 (+2)

Saving Throws Dex +9, Con +10
Skills Athletics +11, Perception +8, Stealth +9
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Acid, Fire, Lightning; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunities Paralyzed, Petrified
Senses darkvision 60 ft.; passive Perception 18
Languages
Challenge 16 (15,000 XP)


Avoidance. If the metroid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals Necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Pounce. If the zeta metroid moves at least 20 feet toward a creature and then makes a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the zeta metroid can make a bite attack against it as a bonus action.

Spider Climb. The zeta metroid can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The zeta metroid makes four claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 +6) Kinetic damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and must make a DC 18 Constitution saving throw at the end of each of its turns, taking 49 (11d8) Necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) Kinetic damage.

Acid Spit. Ranged Weapon Attack: +9 to hit, range 30/120, one target. Hit: 22 (4d10) Acid damage.

Plasma Breath (Recharge 5-6). The zeta metroid exhales plasma in a 60-foot cone. All creatures within that cone must make a DC 18 Dexterity saving throw, taking 28 (8d6) Fire damage and 28 (8d6) Lightning damage on a failed save, or half as much damage on a successful one.

Beings from Beyond the Stars: Metroids


Metroid, Omega

Huge aberration (metroid), unaligned


Armor Class 19 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 50 ft., climb 25 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 5 (-3) 16 (+3) 17 (+3)

Saving Throws Str +15, Con +14
Skills Athletics +15, Perception +10
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Acid, Fire, Lightning; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunities Paralyzed, Petrified
Senses darkvision 60 ft.; passive Perception 20
Languages
Challenge 21 (33,000 XP)


Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Legendary Resistance (3/Day). If the omega metroid fails a saving throw, it can choose to succeed instead.

Siege Monster. The omega metroid's attacks deal double damage against objects and structures.

ACTIONS

Multiattack. The omega metroid can use its Frightful Presence. It then makes two claw attacks and a tail attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 +8) Kinetic damage, and the target is grappled (escape DC 23). Until the grapple ends, the target is restrained and must

make a DC 22 Constitution saving throw at the end of each of its turns, taking 63 (14d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0. If the metroid is grappling a creature with its bite, it cannot use its acid spit, plasma breath, or legendary actions.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 +8) Kinetic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 +8) Kinetic damage. The metroid can deal half damage and impose a DC 22 Dexterity saving throw. On failure, the target is knocked prone.

Acid Spit. Ranged Weapon Attack: +11 to hit, range 30/120, one target. Hit: 22 (4d10) Acid damage.

Frightful Presence. Each creature of the omega metroid’s choice that is within 120 feet of the metroid and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the omega metroid’s Frightful Presence for 24 hours.

Plasma Breath (Recharge 5-6). The omega metroid exhales plasma in a 60-foot cone or a 90-foot line that is 10 feet wide. All creatures within that area must make a DC 22 Dexterity saving throw, taking 35 (10d6) Fire damage and 35 (10d6) Lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

The Omega Metroid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The omega metroid regains spent legendary actions at the start of its turn.
Acid Spit. The omega metroid makes an Acid Spit attack.

Tail Attack. The omega metroid makes a Tail attack.

Shockwave (Costs 2 Actions). The omega metroid stomps the ground with great force. All creatures within 20 feet of the omega metroid must make a DC 23 Dexterity saving throw or be knocked prone.

Beings from Beyond the Stars: Metroids


Metroid, Queen

Gargantuan aberration (metroid), unaligned


Armor Class 21 (natural armor)
Hit Points 526 (27d20 + 243)
Speed 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 28 (+9) 11 (+0) 17 (+3) 16 (+3)

Saving Throws Str +17, Con +17
Skills Perception +11
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Acid, Fire, Lighting; Energy and Kinetic from unenhanced weapons
Condition Immunities paralyzed, petrified
Senses darkvision 60 ft.; passive Perception 21
Languages
Challenge 26 (90,000 XP)


Enhanced Weapons. The metroid's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Essence Drain. When the metroid deals necrotic damage to a creature, the metroid heals a number of lost hit points equal to the damage dealt.

Legendary Resistance (3/day). If the queen metroid fails a saving throw, it can choose to succeed instead.

Mother’s Fury. The queen metroid cares deeply for its offspring, and will become enraged if they die. If a creature that the queen metroid can see and that is within 60 of it kills another metroid, the queen metroid gains advantage on all attack rolls made against that creature, and the creature has disadvantage on saving throws made against the queen metroid’s attacks. This effect lasts until the queen metroid shifts her fury to another creature.

Reflective Carapace. Any time the queen metroid is targeted by powers that automatically hit, affect a line area, or require a ranged attack roll, roll a d6. On a 1 to 5, the queen metroid is unaffected. On a 6, the queen metroid is unaffected, and the effect is reflected back at the caster as though it originated from the queen metroid, turning the caster into the target.

Siege Monster. The queen metroid deals double damage to objects and structures.

ACTIONS

Multiattack. The queen metroid can use its Frightful Presence. It then makes two claw attacks and a tail or acid spit attack.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 42 (5d12 +9) Kinetic damage. If the target is a creature, it is grappled (escape DC 25). Until the grapple ends, the target is restrained, and the queen metroid can’t bite another target. The target must make a DC 25 Constitution saving throw at the end of each of its turns, taking 63 (14d8) Necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0. If the metroid is grappling a creature with its bite, it cannot use its acid spit, plasma breath, or legendary actions.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) Kinetic damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d10+9) Kinetic damage. The metroid can deal half damage and impose a DC 23 Dexterity saving throw. On failure, the target is knocked prone.

Acid Spit. Ranged Weapon Attack: +10 to hit, range 30/120, one target. Hit: 22 (4d10) Acid damage.

Frightful Presence. Each creature of the queen metroid’s choice that is within 120 feet of the metroid and aware of it must make a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the metroid’s Frightful Presence for 24 hours.

Plasma Breath (Recharge 5-6). The queen metroid exhales plasma in a 75-foot cone or a 120-foot line that is 10 feet wide. All creatures within that area must make a DC 25 Dexterity saving throw, taking 49 (14d6) Fire damage and 49 (14d6) Lightning damage on a failed save, or half as much damage on a successful one.

Spawn Metroids (Recharge 6). The queen metroid hatches 2d6 metroid larvae from her back. These metroids have the same initiative count as the queen metroid and begin acting at the start of the queen metroid’s next turn. The Queen can hatch a maximum of 24 metroid larvae this way in a single day.

LEGENDARY ACTIONS

The queen metroid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The queen metroid regains spent legendary actions at the start of its turn.

Acid Spit. The queen metroid makes an Acid Spit attack.

Tail Attack. The queen metroid makes a Tail attack.

Shockwave (Costs 2 Actions). The queen metroid stomps the ground with great force. All creatures within 20 feet of the queen metroid must make a DC 25 Dexterity saving throw or be knocked prone.

Namekians

In their native timeline(s), the Namekians of Planet Namek were humanoids with shared features of gastropods and plants. Their skin was shades of green, they had forehead antennae, were bald, and had large, pointed ears. Some could grow facial hair (although it was rare).

Although often living around agrarian lifestyles with spiritualism and some monastic elements, namekian culture was known to have vastly-developed technology and had achieved intergalactic space travel (at least) centuries before humans. After a great cataclysm ravaged Namek, there were roughly 100 namekians left alive, though namekian asexual reproduction allowed them to replenish these numbers without complication. Of the few survivors, one traveled to Earth.


Namekian Clans. Namekian society is largely split into two clans: the prominent Dragon Clan, which encompasses virtually all lifestyles and practices of namekians, and the splintered Warrior Clan, which serves as the martial protector caste for the dragon clan. Martial artists of the warrior clan vary greatly in power, but can demonstrate immense combat ability in stark contrast with the mostly-peaceful dragon clan.

When King Piccolo-- a namekian on Earth who was deeply seeped with evil-- formed his own clan, it became known as the Demon Clan and was responsible for a great wave of destruction and chaos. Warped by the immense darkness within him, King Piccolo's offspring were namekian mutants and sadists who delighted in taking life and sowing fear. The only one of the King's offspring who wasn't riddled with mutation was of an egg he birthed just before he succumbed to wounds in battle; this child would train relentlessly in his father's example until making an uneasy alliance (and later peace) with the martial artist who defeated his father. In some timelines, namekians who encountered the echoes of King Piccolo's evil were inspired to found new demon clans.

Assimilation. Although they have many innate avenues to increase their strength, namekians have the ability to absorb other namekians and merge forms, combining their strengths, stamina, and consciousnesses into a singular form. The merging of the two requires consent from both parties, and generally directs the stronger of the two to serve as the host for the new amalgamated form.

Innate Features

Namekians all have a variety of features common to their humanoid-gastropod biology. The following features apply to all of them:

Bodily Amalgamation. The namekian can permanently absorb another willing namekian, unifying their bodies and combining their minds to increase the host's power. The absorbed namekian must be of challenge rating equal to or less than the host. Once absorbed, the host gains a number of cumulative benefits equal to the absorbed namekian's challenge rating (minimum of 1). Roll a d8 to determine the benefit.

d8 Benefit
1 +1 hit die, max hp increases by hit die average + Constitution modifier
2 +1 bonus to melee attack rolls
3 +1 bonus to a saving throw of choice
4 +1 bonus to melee damage
5 +5 ft. to all movement speeds
6 +1 to maximum Focus or Force points
7 +1 to Focus/Force attack rolls and save DC
8 +1 to a Statistic score of choice


Centered Focus. The namekian's focus point or Force point maximum increases by its Constitution modifier.

Forced Regrowth. When the namekian is missing a limb or has suffered a lingering injury, as a full-round action, it can expend two hit dice and regenerate the limb or heal the injury. This cannot regrow a head.

Keen Hearing. The namekian has advantage on Wisdom (Perception) checks that rely on hearing.

Limb Stretch. As a bonus action, the namekian can elongate its arms until the end of the namekian's next turn. While elongated, the Namekian's unarmed strikes and melee weapon attacks gain an additional 10 feet of reach, but the attacks are made with disadvantage.

Rather than including this in every stat block, it is referred to by the following for ease:

Namekian Biology. The namekian has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Bodily Amalgamation, Centered Focus, Forced Regrowth, Keen Hearing, and Limb Stretch.

Beings from Beyond the Stars: Namekians

Namekian Villager

Medium humanoid (namekian), any


Armor Class 12 (unarmored defense)
Hit Points 46 (7d8 +14)
Speed 30 ft.


STR DEX CON INT WIS CHA
10(0) 13(+1) 14(+2) 10(0) 13(+1) 8(-1)

Skills Lore +2, Perception +3, Survival +3
Senses Darkvision 60 ft., passive Perception 13
Languages Galactic Basic, Namekian, one other
Challenge 1/4 (50 XP)


Namekian Biology. The namekian has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Bodily Amalgamation, Centered Focus, Forced Regrowth, Keen Hearing, and Limb Stretch.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Kinetic damage.


Namekian Celestial Guardian

Medium humanoid (namekian), lawful light


Armor Class 21 (unarmored defense)
Hit Points 163 (25d8 +50)
Speed 25 feet, fly 25 feet


STR DEX CON INT WIS CHA
12(+1) 13(+1) 14(+2) 28(+9) 30(+10) 19(+4)

Saving Throws Con +7, Int +14, Wis +15, Cha +9
Skills Lore +14, Perception +15, Persuasion +9
Damage Resistance all unenhanced damage
Senses Truesight 120 ft., passive Perception 25
Languages Galactic Basic, Namekian, five others
Challenge 16 (15,000 XP)


Forcecasting. The Celestial Guardian is a 17th-level Forcecaster. His Forcecasting ability is Wisdom (Force save DC 23, +15 to hit with Force powers, 78 Force points). He can cast 6th, 7th, 8th, and 9th level powers only once per day. He knows the following powers:

At-will: affect mind, force disarm, force push/pull, force technique, give life, guidance, resistance, slow
1st level: breath control, burst of speed, comprehend speech, force body, force mask, heal, heroism, sanctuary, sense emotion, sense force, telemetry, telepathic link, valor
2nd level: calm emotions, force barrier, force blur, force concealment, force enlightenment, force sight, force throw, force vision, locate object, restoration, stun


3rd level: aura of vigor, beacon of hope, force repulse, force suppression, force trance, knight speed, remove curse
4th level: aura of purity, force immunity, freedom of movement, locate creature, mind trap
5th level: force breach, force meld, improved force barrier, improved heal, improved restoration, revitalize, skill empowerment, stasis, telekinesis
6th level: greater heal, improved force immunity, mind prison, true sight, wall of light
7th level: force project, whirlwind
8th level: force link, mind blank
9th level: will of the force

Linked Life. The Namekian Celestial Guardian is bound to his other half, the Namekian Demon King. If one dies, so does the other.

Namekian Biology. The namekian has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Bodily Amalgamation, Centered Focus, Forced Regrowth, Keen Hearing, and Limb Stretch.

ACTIONS

Multiattack. The Namekian Celestial Guardian uses his deific awe, then makes an attack with his focus blast or staff, or casts a power.

Focus Blast. Ranged Force Attack: +15 to hit, range 120 ft., one target. Hit: 24 (3d8+10) Force damage.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 5 (1d6+1) Kinetic damage.

Deific Awe. Each creature of the Guardian’s choice that is within 120 feet of the Guardian and aware of him must make a DC 23 Wisdom saving throw or become awestruck for 1 minute. When an awestruck creature targets the guardian or his allies within 10 feet of him with an attack, a harmful power, or a hostile action, the awestruck creature must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Guardian’s Deific Awe for 24 hours. A creature is immune to this ability if it is immune to the Charmed condition.

LEGENDARY ACTIONS

The Namekian Celestial Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Celestial Guardian regains spent legendary actions at the start of his turn.

Heal. The Celestial Guardian casts give life, heal, or restoration on a creature other than himself.

Move. The Celestial Guardian moves up to his speed.

Search. The Celestial Guardian makes a Wisdom (Perception) check or casts either sense force, force sight, or force vision.



Namekian Demon King

Medium humanoid (namekian), lawful balanced


Armor Class 21 (battle precognition)
Hit Points 304 (32d8+160)
Speed 60 ft., fly 120 ft.


STR DEX CON INT WIS CHA
22(+6) 27(+8) 21(+5) 23(+6) 28(+9) 17(+3)

Saving Throws Str +12, Dex +14, Con +11, Wis +15
Skills Acrobatics +14, Athletics +12, Insight +15, Intimidation +9, Lore +12, Perception +15, Survival +15
Damage Resistances Poison; Kinetic and Energy from unenhanced weapons
Senses truesight 60 ft., passive Perception 25
Languages Galactic Basic, Namekian, three others
Challenge 22 (41,000 XP)


Focus Abilities. The Namekian Demon King is a 20th-level monk. His focus ability is Wisdom (focus save DC 23, +15 to hit with focus attacks). He knows the following focus features:

Flurry of Blows (Recharge 5-6). The Demon King makes two additional attacks.
Patient Defense. The Demon King uses his bonus action to take both the Disengage and Dodge actions.
Stunning Strike (Recharge 5-6). When the Demon King hits with a melee attack, he can force the target to make a Constitution saving throw. On failure, the target is stunned until the end of the Demon King's next turn.

Forcecasting. The Namekian Demon King is a 20th-level Forcecaster. His Forcecasting ability is Wisdom (Force save DC 23, +15 to hit with Force powers, 34 Force points). He also knows various tech powers, which he casts as Force powers. He knows the following powers:

At-will: battle insight, burst, guidance, resistance, turbulence
1st level: battle precognition, burst of speed, fear, force body, heroism, homing rockets¹, phasestrike, telemetry, valor
2nd level: battlemind, force blur, force concealment, phasewalk
3rd level: explosion¹, force repulse, knight speed, telekinetic storm
4th level: freedom of movement, salvo¹
5th level: improved phasestrike, improved phasewalk
6th level: contingency¹, telekinetic burst
7th level: whirlwind
¹ Tech Powers

Legendary Resistance (3/Day). If the Namekian Demon King fails a saving throw, he can choose to succeed instead.

Linked Life. The Namekian Demon King is bound to his other half, the Namekian Celestial Guardian. If one dies, so does the other.

Namekian Biology. The namekian has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Bodily Amalgamation, Centered Focus, Forced Regrowth, Keen Hearing, and Limb Stretch.

ACTIONS

Multiattack. The Namekian Demon King makes either 5 unarmed strikes or 3 focus blasts. He can replace 2 attacks for a flurry of strikes.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d12 +8) Kinetic damage.

Flurry of Strikes. The Demon King makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 22 saving throw (its choice of Strength or Dexterity), taking 28 (3d12 +8) Kinetic damage on failure or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

Focus Blast. Ranged Force Attack: +15 to hit, range 120 ft., one target. Hit: 27 (4d8 +9) Force damage.

Superb Piercing Cannon (3 FP/Turn). The Demon King expends three Force points and begins charging a devastating attack power, gaining one charge. Concentrating on the ability, he expends an additional three Force points and gains an additional charge at the beginning of each turn he chooses to continue charging, up to a maximum of five charges. He cannot take other actions or legendary actions while charging the cannon.
When he chooses to release the stored energy as an action, he fires it in a spiraling line, 200 feet long by 5 feet wide. All creatures in the line must make a DC 22 Dexterity saving throw (increased by +1 per charge); on failure, a creature takes 39 (7d10) Force damage per charge, or half as much on success. A creature who rolls a natural 1 on its save is instantly killed if it has less than 100 hit points remaining before taking this damage, or takes maximum damage if it has more.

Reactions

Redirect Effect. When a ranged Force, tech, or weapon attack, thrown explosive, or damaging area-effect Force or tech power is fired at the Demon King or within 5 feet of him, he may expend a reaction to attempt to redirect it to another point within 60 feet. The Demon King makes an unarmed strike if the effect was initiated with an attack roll, or a Dexterity saving throw if not. If the Demon King's attack roll or saving throw exceeds the attacker's value by 3 or more, the effect is redirected as the Demon King chooses, using damage and effects of the original attacker.

Legendary Actions

The Namekian Demon King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Demon King regains spent legendary actions at the start of his turn. He cannot use legendary actions while charging his superb piercing cannon.

Attack. The Demon King makes an unarmed strike.

Evade (Costs 2 Actions). The Demon King casts force blur on himself.

Move. The Demon King moves up to his speed without provoking attacks of opportunity.

Search. The Demon King makes a Wisdom (Perception) check.

Optional Action: Giant Form (1/Day). As a full-round action, the Demon King expends 7 Force points and grows to size Huge. While in this form, the Demon King cannot use his Superb Piercing Cannon or concentrate on power effects, but has a +1 bonus to armor class and deals an additional (2d8) bonus damage on all attacks. While in Giant Form, when the Demon King takes at least 10 damage from a single effect, he takes an additional (2d8) Psychic damage. The form lasts for up to 1 minute, and ends early if the Demon King is reduced to 0 hit points; if the Demon King suffers a critical hit, he must make a DC 24 Constitution saving throw to maintain Giant Form or returns to normal size on failure.

Beings from Beyond the Stars: Necromorphs

Necromorphs

In some accursed timeline(s), massive space-faring aberrant entities the size of moons (thusly dubbed "Brethren Moons") exist across the endless expanse of space, their true origins unknown. In their hunger, they traversed the cosmos and consumed all life they encountered, leaving whole systems completely devoid of even the most basic of microbial life. Perhaps as part of their reproduction cycle, the moons would produce helical obelisks (dubbed "black markers") and flung them through space (in theory, towards planets with the potential for intelligent life, or as a stimulus to promote the development of it).

Madness of the Marker. These markers receive the psionic broadcast of the brethren moons and project it in a massive radius, severely impacting intelligent creatures. It later manifests either as a violent, terrifying dementia, or a compulsion to create new markers ("red markers"). This connection to seemingly-endless energy makes markers an attractive resource for developing civilizations, who distribute markers throughout their territories. The marker signal's other function is rather heinous: the remote transmutation of necrotic tissue in dead organisms at the molecular level, causing corpses to reanimate in horrendous forms. They become Necromorphs: nightmarish, ultra-violent bio-recombinant creatures which then rampage as a pandemic in search of life to destroy and consume. The necromorphs produce a bacteria that can infect a creature and turn them into a necromorph upon demise, even when outside the range of the closest marker's signal. Necromorphs take many common forms, despite being amalgamated from different DNA and creatures, suggesting that the signal/bacteria dictates a proclivity for specific types of creatures which fill different roles. However, virtually all necromorphs are capable of maneuvering in a vacuum, and all of them have great capacity to kill.


Undead Nature. A necromorph does not require air, food, drink, or sleep.

Disease: Necromorph Bacteria

The necromorph’s mutagenic bacteria is extremely compromising, toxic to living creatures, and carries the maddening psionic imprint of the Marker. A creature that makes contact with necromorph bacteria must make a DC 18 Constitution saving throw or becomes diseased, suffering 1d4 points of Constitution damage. If it is ingested, the bacteria is far deadlier, inflicting 3d6 points of Constitution damage with the saving throw made at a disadvantage. The bacteria causes traumatic visions that interfere with rest; after completing a long rest, the infected creature rolls a DC 15 Constitution saving throw; it gains no benefits from the rest on failure. With each successful long rest, one point of this Constitution damage is healed.

If a creature dies while they are infected with necromorph bacteria, they arise as a necromorph slasher, spitter, or leaper in 1d20 minutes as long as their body is mostly intact.

Innate Features

Necromorphs (literally translating to "dead form") all have a variety of features common to their nightmarish, malformed biology. The following features apply to all of them:

Ambusher. In the first round of a combat, the necromorph has advantage on attack rolls against any creature it surprised.

Cunning Action. On each of its turns, the necromorph can use a bonus action to take the Dash, Disengage, or Hide action.

Keen Hearing and Smell. The necromorph has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The necromorph has advantage on an attack roll against a creature if at least one of the necromorph's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Reckless. At the start of its turn, the necromorph can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Space-borne. The necromorph can survive in the vacuum of space.

Unnatural Fortitude. If damage reduces the necromorph to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Fire or from a critical hit. On a success, the necromorph drops to 1 hit point instead. The DC increases by 2 for each limb the necromorph is missing.

Vile Bacteria. When a necromorph receives a critical hit or is reduced to 0 hit points with Kinetic damage, every unarmored or otherwise unprotected creature within 5 feet must make a DC 14 Dexterity saving throw or is infected with the Necromorph Bacteria disease. Additionally, a creature that makes a successful attack against a necromorph using natural weapons is infected with Necromorph Bacteria.

Rather than including this in every stat block, it is referred to by the following for ease:

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Most necromorphs also have the Multipart Monstrosity feature, which varies based upon their form. Necromorphs with it generally take double damage when a successful attack is made upon a body part. If a listed attack for a necromorph with Multipart Monstrosity uses a destroyable part, the attack specifies which part is necessary to make the attack.

Beings from Beyond the Stars: Necromorphs

Necromorph Variants

Necromorphs are either ambush predators-- using vents, tunnels, or other infrastructure to maneuver around a location and flank their targets-- or horde monsters who attack directly in larger numbers. Necromorphs rarely retreat and can keep fighting even after losing limbs or their heads. They make a variety of terrifying bellows as they close in on their prey.

Slashers and Spitters

The most common form of necromorphs, slashers are vulnerable when alone but have incredible capacity for violence in packs. Their vestigial arms have little use other than grappling, as their main weapons are their long, spear-like limbs and their bite. Spitters, a variant of slashers, can expel globs of caustic bile at range.

Lurkers

Formed from smaller creatures like infants or pets, lurkers are crawling foes whose intestines emerge from their backs, tipped with barbed spears. They can use these barbs as slashing or stabbing implements, or propel them long-distance as a ranged weapon.

Leapers

Leapers appear to have a humanoid upper-body with a long tail formed from flesh and tendons, tipped with a scythe-like tail blade. They are highly evasive and utilize hit-and-run tactics before they grapple a target and attempt to sink their elongated fangs into it.

Pukers

With distinctly caustic stomach acids, pukers have been mutilated by the same excretion they use as their primary weapon. Their jawline down to the bottom of their torso has been completely dissolved, their legs have been intertwined (their intestines and tendons stretched to form an additional leg), and their hands have completely melted and reformed as elongated, hideous claws. Their eyes are often missing, and their hideous flesh is hardened from the burns.

Dividers

Standing taller than most humans and gaunt, a divider appears vaguely more humanoid than most necromorphs, though its skin and organs have largely been assimilated. It has elongated limbs with visible veins and sparse musculature, and has excellent reach with its arms.

However, it is capable of falling to pieces as separate animate limbs, each which can attack on their own. The most dangerous of which, the head, uses a constricting tongue to suffocate targets and eventually decapitate them. A disembodied divider head (a "creeper") that removes the head of another humanoid can attach itself to the corpse, assuming control over it.

Exploders

Exploders are shorter necromorphs that act as suicide bombers, lugging around a swollen sac of volatile acid that detonates under light damage.

Infectors

With an appearance almost completely devoid of human features (more akin to a manta ray), the infector's sole purpose is to create more necromorphs with viable corpses. Enveloping a creature with its wings and injecting its proboscis into a suitable corpse's head, the infector can immediately create slashers that arise to join it in combat.

Pregnants

Pregnants are largely similar to slasher necromorphs with the exceptions that their legs are shorter, their scythe-like arms are much larger and more dense, and their torsos are extended and swollen. Their abdominal sac hosts smaller necromorphs within (usually swarmers), and when killed or heavily damaged, a pregnant will release the carried necromorphs within (even going so far as to slash its abdomen open to release them).

Swarmers

Swarmers are an animated collection of loose pieces of flesh that move in unison. While an individual swarmer is fragile and easily destroyed, their frequent large numbers allow them to gang up on targets and tear away at it en masse, overwhelming with ferocity.

Beings from Beyond the Stars: Necromorphs

The Pack

One of the few mutations that utilize corpses of children, the Pack acts as a gestalt force rather than a collection of individuals. Mutation is minimal (and often displays how the corpse died), but fingers are mutated into elongated bone claws that serve as effective weapons, and the opened ribcage showcases reinforcing muscle in the arms, wrists, legs, and spine. Disfigurement in the face is minimal other than warped mouthes, but preserves enough to routinely inspire a traumatic reaction in onlookers.

Members of the pack are weak and easily killed, but their overwhelming ferocity and terror tactics make for horrifying encounters.

Feeders

When a starving humanoid consumes necromorph-infected flesh, it gradually transforms, starting with its intestinal tract. The creature retains its capacity for intelligence and language but grows ever-more ravenous, even going so far as to kill and cannibalize others. As the mutation worsens, the feeder grows gaunt, adapts to low-light, develops keen hearing, and becomes increasingly fragile.

While the frail feeders are only vaguely humanoid in appearance and feral in behavior, they are capable of coordinating attacks with other feeders to overwhelm a target and rip it open.

Brutes

With forms similar to hulking great apes, brutes are heavy necromorphs with armor of calcified bone. They are fast and powerful, and break through enemy defenses where regular necromorphs fall short. Able to retract their flesh within their armor, they can make themselves nearly impervious to damage at the expense of their mobility.

When they take heavy damage, brutes can expel volatile internal organs from their wounds as a ranged weapon, which act as biological explosives.

Regenerators

With variants such as the hunters and the ubermorph, regenerators are superior slasher necromorphs. While they are slower, they have incredible fortitude and are capable of withstanding immense damage. When their limbs are destroyed, their nigh-indestructible body begins to regrow them, allowing them to return to combat repeatedly. For most encounters with infantry weapons, the only viable strategy against a regenerator is either to retreat, or to send them far enough away that they cannot cause further harm.

Tormentors

A more rare manifestation of necromorph biology, the tormentor on Titan Station acted as a ruthless hunter-killer, far beyond the capacity of other necromorphs.

Made up of dozens of corpses, the enormous tormentor is incredibly fast for its size and deeply aggressive in its pursuit of prey, with immunity to most small arms fire and a general resilience to punishment. Using its massive arms as smashing implements and its vestigial arms as a means to slash and capture targets, it prefers to take hold of its prey and rip it apart within its mighty jaws.

Hive Minds

Subservient only to the Brethren Moons, hive minds are gargantuan necromorphs formed of hundreds (perhaps thousands) of bodies which broadcast the marker signal transmitted from the moons themselves. While their appearance is reliant upon the biomass absorbed, the hive minds are often elongated worm or insectoid creatures with large, gaping mouthes lined with vicious teeth. They use tentacles or similar limbs as prehensile attack and capture implements, and bloated, luminescent pustules house unknown vital elements to its anatomy. Its armored ribcage protects its heart(s) and other vital organs, and secondary tentacles upon its back assist in its ability to relay the marker signal. In addition to its physical attacks, the hive minds can launch acidic spit or deploy lesser necromorphs contained within it as combat support.

Effectively serving as living markers, the formation of a hive mind often heralds the collapse of a world to a marker pandemic.

Enhanced Variants

While no explanation has been confirmed, several lesser forms of necromorph can develop enhanced forms, giving them darker coloration. These enhanced necromorphs-- while no different in shape than their normal counterparts-- are stronger and more durable by clear margins.

Other Variants

A collection of other necromorph types exist (including but not limited to twitchers, crawlers, stalkers, and tripods), and the unpredictable mutagenic nature of necromorph transformations suggest there could be many more.


Necromorph Slasher

Medium undead (necromorph), chaotic dark


Armor Class 14 (natural armor)
Hit Points 75 (10d8 +30)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 17 (+3) 8 (-1) 10 (0) 13 (+1)

Skills Acrobatics +5, Athletics +4
Damage Vulnerabilities Fire; Part Damage
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 2 (450 XP)


Grappler. The slasher has advantage on attack rolls against any creature grappled by it.

Multipart Monstrosity. The slasher has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the slasher, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the slasher suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the slasher receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: one Head (11 HP), four Limbs (16 HP). Its movement speed is halved when only one limb remains, or reduced to 0 if no limbs remain.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Spider Climb. The slasher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The slasher makes three slash attacks, providing it has at least 2 limbs.

Bite. [Head] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 +2) Kinetic damage. The target must make a DC 13 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Slash. [Limb] Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 8 (1d10 +2) Kinetic damage. On a critical hit, the target is grappled (escape DC 13).

Variant: Spitter

Spitters are nearly identical to Slashers, with the exception that they are able to expel caustic bile at a distance, so long as they have their head. To make a spitter, add the following attack to a slasher:

Bile Spit. [Head] Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 7 (2d6) Acid damage.


Necromorph Lurker

Small undead (necromorph), chaotic dark


Armor Class 13 (natural armor)
Hit Points 66 (12d6 +24)
Speed 30 ft.


STR DEX CON INT WIS CHA
5(-3) 14(+2) 14(+2) 6(-2) 10(0) 8(-1)

Damage Vulnerabilites Fire; Part Damage
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1 (200 XP)


Multipart Monstrosity. The lurker has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the lurker, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the lurker suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the lurker receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: three Tentacles (11 HP).

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Spider Climb. The slasher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The lurker makes as many barb attacks as it has tentacles.

Barb [Tentacle]. Ranged Weapon Attack: +4 to hit, range 40/80 ft, one target. Hit: 5 (1d6+2) Kinetic damage. The target must make a DC 13 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Whip [Tentacle]. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) Kinetic damage.


Necromorph Leaper

Medium undead (necromorph), chaotic dark


Armor Class 14 (natural armor)
Hit Points 105 (14d8 +42)
Speed 40 ft., climb 25 ft.


STR DEX CON INT WIS CHA
13(+1) 18(+4) 16(+3) 6(-2) 12(+1) 13(+1)

Skills Acrobatics +6, Intimidation +3
Damage Vulnerabilities Fire; Part Damage
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 3 (700 XP)


Avoidance. If the leaper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Charge. If the leaper moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the leaper can make one bite attack against it as a bonus action.

Grappler. The leaper has advantage on attack rolls against any creature grappled by it.

Multipart Monstrosity. The leaper has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the leaper, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the leaper suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the leaper receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: one head (16 HP), one tail (27 HP), two arms (18 HP). Its movement speed is halved when only one arm remains, or reduced to 0 if no arms remain.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Spider Climb. The leaper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The leaper's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The leaper makes two tail whip attacks. It can substitute one for a bite attack.

Bite. [Head] Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (3d4 +1) Kinetic damage. The target must make a DC 13 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Tail Whip. [Tail] Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) Kinetic damage. On a critical hit, the target is grappled (escape DC 13).


Necromorph Puker

Medium undead (necromorph), chaotic dark


Armor Class 14 (natural armor)
Hit Points 102 (12d8 +48)
Speed 30 ft.


STR DEX CON INT WIS CHA
15(+2) 17(+3) 19(+4) 6(-2) 13(+1) 12(+1)

Damage Vulnerabilites Fire; Part Damage
Damage Immunities Acid, Poison
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 3 (700 XP)


Grappler. The puker has advantage on attack rolls against any creature grappled by it.

Multipart Monstrosity. The puker has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the puker, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the puker suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the puker receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: one Head (16 HP), four Limbs (21 HP). Its movement speed is halved when only one limb remains, or reduced to 0 if no limbs remain.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Stench of Death. Each creature that starts its turn within 5 feet of the puker must make a DC 8 Constitution saving throw, unless the creature is a construct, droid, or undead. On a failed save, the creature is poisoned until the end of its turn. On a successful save, the creature is immune to the puker's stench of death for 24 hours.

ACTIONS

Multiattack. The puker makes two claw attacks.

Bite. [Head] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 +2) Kinetic damage. The target must make a DC 13 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Claw. [Arm] Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) Kinetic damage. On a critical hit, the target is grappled (escape DC 13).

Bile Bomb (Recharge 5-6). [Head] Ranged Weapon Attack: + to hit, range 30/60 ft., one target. Hit: 13 (5d4) Acid damage. Hit or miss, the bile splashes. Each creature within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 8 (3d4) Acid damage on failure or half as much on success. A creature hit by the attack or that fails the saving throw suffers two stacks of slow.

Bile Spray (Recharge 5-6). [Head] The puker projects bile in a 15 foot long, 5 foot wide line. Each creature in the line must make a DC 13 Dexterity saving throw, taking 10 (4d4) Acid damage on failure or half as much on success. A creature that fails the saving throw also suffers two stacks of slow. Alternatively, the puker can use this attack on a creature it is grappling; the creature has disadvantage on the saving throw, and upon failure, it takes maximum damage (16).

Beings from Beyond the Stars: Necromorphs

Necromorph Divider

Medium undead (necromorph), chaotic dark


Armor Class 13 (natural armor)
Hit Points 66 (12d8 +12)
Speed 25 ft.


STR DEX CON INT WIS CHA
12(+1) 14(+2) 13(+1) 9(-1) 11(0) 13(+1)

Damage Vulnerabilites Fire
Damage Immunities Acid, Poison
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1 (200 XP)


Grappler. The divider has advantage on attack rolls against any creature grappled by it.

Multipart Monstrosity. The divider has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the divider, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the divider suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the divider receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: four divider limbs (14 HP), one divider head (12 HP).

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

ACTIONS

Multiattack. The divider makes two slash attacks.

Slash. [Limb] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Kinetic damage.

Tongue. [Head]. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium humanoid target. Hit: 9 (2d6+2) Kinetic damage. The target is grappled (escape DC 13). While grappled in this way, a target is suffocating. If a target is reduced to 0 hit points by this suffocation, its head is removed. If the target creature cannot live without its head, it dies.

REACTIONS

Separate. When the divider is reduced to half (33) its hit points or less, it can use its reaction to separate itself, becoming the divider's remaining body parts and dividing its remaining hit points between the parts (up to their hit point maximums).


Necromorph Divider Limb

Tiny undead (necromorph), chaotic dark


Armor Class 11 (natural armor)
Hit Points 14 (4d4 +4)
Speed 15 ft.


STR DEX CON INT WIS CHA
8(-1) 12(+1) 13(+1) 6(-2) 11(0) 7(-2)

Damage Vulnerabilites Fire
Damage Immunities Acid, Poison
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1/8 (25 XP)


Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Spider Climb. The limb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) Kinetic damage.

Variant: Divider Head ("Creeper")

Of all the divider limbs, the head is the most dangerous as it retains the ability to decaptitate a target creature and assert control over its headless body as a new vessel. To make a head, replace with slash attack with the Tongue attack:

Tongue. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium humanoid target. Hit: 5 (1d6+1) Kinetic damage. The target is grappled (escape DC 13). While grappled in this way, a target is suffocating. If a target is reduced to 0 hit points by this suffocation, its head is removed. If the target creature cannot live without its head, it dies.
The head then assimilates into the target creature's body, with 50% of the creature's maximum hit points, the divider head's condition immunities, and the head's Intelligence, Wisdom, and Charisma scores. The infested creature can use its held weapons and natural attacks, but cannot use any powers, head-based natural weapons, or skills of the host creature.


Necromorph Exploder

Small undead (necromorph), chaotic dark


Armor Class 12 (natural armor)
Hit Points 38 (5d6 +20)
Speed 15 ft.


STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 18 (+4) 9 (-1) 7 (-2) 12 (+1)

Damage Vulnerabilities Energy, Fire, Kinetic; Part Damage
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 1/2 (100 XP)


Explosive Death. When the exploder's sac takes damage and is reduced to 0 hit points, it detonates in a shower of hot acid. All creatures in a 5 ft. radius must make a DC 14 Constitution saving throw; on failure, a creature takes 11 (2d8+2) Acid damage, is knocked prone, and blinded until the end of its next turn. The exploder drops to 0 hit points after this damage, its body destroyed completely.

Multipart Monster. The exploder has one or more body parts, each of which has its own pool of hit points. When a creature makes a melee or ranged attack against the exploder, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the exploder suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the exploder receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: one acid sac (16 HP).

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Actions

Explode. [Sac] Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d4+2) Kinetic damage. Hit or miss, the exploder then triggers its Explosive Death.


Necromorph Infector

Small undead (necromorph), chaotic dark


Armor Class 10 (natural armor)
Hit Points 56 (16d6)
Speed 10 ft., fly 15 ft. (hover)


STR DEX CON INT WIS CHA
8(-1) 7(-2) 10(0) 9(-1) 13(+1) 12(+1)

Damage Vulnerabilites Fire
Damage Resistance Poison
Condition Immunities Poisoned, Charmed, Deafened, Frightened, Incapacitated, Unconscious
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 1/2 (100 XP)


Grappler. The infector has advantage on attack rolls against any creature grappled by it.

Infectious Injection. When the infector uses its proboscis upon an intact corpse or a living humanoid that it reduces to 0 hit points with the attack, the target rapidly undergoes transformation into a necromorph slasher. At the end of the initiative order this round, the new necromorph joins initiative immediately after the infector, unless there are other necromorphs of its type.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

ACTIONS

Multiattack. The infector makes a tackle or proboscis attack. It may then make an proboscis attack as a bonus action.

Tackle. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 3 (1d6-1) Kinetic damage. The infector is grappling the target (escape DC 12).

Proboscis. Melee Weapon Attack: +1 to hit, reach 5 ft., one target currently grappled by the infector. Hit: 4 (1d8-1) Kinetic damage and 3 (1d4) Poison damage. The target must make a DC 13 Constitution saving throw with disadvantage, being infected with the Necromorph Bacteria disease on failure.


Necromorph Pregnant

Medium undead (necromorph), chaotic dark


Armor Class 13 (natural armor)
Hit Points 113 (15d8 +45)
Speed 20 ft.


STR DEX CON INT WIS CHA
16(+3) 11(0) 16(+3) 7(-2) 13(+1) 11(0)

Damage Vulnerabilites Fire; Part Damage
Damage Resistance Poison
Condition Immunity Poisoned, Disease, Frightened
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 3 (700 XP)


Multipart Monstrosity. The pregnant has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the pregnant, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the pregnant suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the pregnant receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: one Head (16 HP), four Limbs (18 HP), one Sac (15 HP). Its movement speed is halved when only one limb remains, or reduced to 0 if no limbs remain. If the sac is destroyed, two Necromorph Swarmers (CR 1/4) are released and the pregnant loses its rupture feature and self-mutilate action.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Rupture. When the pregnant is reduced to 0 hit points, its stomach bursts open, releasing two Necromorph Swarmers (CR 1/4). If the damage it took was from failing a Dexterity saving throw, the swarmers are subjected to the save as well.

ACTIONS

Multiattack. The pregnant makes two slash attacks, providing it has at least 2 limbs.

Slash. [Limb] Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) Kinetic damage. On a critical hit, the target is grappled (escape DC 13).

Self-Mutilate (Recharge 6). [Limb] The pregnant recklessly carves at its abdomen, freeing swarmers from within. The pregnant takes (5d8) Kinetic damage, which cannot be reduced. Immediately afterward, one Necromorph Swarmer (CR 1/4) appears in a vacant space adjacent to the pregnant.


Necromorph Swarmers

Medium swarm of tiny undead (necromorphs), chaotic dark


Armor Class 11 (natural armor)
Hit Points 18 (5d8 -5)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
10(0) 12(+1) 8(-1) 6(-2) 12(+1) 10(0)

Damage Vulnerabilites Fire
Damage Resistance Poison, Psychic
Condition Immunity Poisoned, Disease, Frightened, Prone
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 1/4 (50 XP)


Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Swarm. The swarmers can occupy another creature’s space and vice versa, and can move through openings large enough for a tiny creature. The swarmers can’t regain hit points or gain temporary hit points.

ACTIONS

Attach. The swarmers attach to a creature in their space. At the beginning of the swarmers' turns, they deal a number of Kinetic damage to the attached target equal to their remaining hit points. A creature can smash the swarmers, automatically dealing a number of damage equal to the creature's Strength or Dexterity modifier (the creature's choice), as an action or in place of one of the attacks in a multiattack.


Necromorph Pack

Huge horde of small undead (necromorphs), chaotic dark


Armor Class 13 (natural armor)
Hit Points 85 (10d12 +20)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
15(+2) 16(+3) 14(+2) 7(-2) 13(+1) 10(0)

Damage Vulnerabilites Fire
Damage Resistance Poison, Psychic; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunity Poisoned, Disease, Frightened, Prone, Slow
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 6 (2,300 XP)


Horde. The pack can occupy another creature’s space and vice versa, and can move through openings large enough for a small creature. The pack can’t regain hit points or gain temporary hit points.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Terror Hunt. The pack inflicts double damage against frightened creatures.

ACTIONS

Multiattack. The pack uses its frightful presence if it has at least half its maximum hit points, then makes one attack per every 15 hit points it has remaining (minimum 1). It can replace two attacks with an intimidate action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +2) Kinetic damage. The target must make a DC 15 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) Kinetic damage.

Intimidate. The pack attempts to frighten a creature within 60 feet that can see or hear it. The target creature must make a DC 15 Wisdom saving throw; on failure, it is frightened of the pack until the end of the pack's next turn.

Frightful Presence. Each creature of the pack’s choice that is within 120 feet of the pack and aware of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the pack’s Frightful Presence for 24 hours.


Necromorph Feeder

Medium undead (necromorph), chaotic dark


Armor Class 12 (natural armor)
Hit Points 38 (15d8 -30)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
8(-1) 14(+2) 7(-2) 6(-2) 13(+1) 9(-1)

Damage Vulnerabilites Energy, Fire, Kinetic
Damage Resistance Poison
Condition Immunity Blinded, Poisoned, Disease
Senses blindsight 10 ft., passive Perception 11
Languages -
Challenge 1/8 (25 XP)


Grappler. The feeder has advantage on attack rolls against any creature grappled by it.

Light Sensitivity. While in bright light, the feeder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

ACTIONS

Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 +2) Kinetic damage.

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4 -1) Kinetic damage. The target must make a DC 13 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Beings from Beyond the Stars: Necromorphs

Necromorph Brute

Large undead (necromorph), chaotic dark


Armor Class 16 (natural armor)
Hit Points 200 (21d10 +84)
Speed 35 ft., climb 15 ft.


STR DEX CON INT WIS CHA
19(+4) 15(+2) 19(+4) 6(-2) 15(+2) 7(-2)

Saving Throws Str +8, Con +8
Damage Vulnerabilites Fire; Part Damage
Damage Immunity Poison
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Poisoned, Disease, Frightened
Senses darkvision 120 ft., passive Perception 12
Languages -
Challenge 9 (5,000 XP)


Bone Carapace. The brute has a dense carapace, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the brute exceeds 10 points, the brute takes no damage from that attack. If the brute takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Charge. If the brute moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the brute can make one slam attack against it as a bonus action.

Multipart Monstrosity. The brute has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the brute, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the brute suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the brute receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: two Arms (45 HP), two Legs (38 HP). Its movement speed is halved when only one limb remains, or reduced to 0 if no limbs remain.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

ACTIONS

Multiattack. The brute makes one slam and one headbutt attack.

Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 +4) Kinetic damage. On a critical hit, the target must make a DC 16 Constitution saving throw; on failure, it is stunned until the end of its next turn.

Slam. [Arm] Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 30 (4d12 +4) Kinetic damage.

Bio-Bomb. The brute launches a volatile organic explosive at a target within 30/60 feet. All creatures within 5 feet of the target point must make a DC 16 Dexterity saving throw, taking 18 (5d6) Kinetic and 18 (5d6) Acid damage on failure, or half as much on success. The brute can only use this attack if it is missing 30 or more hit points.

REACTIONS

Withdraw. When the brute takes 25 damage or more from a single source, it can retract within its armor plates. Until the beginning of its next turn, its armor class and bonus to all saving throws increases by +5, but its movement speed decreases to 0.


Necromorph Regenerator

Medium undead (necromorph), chaotic dark


Armor Class 14 (natural armor)
Hit Points 238 (25d8 +125)
Speed 20 ft., climb 15 ft.


STR DEX CON INT WIS CHA
19(+4) 13(+1) 21(+5) 8(-1) 15(+2) 13(+1)

Saving Throws Str +8, Con +9
Skills Perception +6, Survival +6
Damage Vulnerabilites Fire; Part Damage
Damage Immunity Poison
Condition Immunity Poisoned, Disease, Frightened
Senses darkvision 120 ft., passive Perception 16
Languages -
Challenge 13 (10,000 XP)


Multipart Monstrosity. The regenerator has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the regenerator, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the regenerator suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the regenerator receives any healing, it may choose to heal one of its body parts by the same amount; a destroyed limb reforms once it has healed for half its maximum hit points. It has the following body parts: one Head (19 HP), four Limbs (26 HP). Its movement speed is halved when only one limb remains, or reduced to 0 if no limbs remain.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, and Vile Bacteria.

Rejuvenation. When the regenerator is reduced to 10% of its hit points or less, it stops moving and begins to regenerate. At the beginning of each turn, it regenerates 50 hit points per round. When it returns to its maximum hit points, it returns to combat. For each stack of slowed it has, the regenerator heals half as many hit points per round (rounded up).

Unstoppable. If damage reduces the regenerator to 0 hit points, it drops to 1 hit point instead, unless the damage is True or at least 100 points or more.

ACTIONS

Multiattack. The regenerator makes three slash attacks.

Bite. [Head] Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 +4) Kinetic damage. The target must make a DC 18 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.

Slash. [Arm] Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d10 +4) Kinetic damage. On a critical hit, the target is grappled (escape DC 18).



Necromorph Tormentor

Huge undead (necromorph), chaotic dark


Armor Class 16 (natural armor)
Hit Points 230 (20d12 +100)
Speed 35 ft., climb 15 ft.


STR DEX CON INT WIS CHA
19(+4) 12(+1) 21(+5) 6(-2) 13(+1) 6(-2)

Saving Throws Str +8, Con +9
Damage Vulnerabilites Fire
Damage Immunity Poison
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Poisoned, Disease, Frightened
Senses darkvision 120 ft., passive Perception 11
Languages -
Challenge 15 (13,000 XP)


Bone Carapace. The tormentor has a dense carapace, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the tormentor exceeds 15 points, the tormentor takes no damage from that attack. If the tormentor takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Brutish Durability. The tormentor adds 1d6 to all saving throws it makes.

Charge. If the tormentor moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the tormentor can make one slam or vestigial arm attack against it as a bonus action.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

Relentless (1/Day). If the tormentor takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Unhindered Movement. The tormentor’s movement speed is not reduced while moving with a grappled creature.

ACTIONS

Multiattack. The tormentor uses its frightful presence, then makes three attacks with its slam and two attacks with its vestigial arms. It can replace one slam with one bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 +4) Kinetic damage. The target must make a DC 18 Constitution saving throw, being infected with the Necromorph Bacteria disease on failure.
When the tormentor uses a bite attack against a grappled creature and deals a critical hit, the target must make a DC 16 Constitution saving throw; on failure, if the target has less than 20 hit points, it is ripped in half and instantly dies.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) Kinetic damage. If the target is size Large or smaller, it must make a DC 16 Strength saving throw; on failure, the target is knocked prone.

Vestigial Arms. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d8 +1) Kinetic damage. A Medium or smaller target is grappled (escape DC 16). The tormentor can grapple up to four creatures at a time in this way.

Absorb Corpse. The tormentor absorbs the intact remains of a Medium beast or humanoid creature. Its current and maximum hit points increase by 11 (1d10 +5).

Frightful Presence. Each creature of the tormentor’s choice that is within 120 feet of the tormentor and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tormentor’s Frightful Presence for 24 hours.

REACTIONS

Corpse Drop. If the tormentor receives 30 or more damage from a single effect, it may use its reaction to drop an intact corpse.

Beings from Beyond the Stars: Necromorphs


Necromorph Hive Mind

Gargantuan undead (necromorph), chaotic dark


Armor Class 19 (natural armor)
Hit Points 495 (30d20 +180)
Speed 50 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
24(+7) 16(+3) 23(+6) 11(0) 17(+3) 21(+5)

Saving Throws Str +13, Con +12
Damage Vulnerabilites Part damage
Damage Immunity Poison
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Poisoned, Disease, Frightened, Prone
Senses darkvision 120 ft., passive Perception 13
Languages -
Challenge 23 (50,000 XP)


Bone Carapace. The hive mind has an armored carapace, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the hive mind exceeds 25 points, the hive mind takes no damage from that attack. If the hive mind takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the hive mind fails a saving throw, it can choose to succeed instead.

Multipart Monstrosity. The hive mind has one or more body parts, each of which has its own pool of hit points. When a creature makes a melee or ranged attack against the hive mind, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the hive mind suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the hive mind receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed. It has the following body parts: 10 pustules (25 HP). The pustules do not have the hive mind's damage resistances or bone carapace feature.

Necromorph Biology. The necromorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Ambusher, Cunning Action, Keen Hearing and Smell, Pack Tactics, Reckless, Space-borne, Unnatural Fortitude, and Vile Bacteria.

ACTIONS

Multiattack. The hive mind uses its frightful presence, then makes two tentacle slam attacks. It can replace one tentacle slam with a bite attack.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target grappled by the hive mind. Hit: 40 (5d12 +7) Kinetic damage.

The target is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hive mind, and it takes 28 (8d6) Acid damage at the start of each of the hive mind's turns. If the hive mind takes 60 damage or more on a single turn from a creature inside it, the hive mind must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hive mind. If the hive mind dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Tentacle Slam. The hive mind slams its tentacle into the ground, smashing a 50 foot long by 5 foot wide line. Each creature in the line must make a DC 18 Dexterity saving throw, taking 25 (4d10 +3) Kinetic damage on failure or half as much on success. A creature that fails is also knocked prone. The hive mind can choose to deal half damage to one of the creatures who fail and be grappling it (escape DC 20). A grappled creature is immediately lifted 25 feet in the air above where it was knocked prone. The hive mind can grapple up to three creatures at a time in this way, but only one per tentacle slam attack.

Acid Spit. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 14 (3d8) Acid damage. Hit or miss, the acid globule bursts in a splash. All creatures within 5 feet of the target must make a DC 18 Dexterity saving throw. A creature takes 9 (2d8) Acid damage on failure or half as much on success.

Frightful Presence. Each creature of the hive mind’s choice that is within 120 feet of the hive mind and aware of it must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hive mind’s Frightful Presence for 24 hours.

Sheath Pustules. The hive mind moves its vulnerable pustules under its armored carapace until the beginning of its next turn.

LEGENDARY ACTIONS

The Necromorph Hive Mind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hive mind regains spent legendary actions at the start of its turn.

Acid. The hive mind makes an acid spit attack.

Roar. The hive mind releases a piercing roar. Each creature of its choice within 120 feet must make a DC 20 Wisdom saving throw. On failure, the creature has disadvantage on the next saving throw imposed by the hive mind.

Spawn Necromorphs (Costs 2 Actions, Recharge 5-6). The hive mind spits mucous globules containing 1d4 necromorph pregnants (CR 3) or 1d8 necromorph feeders (CR 1/8). These necromorphs have the same initiative count as the hive mind and burst forth from the globules to begin acting at the end of the hive mind’s next turn. If the globules take at least 5 damage before the necromorphs within emerge, they are destroyed.

Saiyans

A superior race of warriors in all of their native timelines, the near-human Saiyans emerged on Sadala, a planet with ten times' the gravity of Earth. In most timelines, internal conflict between saiyan factions destroyed Sadala, and another planet was conquered and named after the premier saiyan warlord, King Vegeta. Planet Vegeta was later annihilated by the intergalactic despot and catty sadist Frieza. Only a handful of saiyans survived this extinction event, several who served in Frieza's planetary annexation campaign and continued to do so; all of the survivors were unaware of Frieza's involvement in the planet's destruction for years.

Descendants of tailed apes, saiyans are born with prehensile tails which are also their most vulnerable points. A saiyan with an intact tail can transform under spectrums of light (measured in blutz waves) into a towering, hyper-aggressive ape; the hulking form maximizes combat power and physical strength, allowing saiyans to lay waste to whole worlds. For some, the transformation takes too great a toll on their minds and they are rendered berserk, attacking indiscriminately until the energy source is cut off or their tail is destroyed.

Among having superhuman potential, accelerated healing, and innate power to manipulate and project energy, saiyans are known for having ravenous appetites and can miraculously eat volumes of food larger than their own bodies after exerting themselves.

Limitless Potential. Perhaps their greatest strength, saiyans who suffer severe injuries and return to optimal health biologically adapt and grow from the experience, drastically improving their combat ability.

Innate Features

Saiyans have a variety of features common to their near-human biology. The following features apply to all of them:


Aggressive. As a bonus action, the saiyan can move up to its speed toward a hostile creature that it can see.

Limit Break. Each time the saiyan is reduced to 10% of their maximum hit points or less and recovers to full health, the saiyan's power undergoes exponential growth. When these conditions are met, the saiyan gains a number of cumulative benefits equal to half their challenge rating (rounded up, minimum of 1). Roll a d8 to determine the benefit.

d8 Benefit
1 +1 hit die, max hp increases by hit die average + Constitution modifier
2 +1 bonus to melee attack rolls
3 +1 bonus to a saving throw of choice
4 +1 bonus to melee attack damage
5 +5 ft. to all movement speeds
6 +1 to maximum Focus or Force points
7 +1 to Focus/Force attack rolls and save DC
8 +1 to a Statistic score of choice


Lunar Transformation. In the light of a full moon or similar celestial body, a saiyan who has their tail undergoes a rapid transformation into a giant ape. The form has the following properties:
• The saiyan's size increases to size Huge, and its type becomes Beast.
• The saiyan's Strength, Dexterity, Constitution, and Charisma scores all increase by 6 (maximum of 30).
• The saiyan deals extra damage on all attacks equal to half the challenge rating of its humanoid form (rounded up, minimum 1).
• The saiyan has disadvantage on Dexterity saving throws, and takes maximum damage from saving throw effects when it rolls a natural 1.
• The saiyan makes a Wisdom saving throw, DC equal to 30 minus its challenge rating. On failure, the saiyan no longer distinguishes between friend or foe, attacking all moving creatures in sight.

The transformation persists until the energy source expires or the saiyan's tail is severed. When it ends, the saiyan must make a DC 18 Constitution saving throw, suffering three stacks of exhaustion on failure or one on success.

Shrug Off. As a reaction to taking damage, the saiyan reduces the damage taken by 1d10 + the saiyan's challenge rating.

Rather than including this in every stat block, it is referred to by the following for ease:

Saiyan Biology. The saiyan has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Aggressive, Limit Break, Lunar Transformation, and Shrug Off.

Many saiyans also have the Prehensile Tail feature, but may lose it. Once destroyed, their tail does not regenerate.

Prehensile Tail. Saiyans are born with a monkey tail, capable of gasping objects and necessary for their Lunar Transformation. The tail has hit points equal to 5% of their maximum, and if attacked, the saiyan takes double the damage that the tail suffers. If the tail is successfully grappled, the saiyan is stunned until it ends.

Beings from Beyond the Stars: Saiyans

Saiyan Fighter

Medium humanoid (saiyan), any


Armor Class 18 (superior durafiber combat suit)
Hit Points 135 (18d8 +54)
Speed 50 ft., fly 90 ft.


STR DEX CON INT WIS CHA
18(+4) 20(+5) 17(+3) 12(+1) 14(+2) 18(+4)

Saving Throws Str +7, Dex +9
Skills Athletics +7, Intimidation +7, Survival +5
Damage Resistance Kinetic from unenhanced weapons
Senses darkvision 60 ft., passive Perception 12
Languages Galactic Basic, one other
Challenge 7 (2,900 XP)


Avoidance. If the saiyan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Powerful Build. The saiyan counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

Prehensile Tail. Saiyans are born with a monkey tail, capable of gasping objects and necessary for their Lunar Transformation. The tail has hit points equal to 5% of their maximum, and if attacked, the saiyan takes double the damage that the tail suffers. If the tail is successfully grappled, the saiyan is stunned.

Saiyan Biology. The Saiyan has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Aggressive, Limit Break, Lunar Transformation, and Shrug Off.

ACTIONS

Multiattack. The saiyan makes four attacks with its martial arts or focus blast. It can replace two for a flurry of strikes.

Martial Arts. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12 +5) Kinetic damage.

Focus Blast. Ranged Force Attack: +7 to hit, range 120 ft., one target. Hit: 13 (2d8 +4) Force damage.

Flurry of Strikes. The Saiyan makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 16 saving throw (its choice of Strength or Dexterity), taking 25 (3d12+5) Kinetic damage on failure or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

If the Saiyan Fighter successfully uses its Lunar Transformation and takes its ape form, its challenge rating is instead 11 (7,200 XP).


Saiyan Royal Heir

Medium humanoid (saiyan), lawful balanced


Armor Class 21 (superior durafiber combat suit)
Hit Points 428 (45d8 +225)
Speed 55 ft., fly 95 ft.


STR DEX CON INT WIS CHA
19(+4) 27(+8) 20(+5) 15(+2) 18(+4) 29(+9)

Saving Throws Str +11, Dex +16, Wis +11
Skills Acrobatics +16, Athletics +11, Insight +11, Intimidation +16, Investigation +9, Perception +11, Survival +11
Damage Resistance Kinetic from unenhanced weapons
Senses darkvision 60 ft., passive Perception 21
Languages Galactic Basic, one other
Challenge 23 (50,000 XP)


Avoidance. If the saiyan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Driven Strikes. The Saiyan Royal Heir adds his Charisma modifier to his melee damage rolls (included below).

Enhanced Weapons. The saiyan's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Forcecasting. The Saiyan Royal Heir is an 18th-level Forcecaster. His Forcecasting ability is Charisma (Force save DC 24, +16 to hit with Force powers, 32 Force points). He also knows various tech powers, which he casts as Force powers. He knows the following powers:

If the Saiyan Royal Heir successfully uses his Lunar Transformation and takes his ape form, his challenge rating is instead 28 (120,000 XP).


At-will: battle insight, burst, denounce, resistance, saber ward, turbulence
1st level: battle precognition, breath control, burst of speed, disperse force, dun moch, fear, force body, hex, homing rockets¹, phasestrike, tremor, valor
2nd level: battlemind, force blur, force concealment, phasewalk
3rd level: aura of vigor, convulsion, explosion¹, force repulse, knight speed, telekinetic storm
4th level: freedom of movement, salvo¹
5th level: force breach, improved phasestrike, improved phasewalk
6th level: rage, telekinetic burst
7th level: whirlwind
¹ Tech Powers

Legendary Resistance (3/Day). If the Saiyan Royal Heir fails a saving throw, he can choose to succeed instead.

Multitasker. The Saiyan Royal Heir can make three reactions each round, on any turn.

Prehensile Tail. Saiyans are born with a monkey tail, capable of gasping objects and necessary for their Lunar Transformation. The tail has hit points equal to 5% of their maximum, and if attacked, the saiyan takes double the damage that the tail suffers. If the tail is successfully grappled, the saiyan is stunned.

Saiyan Biology. The saiyan has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Aggressive, Limit Break, Lunar Transformation, and Shrug Off.

Superpowerful Build. The Saiyan Royal Heir counts as two sizes larger when determining carrying capacity and the weight he can push, drag, or lift.

ACTIONS

Multiattack. The Saiyan Royal Heir makes up to 6 attacks with his martial arts or focus blasts. He can substitute three for a flurry of strikes.

Martial Arts. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (1d12 +17) Kinetic damage.

Focus Blast. Ranged Force Attack: +16 to hit, range 120 ft., one target. Hit: 27 (4d8+9) Force damage.

Flurry of Strikes. The Saiyan Royal Heir makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 24 saving throw (its choice of Strength or Dexterity), taking 43 (4d12+17) Kinetic damage on failure or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

Prince's Signature Cannon (5 FP/Turn). The Saiyan Royal Heir expends five Force points and begins charging a devastating attack power, gaining one charge. He can choose to fire it immediately, or concentrate on the ability until the beginning of his next turn; he then expends an additional five Force points to gain an additional charge before firing.
When he chooses to release the stored energy, he fires it in a blinding line, up to 150 feet long by 5 feet wide; on the targeted point at which the line ends, the energy erupts in a 50-foot radius explosion. All creatures in the affected areas must make a DC 23 Dexterity saving throw (increased by +1 per charge); on failure, a creature takes 44 (8d10) Force damage per charge, or half as much on success. A creature who rolls a natural 1 on its save takes maximum damage.

REACTIONS

Belittle. When the Saiyan Royal Heir makes a successful melee attack or takes damage from a creature who can hear it, the target must make a DC 16 Wisdom saving throw, taking 13 (2d12) Psychic damage on failure.

Intercept. When the Saiyan Royal Heir is the target of an attack roll, he expends his reaction to make an attack roll with his martial arts. If his rolled total matches or exceeds the incoming attack's rolled total, the attack is interrupted and has no effect.

Beings from Beyond the Stars: Saiyans


Saiyan Martial Artist

Medium humanoid (saiyan), chaotic light


Armor Class 21 (unarmored defense)
Hit Points 462 (44d8 +264)
Speed 50 ft., fly 90 ft.


STR DEX CON INT WIS CHA
21(+5) 27(+8) 22(+6) 9(-1) 16(+3) 26(+8)

Saving Throws Str +12, Dex +15, Con +13
Skills Acrobatics +15, Athletics +12, Perception +9, Persuasion +15, Survival +9
Damage Resistance Kinetic from unenhanced weapons
Senses darkvision 60 ft., passive Perception 19
Languages Galactic Basic, one other
Challenge 23 (50,000 XP)


Avoidance. If the saiyan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Enhanced Weapons. The saiyan's natural weapons are considered enhanced for the purposes of ignoring damage resistance and immunity.

Focus Abilities. The Saiyan Martial Artist is a 20th-level monk. His focus ability is Charisma (focus save DC 23, +15 to hit with focus attacks). He knows the following focus features:
Flurry of Blows (Recharge 5-6). The Saiyan Martial Artist makes two additional attacks with his martial arts.
Patient Defense. The Saiyan Martial Artist uses his bonus action to take the Disengage and Dodge actions.
Step of the Wind. The Saiyan Martial Artist uses his bonus action to Dash, and gains double his jump distance until the end of his turn.
Stunning Strike (Recharge 5-6). When the Saiyan Martial Artist hits with a melee attack, he can force the target to make a Constitution saving throw. On failure, the target is stunned until the end of the Saiyan Martial Artist's next turn.

Forcecasting. The Saiyan Martial Artist is a 17th-level Forcecaster. His Forcecasting ability is Charisma (Force save DC 23, +15 to hit with Force powers, 31 Force points). He also knows various tech powers, which he casts as Force powers. He knows the following powers:

At-will: battle insight, burst, guidance, resistance, saber ward, turbulence
1st level: battle precognition, breath control, burst of speed, force blinding, force body, heroism, homing rockets¹, phasestrike, sense force, tremor, valor
2nd level: battle meditation, battlemind, force blur, force concealment, phasewalk
3rd level: aura of vigor, convulsion, explosion¹, force repulse, knight speed, seeker missile¹ ², telekinetic storm
4th level: freedom of movement, salvo¹
5th level: force breach, improved phasestrike, improved phasewalk
6th level: contingency¹, rage, telekinetic burst
7th level: delayed explosion¹, whirlwind
¹ Tech Powers
² Included in Imperial Forces

Legendary Resistance (3/Day). If the Saiyan Martial Artist fails a saving throw, he can choose to succeed instead.

Multitasker. The Saiyan Martial Artist can make three reactions each round, on any turn.

Power Amplification (recharge 4). The Saiyan Martial Artist can put himself in a state of hyper-exertion, effectively multiplying his combat power at the expense of his own stamina and health. As a bonus action, he can declare a power-multiplication level to put himself in for up to 1 minute, gaining numerous benefits while concentrating on the effect.
At the start of his turns, he takes a number of psychic damage, expends a number of hit dice, and must make a concentration saving throw to maintain the effect. If he has no remaining hit die or is incapacitated, he cannot activate or maintain the state. In each of the states, he gains the benefits of the knight speed power. Whenever he takes damage in an amplified state, he suffers additional psychic damage.

x2: 2 psychic damage, 1 hit die expended, DC 15 to maintain. +1 to all attack rolls and imposed saving throws, +1 additional damage die dealt on all damaging abilites. +2 psychic damage taken from all damage sources.

x3: 4 psychic damage, 2 hit die expended, DC 17 to maintain. +2 to all attack rolls and imposed saving throws, +2 additional damage dice dealt on all damaging abilites. +4 psychic damage taken from all damage sources.

x5: 8 psychic damage, 4 hit die expended, DC 20 to maintain. +4 to all attack rolls and imposed saving throws, +4 additional damage dice dealt on all damaging abilites. +8 psychic damage taken from all damage sources.

Saiyan Biology. The saiyan has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Aggressive, Limit Break, and Shrug Off.

Superpowerful Build. The Saiyan Martial Artist counts as two sizes larger when determining carrying capacity and the weight he can push, drag, or lift.

ACTIONS

Multiattack. The Saiyan Martial Artist makes up to 6 attacks with his martial arts or focus blasts. He can substitute three for a flurry of strikes.

Martial Arts. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d12 +8) Kinetic damage.

Focus Blast. Ranged Force Attack: +15 to hit, range 120 ft., one target. Hit: 26 (4d8+8) Force damage.

Flurry of Strikes. The Saiyan Martial Artist makes a series of high-speed unarmed strikes against a target within range. The target must make a DC 23 saving throw (its choice of Strength or Dexterity), taking 34 (4d12+8) Kinetic damage on failure or half as much on success. On a natural 1, the target is stunned until the end of its next turn.

Hermit's Signature Cannon (3 FP/Turn). The Saiyan Martial Artist expends three Force points and begins charging a devastating attack power, gaining one charge. Concentrating on the ability, he expends an additional three Force points and gains an additional charge at the beginning of each turn, up to a maximum of three charges.
When he chooses to release the stored energy, he fires it in a blinding line, up to 150 feet long by 5 feet wide; on the targeted point at which the line ends, the energy erupts in a 25-foot radius explosion. All creatures in the affected areas must make a DC 21 Dexterity saving throw (increased by +1 per charge); on failure, a creature takes 66 (12d10) Force damage per charge, or half as much on success. A creature who rolls a natural 1 on its save takes maximum damage.

REACTIONS

Intercept. When the Saiyan Martial Artist is the target of an attack roll, he expends his reaction to make an attack roll with his martial arts. If his rolled total matches or exceeds the incoming attack's rolled total, the attack is interrupted and has no effect.

Beings from Beyond the Stars: Viltrumites

Viltrumites

Much like Saiyans, in their native timeline(s), the Viltrumites of planet Viltrum were a near-human species of immaculate warriors and interplanetary conquerors. Following a civil war that killed off all those deemed weak among them, viltrumites were considered an unbeatable species and acted under the leadership of Grand Regent Thragg.

In forming the Viltrum Empire, the viltrumites began systematically conquering planets and were opposed primarily by Thaedus, who founded the Coalition of Planets to defend against viltrumite campaigns. Unable to defeat them directly, the Coalition's scientists created the Scourge Virus; after it was deployed, 99.9% of viltrumites died immediately or were critically depowered, leaving only dozens alive and an extremely slow rate of replenishing numbers.

To adapt to these lesser numbers, viltrumite conquest tactics changed to infiltration of civilizations on target worlds, where they would learn about them, their inner workings, and gradually sabotage them as to prevent effective resistance to eventual viltrumite takeover. These infiltrations would be decades in the making,

and viltrumite colonizers could develop families and raise new viltrumite-hybrid children while incrementally advancing viltrum's covert agenda.

Viltrumites were host to dozens of superhuman abilities, including impossible strength, speed, stamina, and endurance. They were capable of gravity-defying flight at incredible speeds and could achieve interstellar travel without protection. They had incredible lung capacity and could hold their breath for weeks at a time. Their skin was intensely difficult to pierce, meaning only beings of comparable strength could physically harm them, and their powerful healing could completely mend injuries lethal to humans. Their longevity was incredible-- Thragg being thousands of years old and still in his prime-- and their dominant genetics often meant their genes would override other donor traits for physical appearance and power in mixed-species children. Viltrumites' only noted vulnerability was sonic disruption of the equilibrium in their ears, which could stun them for brief moments.

Viltrumite Recovery. At the end of each long rest, Viltrumites can make a DC 18 Constitution saving throw; on success, they heal from any lingering injuries they have sustained.



Half-Viltrumite Vigilante

Medium humanoid (human, viltrumite), balanced light


Armor Class 17 (natural armor)
Hit Points 460 (40d8+280)
Speed 50 ft., fly 100 ft.


STR DEX CON INT WIS CHA
27 (+8) 25 (+7) 24 (+7) 14 (+2) 22 (+6) 18 (+4)

Saving Throws Str +15, Dex +14, Wis +13, Cha +11
Skills Acrobatics +14, Athletics +15, Insight +13, Investigation +9, Persuasion +11
Damage Immunities Poison; Energy, Ion, and Kinetic from unenhanced sources
Condition Immunities Poisoned
Senses truesight 60 ft., passive Perception 16
Languages Galactic Basic, one other
Challenge 23 (50,000 XP)


Cunning Action. On each of his turns, the Vigilante can use a bonus action to take the Dash, Disengage, or Hide action.

Damage Threshold. The Vigilante has superhuman durability, making it difficult for conventional weapons to damage him. Unless the damage from a single attack or effect exceeds 20 points, the Vigilante takes no damage from that attack. If the Vigilante takes an amount of damage from a single attack or effect equal to or greater than his damage threshold, he takes damage as normal.

Enhanced Weapons. The Vigilante’s weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Flyby. The Vigilante doesn’t provoke opportunity attacks when he flies out of an enemy’s reach.

Legendary Resistance (3/Day). If the Vigilante fails a saving throw, he can choose to succeed instead.

Reckless. At the start of his turn, the Vigilante can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Relentless (Recharges after a Short or Long Rest). If the Vigilante takes 25 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

Siege Monster. The Vigilante deals double damage to objects and structures.

Superpowerful Build. The Vigilante counts as two sizes larger when determining carrying capacity and the weight he can push, drag, or lift.

ACTIONS

Multiattack. The Vigilante makes three strike attacks.

Strike. Melee Weapon Attack. +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) Kinetic damage plus 11 (2d10) True damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be stunned until the end of the Vigilante’s next turn.

LEGENDARY ACTIONS

The Half-Viltrumite Vigilante can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Vigilante regains spent legendary actions at the start of his turn.

Attack. The Vigilante makes an attack.

Encourage. The Vigilante casts the guidance Force power (granting a d10). This does not require concentration.

Search. The Vigilante makes a Wisdom (Perception) check.

Beings from Beyond the Stars: Viltrumites


Viltrumite Colonizer

Medium humanoid (viltrumite), lawful balanced


Armor Class 19 (Natural Armor)
Hit Points 508 (35d8 +350)
Speed 50 ft., fly 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 25 (+7) 30 (+10) 18 (+4) 22 (+6) 27 (+8)

Saving Throws Str +18, Int +12, Wis +14, Cha +16
Skills Athletics +18, Deception +16, Insight +14, Investigation +12, Lore +12, Perception +14, Persuasion +16, Survival +14
Damage Immunities Poison; Energy, Ion, and Kinetic from unenhanced sources
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 24
Languages Galactic Basic, four others
Challenge 27 (105,000 XP)


Assassinate. During his first turn, the Viltrumite has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Viltrumite scores against a surprised creature is a critical hit.

Cunning Action. On each of his turns, the Viltrumite can use a bonus action to take the Dash, Disengage, or Hide action.

Damage Threshold. The Viltrumite has godlike durability, making it difficult for conventional weapons to damage him. Unless the damage from a single attack or effect exceeds 30 points, the Viltrumite takes no damage from that attack. If the Viltrumite takes an amount of damage from a single attack or effect equal to or greater than his damage threshold, he takes damage as normal.

Death Grip. While grappled by the Viltrumite, a creature is suffocating.

Deific Build. The Viltrumite counts as three sizes larger when determining carrying capacity and the weight he can push, drag, or lift.

Enhanced Weapons. The Viltrumite’s weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Flyby. The Viltrumite doesn’t provoke opportunity attacks when he flies out of an enemy’s reach.

Legendary Resistance (3/Day). If the Viltrumite fails a saving throw, he can choose to succeed instead.

Reckless. At the start of his turn, the Viltrumite can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Siege Monster. The Viltrumite deals double damage to objects and structures.

ACTIONS

Multiattack. The Viltrumite uses his aura of intimidation, then makes two strike attacks.

Strike. Melee Weapon Attack. +18 to hit, reach 5 ft., one target. Hit: 32 (4d10+10) Kinetic damage plus 22 (4d10) True damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be stunned until the end of the Viltrumite’s next turn. On a natural 20, the Viltrumite rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target. If the attack misses, the target creature instead takes 10 Kinetic damage.

Aura of Intimidation. Each creature of the Viltrumite's choice within 100 feet of it must succeed a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Viltrumite is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Viltrumite's Aura of Intimidation for the next 24 hours.

LEGENDARY ACTIONS

The Viltrumite Colonizer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Viltrumite regains spent legendary actions at the start of his turn.

Attack. The Viltrumite makes an attack.

Seismic Impact (Costs 2 Actions). The Viltrumite strikes the ground, triggering an earth tremor. All other creatures on the ground within 60 feet of the Viltrumite must succeed on a DC 22 Constitution saving throw, taking 22 (4d10) Sonic damage and being knocked prone on failure. On success, a creature takes half damage and is not knocked prone.

Beings from Beyond the Stars: Xenomorphs

Xenomorphs

Borne of a great many timelines-- some with radically different origins-- the Xenomorph (also referred to as the "Xenomorph XX121", "Internecivus Raptus", "Linguafoeda Acheronsis", "Encephalopods", and a variety of other slang by a number of cultures whom it impacted) is an endoparasitoid species well-known for its adaptability and deeply aggressive tendencies.

A bestial, multi-stage lifeform, xenomorphs are eusocial and create hives centered around queens who produce eggs and command a worker-warrior caste of drones. As endoparasitoids, their offspring are implanted within living hosts, which rip their way out and kill the host once gestation is complete.

Although the queens have some expanded intelligence, the species as a whole is entirely focused on its own propagation and eliminating all potential threats and disruptions, which can include xenomorphs of rival hives. Xenomorphs have a variety of distinct features that make them effective killers, including dense mesoskeletons, claws, a bladed tail, piston-like pharyngeal jaws, and blood that doubles as an incredibly-caustic molecular acid capable of rapidly eating through most materials. The latter allows xenomorphs to weaponize their injuries (or even cysts for spitting), allowing them to dominate in close range combat where their already-considerable physical strength does not immediately prevail. Xenomorphs who are separated from their hives become fixated on killing all other organisms in their area, often utilizing stealth and guerilla tactics to ensure they don't get cornered.

Xenomorphs lack lens-based photosensory organs, but have an array of other wildly-sophisticated sensory organs that allow them to distinctly sense sound, smell, and heat in a wide range. Their capacity to detect and register pheromones-- the focal tool they use to identify each other or distinguish prey-- also grants them the ability to see past most forms of cloaking/ invisibility techniques used by organic creatures.

There is no distinct consensus on their lifespan, as at least several specimens demonstrated the capacity to slow their metabolism and achieve a long-term hibernation that allowed them to survive for thousands of years. They also do not require any breathable atmosphere, and can exist safely in a vacuum.

Xenomorph Life Cycle

The bizarre life cycle of the xenomorph begins as ovomorphs (eggs). The leathery, three-foot tall eggs open at the top with four lobes as a potential host approaches, releasing the second stage.

Facehuggers

The second and larval stage of the xenomorph life cycle, the facehugger, is a pale spider-like form with a long tail. The agile facehugger moves rapidly and when it finds a suitable host, leaps onto its face. It uses its tail to suffocate and incapacitate (Continued on next page)

Innate Features

Xenomorphs (literally translating to "strange form") all have a variety of features common to their biology. The following features apply to all of them:

Amphibious. The xenomorph can breathe air and water.

Glue Walker. The xenomorph ignores movement restrictions caused by hive resin, webs, and other adhesive surfaces that impose difficult terrain.

Hive Sense. While within its hive, the xenomorph knows the exact location of any other creature within the hive. Additionally, while it is within 5 miles of its hive, it can ultrasonically communicate with the other xenomorphs of its hive, so long as they are within 20 miles of the hive as well.

Keen Senses. The xenomorph has advantage on all Wisdom (Perception) checks.

Pack Tactics. The xenomorph has advantage on an attack roll against a creature if at least one of the xenomorph's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pheromone Sight. The xenomorph is permanently under the effects of the Force Sight power. Creatures illuminated in this way do not benefit from invisibility against the xenomorph.

Pyrophobia. When the xenomorph takes Fire damage from a weapon, it must make a DC 18 Wisdom saving throw. On failure, it is frightened of the attacker until the end of its next turn.

Shadow Stealth. While in dim light or darkness, the xenomorph can take the Hide action as a bonus action.

Space-borne. The xenomorph can survive in the vacuum of space.

Spider Climb. The xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The xenomorph's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Rather than including this in every stat block, it is referred to by the following for ease:

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

Xenomorphs also have the Acidic Blood trait, which varies based upon their hit die size and Constitution score.

Beings from Beyond the Stars: Xenomorphs

the host, and renders them unconscious but stable with a potent cyanose-based paralytic compound. While the host is indisposed, the facehugger inserts a proboscis into the host's throat that supplies the host with a suitable atmosphere while simultaneously implanting its carried embryo. Attempts to detatch a facehugger during this stage nearly always result in killing the host from a variety of complications. Once the embryo is safely in place, the facehugger detatches, moves away from the host, and expires.

Xenomorphs can sense an embryo within a host, and (with rare exception) generally refuse to harm it outside of restraining it. A host who dies before the chestburster's birth is significantly more likely to result in a failed carriage of the embryo, but some stronger hosts-- like the yautja-- pass on enough powerful genes that the embryo has additional fortitude and a higher likelihood of surviving premature host expiration.

Chestbursters

The third stage of the life cycle, the chestburster, occurs when the embryo completes its gestation (having drawn genes from the host that decide elements of its anatomy in a process called "DNA Reflex") and wakes within the host, chewing its way out and forcefully ripping through the host's ribcage, killing it. The newborn chestburster is particularly vulnerable and immediately flees upon getting a sense of its surroundings, and as it is commonly born without developed limbs, loses its ability to climb and maneuver. The chestburster will seek shelter and consume as much nutrients as possible, including attacking small animals with its infant jaws and eating their remains, until it consumes enough biomass to grow and initiate molting into a drone.

A chestburster with queen genes, however, is already only a miniature version of its final form, and focuses on eating and resting to sustain its growth; any drones present who do not have conflicting pheromones support and protect this infant queen. While common chestbursters take 1-24 hours to gestate (given complications and host complexity), queens generally require several days.

Drones

The fourth stage and most common form of xenomorph, the drone is the core caste of the xenomorph hierarchy. With average height of roughly 8 feet and about 300 pounds, drones also demonstrate the most unique aesthetic characteristics present in a hive, such as changes in coloration and carapace design. They have impressive physical strength and immense agility, with superb running speed that carries over into their movements on walls and ceilings.

Drones serve as both the core attack unit and workforce of the hive. At the behest of the queen, they also have the capacity to molt into various other forms to specialize in a particular role. While they are perfectly capable in serving as warriors, some of the

molted forms have even greater combat prowess, though their function in the hive and mental capacity are cemented through this molting specialization; drones who remain as such may develop degrees of independence and unique awareness, rendering them maladapted for hive interactions but capable of more advanced cognition, strategizing, and scheming. Even the least intelligent drones have cognition on par with a chimpanzee, and are known to modify combat tactics on the fly when they realize an approach isn't working or that an opponent has leverage over them. Drones may also utilize reckless tactics when they move in coordinated swarms, disregarding high casualty rates in favor of the psychological impact dealt to enemy morale. In this regard, it is clear that drones both recognize fear in others and seek to create it.

By contrast, drones can also molt into workers (or "weavers"), a non-violent fifth stage variant with smaller dimensions, a pale coloration, a proclivity for hive infrastructure support, and no pharyngeal jaws. It is instead replaced with a proboscis that allows the worker to rapidly excrete hive resin, a proteinaceous adhesive material (shaped by their hands and feet) that rapidly hardens upon drying. The resin serves to create a variety of ideal conditions beyond its basic constructive utility; it appears to regulate temperature and provide edible nutrients, but can also disrupt sensory equipment and provide natural camouflage to xenomorphs. While both drones and workers can create hive resin, workers are able to produce and shape it at much faster paces. Workers also handle the distribution of royal jelly, and are responsible for selecting drones to turn into the more powerful stage 5 variants, including the praetorian.

In rare situations where a drone has been without a hive for an extended period, the drone has the capacity to turn a viable host into the first stage ovomorph, potentially seeding a new hive.

Praetorians

Serving as guards to a queen, praetorians are considerably larger than drones (often 10 feet tall) and also act as an interim form in the rare event that a drone begins to transition into a queen. In general, praetorians are far more physically powerful than drones, but rarely act outside of hives. They primarily begin to manifest among drone molts as hive populations grow into the hundreds, and are created by selection from workers for royal jelly application.

As part of their change, praetorians grow large dorsal spines akin to queens and have increased density in their mesoskeleton. They are stronger and faster than drones, but their increased weight denies them maneuverability along walls and ceilings. They virtually always remain in an upright, bipedal stance.

Praetorians cannot trigger their molt into a queen while under the command of another queen, but instead trigger it to fill the absence of one.

Queens

As the matriarch and leader of a hive, the queen is of the strongest, largest, most durable xenomorph forms and boasts a near-human intelligence. When settled in, queens grow a massive ovipositor and lay eggs. While in this state, workers construct cables of hive resin to suspend the ovipositor. In critical situations, the queen can detatch from the ovipositor and regain her movement. While capable in combat, queens prefer to remain stationary in their hives and delegate combat to drones. They command their subbordinates with a combination of audible and inaudible sound, along with pheromone release.

Queens care deeply for their young and are willing to withhold hostilities if it means sparing the lives of their eggs. When their eggs are damaged, however, a queen is relentless in its hunt for the perpetrator, and will destroy any obstructions and eviscerate any resistance it encounters in its thirst for vengeance.

Along with their other abilities, queens can produce royal jelly, a novel substance that has empowering properties for xenomorphs (and after some grim experimentation, humans). It is theorized that a common egg, introduced to royal jelly, will produce a "royal facehugger" whose embryo is guaranteed to carry queen genes. Similarly, when a hive's queen has died, a drone exposed to her royal jelly will become a praetorian and eventually a queen, effectively replacing her.

As rival hives clash and one emerges victorious, a queen will absorb the enemy survivors into her hive. As her hive and her influence grows, she grows along with it. A queen who achieves tyrannosaurus-like proportions is known as an Empress, who dominates a system of hives and their queens. Under the empress' rule, subservient queens will not war with one another, and their directions within their own hives are as extensions of her commands.

Hybrids

Not limited to humanoids, xenomorphs can use most any organic creature as a host, so long as an embryo can be laid inside it.

Thanks to the DNA reflex, hybrids take on numerous traits of their host's form, including legs and stance, natural weapons, and other genetic traits present in the host. Hybrids with queen genes often have unexpected alternative methods for producing new eggs or third-stage embryos.

Unique Variants

Given the adaptive and flexible nature of their genetic makeup, Xenomorph colonies not only produce a semi-frequent rate of unique variants, but are incredibly malleable to genetic alteration.

In one timeline, a drone molted into a uniquely deadly large drone anatomy, with two noteworthy changes: its mesoskeleton gained a violet hue, and its claws extended into nearly-foot-long blades. This "Razor Claws" was an ambush hunter that killed a large swath of colonial marines, and when it engaged in combat with Alan "Dutch" Schaefer, Lieutenant Linn Kurosawa, and their two yautja hunting companions, it gave them a vicious battle.

Not entirely unique but extremely rare, the emergence of the King caste has been observed in so few instances (and only in staggeringly-large hives) that the caste's full role within the hierarchy of the hive is not fully understood. It appears to function in parallel with the Queen caste, but rather than fulfill any reproductive roles, it is entirely militant in purpose with additional physical attributes that render it superior to the queen for prolonged combat, though no more intelligent nor cunning. One artificial variant of King was the Rogue. The Rogue's temperament was complex: it wouldn't kill prey that couldn't flee or defend itself, but it attacked other xenomorphs without hesitation.

Beings from Beyond the Stars: Xenomorphs

Xenomorph Facehugger

Tiny beast (xenomorph), unaligned


Armor Class 13 (natural armor)
Hit Points 2 (1d4-1)
Speed 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 8 (-1) 1 (-5) 12 (+1) 1 (-5)

Skills Perception +3, Stealth +7
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 1/8 (25 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 13 Constitution saving throw, taking 7 (3d4-1) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Host Capture. If an attack from the facehugger hits the target, the target is grappled and suffocating as the facehugger's tail wraps around the target's neck. The target creature can resist the grapple at the beginning of each of its turns with a successful DC 13 Strength saving throw. If the grappled creature fails to end the grapple before succumbing to suffocation, it falls unconscious as the facehugger latches unto the target's face and begins the impregnation.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Tackle. Ranged Weapon Attack: +2 to hit, reach 10/20 ft., one Large or smaller creature. Hit: 0 (1d4-2) Kinetic damage.

Xenomorph Impregnation

A creature that has succumbed to the facehugger's suffocating grip is rendered unconscious as the facehugger stabilizes it and lays its egg within the host over the following 4d6 hours. If the Facehugger hasn't been removed before then, it falls off and dies, and the target is afflicted with a xenomorph embryo.
In the period before giving birth, the target creature feels ill, its speed is halved, and it has disadvantage on attack rolls, skill checks, and saving throws. At birth, the second-stange xenomorph infant ("Chestburster") tears out of the target's chest in one round, instantly killing the target in the process. A chestburster can be removed in a medbay or in a 10-minute procedure that requires a successful DC 24 Medicine check.


Xenomorph Drone

Medium beast (xenomorph), unaligned


Armor Class 16 (natural armor)
Hit Points 98 (15d8 +30)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 6 (-2) 14 (+2) 6 (-2)

Saving Throws Str +5, Con +4
Skills Perception +4, Stealth +6, Survival +4
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages understands one language but cannot speak
Challenge 3 (700 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 13 Constitution saving throw, taking 16 (3d8+2) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Assassinate. During its first turn, the drone has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the drone scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the drone can use a bonus action to take the Dash, Disengage, or Hide action.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The drone makes two claw attacks. It can replace one with a tail spear attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 15) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 +3) Kinetic damage.

Pharyngeal Jaw. Melee Weapon Attack: +5 to hit, one target that is grappled by the drone. Hit: 21 (3d10 +3) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.


Xenomorph Runner

Medium beast (xenomorph), unaligned


Armor Class 15 (natural armor)
Hit Points 61 (11d8 +11)
Speed 50 ft., climb 45 ft.


STR DEX CON INT WIS CHA
12 (+2) 19 (+4) 13 (+1) 5 (-3) 14 (+2) 6 (-2)

Saving Throws Dex +6
Skills Perception +4, Stealth +6, Survival +4
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 14
Languages understands one language but cannot speak
Challenge 1 (200 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 11 Constitution saving throw, taking 15 (3d8+1) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Assassinate. During its first turn, the runner has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the runner scores against a surprised creature is a critical hit.

Charge. If the runner moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 5 (1d8) Kinetic damage. If the target is size Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cunning Action. On each of its turns, the runner can use a bonus action to take the Dash, Disengage, or Hide action.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 +1) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 11) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) Kinetic damage.

Pharyngeal Jaw. Melee Weapon Attack: +3 to hit, one target that is grappled by the runner. Hit: 12 (2d10 +1) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.


Xenomorph Burster

Medium beast (xenomorph), unaligned


Armor Class 15 (natural armor)
Hit Points 77 (14d8 +14)
Speed 50 ft., climb 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) 5 (-3) 14 (+2) 6 (-2)

Saving Throws Dex +6, Con +3
Skills Perception +4, Stealth +6, Survival +4
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 14
Languages understands one language but cannot speak
Challenge 2 (450 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 11 Constitution saving throw, taking 15 (3d8+1) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Cunning Action. On each of its turns, the burster can use a bonus action to take the Dash, Disengage, or Hide action.

Explosive Death. When the burster is reduced to 0 hit points by energy, fire, kinetic, lightning, or sonic damage, it explodes in a shower of hot acid. All creatures in a 5 ft. radius must make a DC 11 Constitution saving throw. A creature takes 11 (2d8+2) Acid damage on failure or half on success. After this explosion, the burster is destroyed completely.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 +1) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 11) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) Kinetic damage.

Pharyngeal Jaw. Melee Weapon Attack: +3 to hit, one target that is grappled by the burster. Hit: 12 (2d10 +1) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.


Xenomorph Spitter

Medium beast (xenomorph), unaligned


Armor Class 16 (natural armor)
Hit Points 91 (14d8 +28)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 15 (+2) 7 (-2) 15 (+2) 6 (-2)

Saving Throws Dex +6, Con +4
Skills Perception +4, Stealth +6, Survival +4
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 14
Languages understands one language but cannot speak
Challenge 3 (700 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 12 Constitution saving throw, taking 16 (3d8+2) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Cunning Action. On each of its turns, the spitter can use a bonus action to take the Dash, Disengage, or Hide action.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The spitter makes one claw attack. It can make one tail spear attack as a bonus action.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 +1) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 11) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) Kinetic damage. On a critical hit, a Large or smaller creature must make a DC 14 Strength saving throw or be knocked prone.

Pharyngeal Jaw. Melee Weapon Attack: +3 to hit, one target that is grappled by the spitter. Hit: 18 (3d10 +1) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.

Acid Spit (Recharge 4-6). The spitter lobs caustic spit at a target within 30 feet. The target must make a DC 14 Dexterity saving throw, taking 8 (3d4) Acid damage on failure or half as much on success. On failure, the target also suffers a severe acid burn for up to 1 minute. For the duration, at the start of its turns, it takes 5 (2d4) Acid damage. A creature within 5 feet can end the effect with a successful DC 14 Wisdom (Medicine) check as an action.


Xenomorph Prowler

Medium beast (xenomorph), unaligned


Armor Class 16 (natural armor)
Hit Points 111 (17d8 +34)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 8 (-1) 14 (+2) 6 (-2)

Saving Throws Str +5, Con +5
Skills Perception +4, Stealth +8, Survival +4
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 14
Languages understands one language but cannot speak
Challenge 4 (1,100 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 12 Constitution saving throw, taking 16 (3d8+2) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Assassinate. During its first turn, the prowler has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the drone prowler against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the prowler can use a bonus action to take the Dash, Disengage, or Hide action.

Pounce. If the xenomorph moves at least 5 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone and be grappled by the xenomorph. If the target is prone, the xenomorph can make one claw attack against it as a bonus action.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The prowler makes two claw attacks. It can make one tail spear attack as a bonus action.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 11) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) Kinetic damage. On a critical hit, a Large or smaller creature must make a DC 14 Strength saving throw or be knocked prone.

Pharyngeal Jaw. Melee Weapon Attack: +3 to hit, one target that is grappled by the prowler. Hit: 18 (3d10 +1) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.



Xenomorph Crusher

Large beast (xenomorph), unaligned


Armor Class 18 (natural armor)
Hit Points 142 (15d10 +60)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

Saving Throws Str +9, Con +7
Skills Athletics +9, Intimidation +2
Damage Resistances Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands one language but cannot speak
Challenge 7 (2,900 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 15 Constitution saving throw, taking 21 (3d10+4) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Charge. If the crusher moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the attack deals 11 (3d6) additional damage and that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the crusher can make one claw or tail spear attack against it as a bonus action.

Hardened Mesoskeleton. The crusher has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the crusher exceeds 7 points, the crusher takes no damage from that attack. If the crusher takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, and Standing Leap.

ACTIONS

Multiattack. The crusher makes two claw attacks. It can replace one with a tail spear attack.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 17) if the target is size Large or smaller.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d10 +6) Kinetic damage.

Tail Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (4d6 +2) Kinetic damage. On a critical hit, the target must make a DC 17 Strength saving throw, or is stunned until the end of its next turn.

Pharyngeal Jaw. Melee Weapon Attack: +9 to hit, one target that is grappled by the crusher. Hit: 26 (3d12 +6) Kinetic damage. On a critical hit, if the target creature is reduced to 17 hit points or less, it instantly dies.



Xenomorph Praetorian

Large beast (xenomorph), unaligned


Armor Class 18 (natural armor)
Hit Points 136 (16d10 +48)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 17 (+3) 7 (-2) 14 (+2) 8 (-1)

Saving Throws Str +8, Con +6
Skills Intimidation +2, Perception +5
Damage Resistances Fire; Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 15
Languages understands one language but cannot speak
Challenge 8 (3,900 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 16 Constitution saving throw, taking 20 (3d10+3) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Charge. If the praetorian moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that

target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the praetorian can make one tail spear attack against it as a bonus action.

Hardened Mesoskeleton. The praetorian has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the praetorian exceeds 8 points, the praetorian takes no damage from that attack. If the praetorian takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, and Standing Leap.

ACTIONS

Multiattack. The Praetorian makes two claw attacks. It can replace one with a tail spear attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 16) if the target is size Large or smaller.

Tail Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 +5) Kinetic damage. On a critical hit, the target must make a DC 16 Strength saving throw, or is stunned until the end of its next turn.

Pharyngeal Jaw. Melee Weapon Attack: +8 to hit, one target that is grappled by the Praetorian. Hit: 25 (3d12 +5) Kinetic damage. On a critical hit, if the target creature is reduced to 18 hit points or less, it instantly dies.

Beings from Beyond the Stars: Xenomorphs


Xenomorph Queen

Huge beast (xenomorph), balanced dark


Armor Class 18 (natural armor)
Hit Points 184 (16d12 +80)
Speed 45 ft., climb 15 ft.


STR DEX CON INT WIS CHA
22(+6) 15(+2) 20(+5) 9(-1) 17(+3) 11(0)

Saving Throws Str +11, Con +10, Wis +8
Skills Athletics +11, Intimidation +5, Perception +8, Survival +8
Damage Resistances Fire; Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18
Languages understands one language but cannot speak
Challenge 13 (10,000 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 18 Constitution saving throw, taking 25 (3d12+5) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Charge. If the queen moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the queen can make one tail spear attack against it as a bonus action.

Hardened Mesoskeleton. The queen has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the queen exceeds 12 points, the queen takes no damage from that attack. If the queen takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the queen fails a saving throw, it can choose to succeed instead.

Mother’s Fury. The queen cares deeply for its offspring, and will become enraged if they die. If a creature that the queen can see and that is within 60 of it kills another xenomorph, the queen gains advantage on all attack rolls made against that creature, and the creature has disadvantage on saving throws made against the queen’s attacks. This effect lasts until the queen shifts her fury to another creature.

Reckless. At the start of its turn, the queen can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, and Space-borne.

ACTIONS

Multiattack. The Queen uses its frightful presence, and then makes two claw attacks.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 +6) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 18) if the target is size Large or smaller. On a natural 20, the Queen rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Tail Blade. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 27 (6d6 +6) Kinetic damage. On a critical hit, the target must make a DC 18 Strength saving throw, or is stunned until the end of its next turn.

Pharyngeal Jaw. Melee Weapon Attack: +11 to hit, one target that is grappled by the queen. Hit: 32 (4d12 +6) Kinetic damage. On a critical hit, if the target creature is reduced to 20 hit points or less, it instantly dies.

Call Drones (Recharge 6). The queen bellows a chilling screech, calling drones to join it. 1d6 Xenomorph Drones (CR 3) appear in vacant spaces within 30 feet of the queen, acting immediately after it in the initiative order. The queen can call up to 15 drones in this way per day.

Frightful Presence. Each creature of the queen’s choice that is within 120 feet of the queen and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the queen’s Frightful Presence for 24 hours.

LEGENDARY ACTIONS

The Xenomorph Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The queen regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Queen makes an attack.

Move. The queen moves up to its speed.

Search. The queen makes a Wisdom (Perception or Survival) check.

Beings from Beyond the Stars: Xenomorphs


Gorilla Xenomorph

Large beast (xenomorph), balanced dark


Armor Class 17 (natural armor)
Hit Points 124 (13d10 +52)
Speed 35 ft., climb 45 ft.


STR DEX CON INT WIS CHA
22(+6) 16(+3) 19(+4) 8(-1) 17(+3) 14(+2)

Saving Throws Str +9, Con +7
Skills Athletics +9, Intimidation +5, Perception +6, Survival +6
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
Languages understands one language but cannot speak
Challenge 7 (2,900 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 15 Constitution saving throw, taking 21 (3d10+4) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Hardened Mesoskeleton. The xenomorph has a lead-like mesoskeleton, making it difficult for smaller arms to damage

it. Unless the damage from a single attack or effect against the xenomorph exceeds 6 points, the xenomorph takes no damage from that attack. If the xenomorph takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the xenomorph fails a saving throw, it can choose to succeed instead.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The gorilla xenomorph makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d10 +6) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 17) if the target is size Large or smaller. On a critical hit, the target must make a DC 17 Constitution saving throw, or is Stunned until the end of its next turn on failure. If the attack was against a Stunned target and was a natural 20, the target suffers a Bludgeoning Lingering Injury.

Tail Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 +3) Kinetic damage.

Pharyngeal Jaw. Melee Weapon Attack: +9 to hit, one target that is grappled by the xenomorph. Hit: 26 (3d12 +6) Kinetic damage. On a critical hit, if the target creature is reduced to 16 hit points or less, it instantly dies.

Beings from Beyond the Stars: Xenomorphs


Rhino Xenomorph

Large beast (xenomorph), balanced dark


Armor Class 18 (natural armor)
Hit Points 137 (13d10 +65)
Speed 50 ft., climb 25 ft.


STR DEX CON INT WIS CHA
22(+6) 16(+3) 20(+5) 8(-1) 17(+3) 14(+2)

Saving Throws Str +9, Con +7
Skills Athletics +9, Intimidation +2
Damage Resistances Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages understands one language but cannot speak
Challenge 8 (3,900 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 16 Constitution saving throw, taking 21 (3d10+4) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Charge. If the xenomorph moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the attack deals 6 (1d10) additional damage and that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the xenomorph can make one maul attack against it as a bonus action.

Hardened Mesoskeleton. The xenomorph has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the xenomorph exceeds 7 points, the xenomorph takes no damage from that attack. If the xenomorph takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, and Standing Leap.

ACTIONS

Multiattack. The xenomorph makes one horn attack and one maul attack.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d10 +6) Kinetic damage. On a critical hit, the target must make a DC 17 Strength saving throw or be Stunned until the end of its next turn.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 +6) Kinetic damage. On a critical hit, the target must make a DC 17 Strength saving throw; on failure, it suffers a Piercing Lingering Injury.

Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d6 +6) Kinetic damage.

Beings from Beyond the Stars: Xenomorphs


Scorpion Xenomorph

Medium beast (xenomorph), unaligned


Armor Class 16 (natural armor)
Hit Points 105 (14d8 +42)
Speed 50 ft., climb 45 ft.


STR DEX CON INT WIS CHA
12 (+2) 19 (+4) 16 (+3) 5 (-3) 14 (+2) 6 (-2)

Saving Throws Con +6
Skills Perception +5, Stealth +7, Survival +5
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages understands one language but cannot speak
Challenge 5 (1,800 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 14 Constitution saving throw, taking 26 (5d8+3) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Assassinate. During its first turn, the xenomorph has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the drone scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the xenomorph can use a bonus action to take the Dash, Disengage, or Hide action.

Explosive Death. When the xenomorph is reduced to 0 hit points by energy, fire, kinetic, lightning, or sonic damage, it explodes in a shower of hot acid. All creatures in a 10 ft. radius must make a DC 14 Constitution saving throw. A creature takes 23 (3d8+9) Acid damage on failure or half on success; a creature who rolls a natural 1 on the save takes maximum damage (33). After this explosion, the xenomorph is destroyed completely.

Spiked Mesoskeleton. While the xenomorph is grappling or being grappled by another creature, the other creature takes 5 (2d4) Kinetic damage at the beginning of its turns.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The scorpion xenomorph makes two claw attacks. It can replace one with a tail spear attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +2) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 13) if the target is size Medium or smaller.

Tail Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) Kinetic damage and 8 (3d4) Poison damage. The target must make a DC 14 Constitution saving throw, or is poisoned for up to 1 minute. While poisoned in this way, a creature is also paralyzed. A creature can reattempt the saving throw at the end of their turns, ending the effect on success.

Pharyngeal Jaw. Melee Weapon Attack: +5 to hit, one target that is grappled by the xenomorph. Hit: 19 (3d10 +2) Kinetic damage. On a critical hit, if the target creature is reduced to 15 hit points or less, it instantly dies.

Beings from Beyond the Stars: Xenomorphs


Crocodile Xenomorph

Huge beast (xenomorph), balanced dark


Armor Class 15 (natural armor)
Hit Points 122 (9d12 +63)
Speed 30 ft., swim 55 ft.


STR DEX CON INT WIS CHA
26(+8) 7(-2) 25(+7) 5(-3) 16(+3) 11(0)

Saving Throws Str +12, Con +11
Skills Athletics +12, Perception +7, Survival +7
Damage Resistances Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), ps. Perception 17
Languages understands one language but cannot speak
Challenge 12 (8,400 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 19 Constitution saving throw, taking 27 (3d12+7) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Blood Frenzy. The xenomorph has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Death Grip. While grappled by the xenomorph, a creature is suffocating.

Hardened Mesoskeleton. The xenomorph has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the xenomorph exceeds 11 points, the xenomorph takes no damage from that attack. If the xenomorph takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the xenomorph fails a saving throw, it can choose to succeed instead.

Reckless. At the start of its turn, the xenomorph can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, and Space-borne.

ACTIONS

Multiattack. The crocodile xenomorph uses its Frightful Presence, then uses Bite Down or Apply Pressure.

Bite Down. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 41 (5d12 +8) Kinetic damage. The xenomorph is then grappling the creature (escape DC 20) if the target is size Large or smaller; it cannot use this attack while grapping a creature in this way. On a natural 20, the xenomorph rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Tail Spear. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d8 +8) Kinetic damage. A target must make a DC 20 Strength saving throw or be knocked prone.

Pharyngeal Jaw. Melee Weapon Attack: +12 to hit, one target that is grappled by the xenomorph. Hit: 41 (5d12 +8) Kinetic damage. On a critical hit, if the target creature is reduced to 18 hit points or less, it instantly dies.

Apply Pressure. The xenomorph tightens its grip upon a creature grappled in its jaws. The creature makes a DC 20 Strength saving throw, taking 28 (3d12 +8) Kinetic damage on failure or half as much on success. On failure, it also has disadvantage on its next roll to escape the grapple. When a creature rolls a natural 1 on this save, the xenomorph rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Frightful Presence. Each creature of the xenomorph’s choice that is within 120 feet of the xenomorph and aware of it must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the xenomorph’s Frightful Presence for 24 hours.

LEGENDARY ACTIONS

The Crocodile Xenomorph can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The xenomorph regains spent legendary actions at the start of its turn.

Move. The xenomorph moves up to its speed.

Tail Strike (Costs 2 Actions). The xenomorph makes a tail spear attack.

Beings from Beyond the Stars: Xenomorphs


Predalien

Large beast (xenomorph), balanced dark


Armor Class 21 (natural armor)
Hit Points 150 (13d10 +78)
Speed 45 ft., climb 30 ft.


STR DEX CON INT WIS CHA
23(+6) 20(+5) 22(+6) 16(+3) 19(+4) 14(+2)

Saving Throws Str +10, Dex +9, Con +10, Wis +8
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances Cold, Fire, Lightning; Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18
Languages understands one language but cannot speak
Challenge 12 (8,400 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 18 Constitution saving throw, taking 23 (3d10+6) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Blood Frenzy. The predalien has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brave. The predalien has advantage on saving throws against being frightened.

Charge. If the predalien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the predalien can make one tail spear attack against it as a bonus action.

Hardened Mesoskeleton. The predalien has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the predalien exceeds 8 points, the predalien takes no damage from that attack. If the predalien takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Powerful Build. The predalien counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

Legendary Resistance (3/Day). If the predalien fails a saving throw, it can choose to succeed instead.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The predalien makes two claw attacks.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 18) if the target is size Large or smaller.

Tail Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 +6) Kinetic damage. On a critical hit, the target must make a DC 18 Strength saving throw; on failure, it suffers a Piercing Lingering Injury.

Pharyngeal Jaw. Melee Weapon Attack: +10 to hit, one target that is grappled by the predalien. Hit: 26 (3d12 +6) Kinetic damage. On a critical hit, if the target creature is reduced to 19 hit points or less, it instantly dies.

REACTIONS

Blood Rage. When a creature within 5 feet of the predalien hits it with an attack, the predalien may use its reaction to immediately make a melee weapon attack with advantage against that creature.

Beings from Beyond the Stars: Xenomorphs


Razor Claws

Large beast (xenomorph), unaligned


Armor Class 18 (natural armor)
Hit Points 145 (17d10 +51)
Speed 40 ft., climb 35 ft.


STR DEX CON INT WIS CHA
22 (+5) 24 (+7) 16 (+3) 9 (-1) 15 (+2) 8 (-1)

Saving Throws Str +9, Dex +11
Skills Acrobatics +11, Intimidation +3, Perception +6, Stealth +11
Damage Resistances Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages understands one language but cannot speak
Challenge 11 (7,200 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 18 Constitution saving throw, taking 20 (3d10+3) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Assassinate. During its first turn, the Razor Claws has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Razor Claws scores against a surprised creature is a critical hit.

Avoidance. If the Razor Claws is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Blood Frenzy. The Razor Claws has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brave. The Razor Claws has advantage on saving throws against being frightened.

Charge. If the Razor Claws moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be

knocked prone. If the target is prone, the Razor Claws can make one tail spear attack against it as a bonus action.

Cunning Action. On each of its turns, the Razor Claws can use a bonus action to take the Dash, Disengage, or Hide action.

Hardened Mesoskeleton. The Razor Claws has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the Razor Claws exceeds 6 points, the Razor Claws takes no damage from that attack. If the Razor Claws takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the Razor Claws fails a saving throw, it can choose to succeed instead.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, Space-borne, Spider Climb, and Standing Leap.

ACTIONS

Multiattack. The Razor Claws makes two claw attacks. It can replace one with a tail spear attack.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 +7) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 17) if the target is size Large or smaller. On a critical hit, the Razor Claws rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Tail Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8 +7) Kinetic damage. On a critical hit, the target must make a DC 19 Strength saving throw, or is stunned until the end of its next turn.

Pharyngeal Jaw. Melee Weapon Attack: +9 to hit, one target that is grappled by the Razor Claws. Hit: 25 (3d12 +5) Kinetic damage. On a critical hit, if the target creature is reduced to 18 hit points or less, it instantly dies.

Blade Spin (Recharge 6). The Razor Claws makes a Claws attack against all creatures within 5 feet of it.

REACTIONS

Onslaught. When a creature within 10 feet of the Razor Claws falls prone or stands up from prone, they impose an attack of opportunity from the Razor Claws.

Beings from Beyond the Stars: Xenomorphs


Xenomorph King

Huge beast (xenomorph), balanced dark


Armor Class 17 (natural armor)
Hit Points 200 (16d12 +96)
Speed 45 ft., climb 15 ft.


STR DEX CON INT WIS CHA
26(+8) 11(0) 23(+6) 6(-2) 17(+3) 11(0)

Saving Throws Str +13, Con +11, Wis +8
Skills Athletics +13, Intimidation +5, Perception +8, Survival +8
Damage Resistances Fire; Energy, Ion, and Kinetic from unenhanced weapons
Damage Immunities Acid
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18
Languages understands one language but cannot speak
Challenge 14 (11,500 XP)


Acidic Blood. When the xenomorph takes Energy or Kinetic damage, all creatures within 5 feet of it must make a DC 18 Constitution saving throw, taking 26 (3d12+6) Acid damage on failure, or half as much on success. Additionally, vibroweapons used to strike the xenomorph corrode, suffering a cumulative -1 penalty to attack and damage rolls. When the penalty is equal to the size of the weapon's base damage die, it is destroyed.

Charge. If the king moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the king can make one tail spear attack against it as a bonus action.

Hardened Mesoskeleton. The king has a lead-like mesoskeleton, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect against the king exceeds 14 points, the king takes no damage from that attack. If the king takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Legendary Resistance (3/Day). If the king fails a saving throw, it can choose to succeed instead.

Reckless. At the start of its turn, the king can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Sporting Demeanor. The king will not attack a creature that is incapable of fleeing or defending itself.

Xenomorph Biology. The xenomorph has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Amphibious, Glue Walker, Hive Sense, Keen Senses, Pack Tactics, Pheromone Sight, Pyrophobia, Shadow Stealth, and Space-borne.

ACTIONS

Multiattack. The King uses its frightful presence, and then makes two claw attacks.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 +8) Kinetic damage. The xenomorph can choose to deal half damage and be grappling the creature (escape DC 20) if the target is size Large or smaller. On a natural 20, the king rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Tail Blade. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (6d6 +8) Kinetic damage. On a critical hit, the target must make a DC 20 Strength saving throw, or is stunned until the end of its next turn.

Pharyngeal Jaw. Melee Weapon Attack: +13 to hit, one target that is grappled by the king. Hit: 34 (4d12 +8) Kinetic damage. On a critical hit, if the target creature is reduced to 20 hit points or less, it instantly dies.

Acid Spit (Recharge 5-6). The king lobs caustic spit at a target within 45 feet. The target must make a DC 18 Dexterity saving throw, taking 14 (3d8) Acid damage on failure or half as much on success. On failure, the target also suffers a severe acid burn for up to 1 minute. For the duration, at the start of its turns, it takes 9 (2d8) Acid damage. A creature within 5 feet can end the effect with a successful DC 18 Wisdom (Medicine) check as an action.

Frightful Presence. Each creature of the king’s choice that is within 120 feet of the king and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the king’s Frightful Presence for 24 hours.

LEGENDARY ACTIONS

The Xenomorph King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The king regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The king makes an attack.

Move. The king moves up to its speed.

Search. The king makes a Wisdom (Perception or Survival) check.

Yautja

A species of intergalactic hunters native to many the same timeline(s) as the xenomorph, the Yautja (often colloquially referred to as "Predators") are of a proud, powerful civilization that has built much of its eon-spanning culture upon the art of hunting dangerous game for sport and honor. Their honor-focused code has long been accompanied by the notion that might makes right, and many of their leaders have proven their worthiness to rule-- both to take the throne and to hold it from challengers-- by demonstration of extreme martial prowess, combat technique, and the accumulation of trophies taken from dangerous prey.

While generally xenophobic and bigoted, the Yautja have particularly unique relationships with two species they hunt: humans and xenomorphs. Their adversarial relationship with xenomorphs ("serpents" or "kiande amedha", meaning "hard meat"), whom they revere as perhaps the most dangerous game, spans millennia. They deliberately breed xenomorphs to hunt using captive queens, especially as rites-of-passage for yautja initiation rituals. Yautja have also been hunting on Earth at least since its earliest civilizations, and have watched humans develop sophistication. They acknowledge humans not for their physical strength, but for their craftiness and cunning, and stress that even the most prolific of hunters must not underestimate them. Yautja have become more distant as humans have advanced into a space-faring species, and demand that a defeated yautja-- rather than risk being captured and examined by humans-- detonate an explosive energy reserve in its gauntlet to eradicate itself and preserve yautja technological secrecy and honor. Despite all of this and extreme restrictions imposed on interactions with humans, there have still been instances of yautja and humans cooperating, some as extended partnerships.


Honorable Hunt. A Yautja will never attack a defenseless creature, nor a creature that is sick, pregnant, or otherwise handicapped prior to the hunt. Yautja only select prey that has reached adulthood.

Innate Features

Yautja all have a variety of features common to their biology. The following features apply to all of them:


Assassinate. During its first turn, the Yautja has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the yautja scores against a surprised creature is a critical hit.

Brave. The Yautja has advantage on saving throws against being frightened.

Cunning Action. On each of its turns, the Yautja can use a bonus action to take the Dash, Disengage, or Hide action.

Keen Senses. The Yautja has advantage on all Wisdom (Perception) checks.

Luminescent Blood. Creatures have advantage on Wisdom (Survival) checks to track the Yautja if it has less than its maximum hit points remaining.

Relentless (Recharges after a Short or Long Rest). If the Yautja takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Standing Leap. The Yautja's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Yautja Resilience. The Yautja has advantage on saving throws against poison, powers, and illusions, as well as to resist being charmed or paralyzed.

Rather than including this in every stat block, it is referred to by the following for ease:

Yautja Biology. The Yautja has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Assassinate, Brave, Cunning Action, Keen Senses, Luminescent Blood, Relentless, Standing Leap, and Yautja Resilience.

Yautja also have the Explosive Death trait, which varies based upon their challenge rating.


Yautja Warrior

Medium humanoid (Yautja), lawful dark


Armor Class 19 (natural armor)
Hit Points 162 (17d8 +85)
Speed 45 ft., climb 30 ft.


STR DEX CON INT WIS CHA
21(+5) 19(+4) 21(+5) 18(+4) 25(+7) 16(+3)

Saving Throws Str +9, Dex +8, Con +9, Wis +11
Skills Athletics +9, Intimidation +7, Perception +11, Stealth +8, Survival +11
Damage Resistances Acid, Cold, Fire, Lightning; Fall damage; Energy, Ion, and Kinetic from unenhanced weapons
Senses truesight 120 ft., passive Perception 21
Languages Yautja; understands Galactic Basic but cannot speak it
Challenge 11 (7,200 XP)


Enhanced Weapons. The Yautja's weapon attacks are considered enhanced for the purposes of ignoring damage resistance.

Explosive Death. When the yautja is reduced to 0 hit points, it is incapacitated and its wristpad begins a loud, escalating countdown. At the end of the inititiative order on the following turn, the wristpad detonates in a 50 foot radius of blinding light. A creature in the radius must make a DC 17 Dexterity saving throw, taking 77 (14d10) Energy damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (140). A creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. Once explosive death has been triggered, the yautja dies.

Legendary Resistance (3/Day). If the yautja fails a saving throw, it can choose to succeed instead.

Sneak Attack (1/Turn). The yautja can deal an extra 21 (6d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the yautja doesn’t have disadvantage on the attack roll.

Techcasting. The Yautja Warrior is an 11th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers, 15 tech points). It knows the following powers:
At-will: assess the situation, combustive shot, ionic strike, minor hologram, on/off, pressure crush, ward, warding shot, wire line
1st level: absorb energy, alarm, analyze, bacta pack, buffer, decryption program, detect enhancement, element of surprise, expeditious retreat, gleaming outline, poison dart, preparedness, spot the weakness, target lock
2nd level: concealed caltrops, detect invisibility, detect traps, electromesh, energetic burst, frequency scan, infiltrate, magnetic field, release, shocking ray, smuggle
3rd level: diminish tech, enhanced weapon, fabricate trap, protection from energy

Vorpal Edge. When the yautja inflicts a critical hit with its wristblade against a Large or smaller target, it rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Yautja Biology. The Yautja has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Assassinate, Brave, Cunning Action, Keen Senses, Luminescent Blood, Relentless, Standing Leap, and Yautja Resilience.

ACTIONS

Multiattack. The Yautja Warrior makes four attacks.

Superior Wristblade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d6+ 8) Kinetic damage.

Improved Vibrospear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 +7) Kinetic damage, or 12 (1d8 +7) if wielded with two hands. On a critical hit, the target must make a DC 17 Strength saving throw; on failure, it suffers a Piercing Lingering Injury.

Improved Shoulder Cannon. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 10 (1d8 +5) Energy damage.

REACTIONS

Uncanny Dodge. The yautja halves the damage that it takes from an attack that hits it.

Beings from Beyond the Stars: Yautja


Yautja Wolf

Medium humanoid (Yautja), lawful dark


Armor Class 19 (Natural Armor)
Hit Points 181 (19d8 +95)
Speed 45 ft., climb 30 ft.


STR DEX CON INT WIS CHA
23(+6) 19(+4) 21(+5) 19(+4) 26(+8) 15(+2)

Saving Throws Str +11, Dex +9, Con +10, Wis +13
Skills Athletics +11, Intimidation +7, Perception +13, Stealth +9, Survival +13
Damage Resistances Acid, Cold, Fire, Lightning, Poison; Fall Damage; Energy, Ion, and Kinetic from unenhanced weapons
Senses truesight 120 ft., passive Perception 23
Languages Yautja; understands Galactic Basic but cannot speak it
Challenge 13 (10,000 XP)


Avoidance. If the yautja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Enhanced Weapons. The yautja's weapon attacks are considered enhanced for the purposes of ignoring damage resistance.

Explosive Death. When the yautja is reduced to 0 hit points, it is incapacitated and its wristpad begins a loud, escalating countdown. At the end of the inititiative order on the following turn, the wristpad detonates in a 50 foot radius of blinding light. A creature in the radius must make a DC 18 Dexterity saving throw, taking 88 (16d10) Energy damage on failure or half as much on success. A creature who rolls a natural 1 on the save takes maximum damage (160). A creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. Once explosive death has been triggered, the yautja dies.

Legendary Resistance (3/Day). If the yautja fails a saving throw, it can choose to succeed instead.

Mimicry. The yautja can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Sneak Attack (1/Turn). The yautja can deal an extra 25 (7d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. It

doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the yautja doesn’t have disadvantage on the attack roll.

Techcasting. The Yautja Wolf is an 13th-level techcaster. Its techcasting ability is Intelligence (tech save DC 17, +9 to hit with tech powers, 17 tech points). It knows the following powers:
At-will: assess the situation, combustive shot, ionic strike, minor hologram, on/off, pressure crush, ward, warding shot, wire line
1st level: absorb energy, alarm, analyze, bacta pack, buffer, decryption program, detect enhancement, element of surprise, expeditious retreat, gleaming outline, poison dart, preparedness, spot the weakness, target lock
2nd level: concealed caltrops, detect invisibility, detect traps, electromesh, energetic burst, frequency scan, infiltrate, magnetic field, release, shocking ray, smuggle
3rd level: destroy tech, diminish tech, enhanced weapon, fabricate trap, protection from energy
4th level: ballistic shield, cloaking screen, kolto reserve, radiation, salvo, scan area, synchronicity

Vorpal Edge. When the yautja inflicts a critical hit with its wristblade or smart disc against a Large or smaller target, it rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Yautja Biology. The yautja has the following features, as listed in its species category (Strangest Foes: Beings from Beyond the Stars): Assassinate, Brave, Cunning Action, Keen Senses, Luminescent Blood, Relentless, Standing Leap, and Yautja Resilience.

ACTIONS

Multiattack. The Yautja Wolf makes three melee attacks or four ranged attacks.

Superior Wristblade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d6 +9) Kinetic damage.

Improved Smart Disc. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 10 (1d8 +5) Kinetic damage.

Improved Shoulder Cannon. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 10 (1d8 +5) Energy damage.

Laser Tripmine (3/Day). The yautja wolf sets a mine on a surface within 5 feet, which arms at Initiative count 20. When a creature other than the yautja wolf moves within 5 feet of the mine, it must make a DC 14 Dexterity saving throw. On failure, the creature rolls on the d100 Dismemberment Table and suffers the corresponding injury. A creature can spot the hidden mine with a successful DC 18 Perception check.

REACTIONS

Shrug Off. As a reaction to taking damage, the yautja reduces the damage taken by (1d10 +13).

Great Titans and Kaiju

Great Titans and Kaiju

There exists immense creatures throughout the multiverse, a collection of titans whose awe-inspiring power rivals even that of gods.

Just as varied as their regular counterparts, these "kaiju" tower over the world and leave collateral damage in their wake with every action they take. Even bestial kaiju harbor some complex intellect (even if not as refined as civilized intelligent life), and many of them have resigned themselves to roles: some choose to be guardians, while others choose to be destroyers. Even so, virtually all kaiju other than artificial, piloted ones fight for dominance when their paths cross, leading to epic displays of unmatched power and cataclysmic destruction.

One such prominent kaiju, born to a great many timelines primarily by human nuclear testing, was the towering theropod Godzilla. While physically powerful, Godzilla's signature attack was an atomizing beam it fired from its mouth, heralded by glowing of its back plates. Over the course of its many lifetimes, the King of All Monsters battled a great many rival kaiju boasting various forms, powers, and desires (including a handful that had some of Godzilla's own genes); its longtime archrival, the three-headed golden dragon King Ghidorah, was (by most of its incarnations) a solar-powered spacefaring kaiju who decimated numerous worlds of intelligent life. Its powers over gravity and energy projection were formidable, but Godzilla felled it in most of their clashes.

While Godzilla had destroyed chunks of civilization with each time it made landfall, it was dead-certain to battle other kaiju for dominance once they made themselves known, landing it in the off-and-on role of humanity's protector. Similarly, the manned cyborg Evangelion units served to combat threats from space, as new and uniquely horrifying monsters continued to arrive with devastating powers bent on exterminating humanity.


Godlike Nature. All kaiju are effectively immortal. A kaiju does not require air or sleep. They do not age, and will not die of natural causes. They need only minimal food and drink to survive, entering into a hibernative state when deprived of the bare minimum of sustenance. Unless otherwise stated, they can only die through combat with other kaiju.

Titanic. All kaiju are size Titanic, using d100 hit die. A creature of Titanic size occupies a space of 90 feet by 90 feet or larger.

Wondering how I came up with these figures?

To make these kaiju, I relied on Spilled Ale Studios' charts for CR 31+ creatures. The use of Titanic size and d100 hit die was an older variant rule I'd seen discussed some years ago and felt was effective at conveying the grand increase from size Gargantuan, and skips the Colossal size bracket from older D&D editions (though you could just as easily use Colossal).

Innate Features

Kaiju all have a variety of features common to their immense forms. The following features apply to all of them:


Epic Vulnerability. The kaiju is vulnerable to attacks made by Artifact weapons. Any lesser enhancement tiers, or the enhanced weapon feature, are ignored.

Gradual Recuperation. If the kaiju hasn't taken damage in the last ten minutes, it regenerates 20 hit points at the beginning of its turn.

Immortal Titan. A kaiju does not die when it is reduced to 0 hit points unless it is in battle with another kaiju, but instead either falls unconscious or flees.

Kaiju Force. All damage dealt by the kaiju ignores damage resistance and immunity, except against other kaiju.

Legendary Resistance (3/Day). If the kaiju fails a saving throw, it can choose to succeed instead.

Limited Power Immunity. The kaiju is immune to Force and tech powers of up to 5th level, unless it chooses to be affected.

Monolithic Resilience. The kaiju automatically succeeds on Strength and Constitution saving throws imposed by creatures smaller than size Gargantuan, but takes maximum damage from failed Dexterity saving throws from those creatures. It also ignores all difficult terrain, but moves at half-speed through spaces with Huge or larger creatures and objects.

On High. The kaiju does not notice Large or smaller creatures until they damage it, and has disadvantage on checks to detect or track Medium or smaller creatures.

Siege Monster. The kaiju deals double damage to objects, structures, and ships.

Special Immunities. The kaiju is immune to radiation effects, effects that decrease its ability scores, effects that decrease its maximum hit points, instant death effects, effects that would move it or teleport it against its will, and effects that would alter its form. It is also immune to blinding, stunning, and paralysis from creatures smaller than size Gargantuan.

Titanic Damage Threshold. The kaiju has a hide more dense than most capital ships by orders of magnitude, making it difficult for almost any weapon to damage it. Unless the damage from a single attack or effect against the kaiju exceeds 50 points, the kaiju takes no damage from that attack. If the kaiju takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal. Any damage resistances are calculated after an attack bypasses the damage threshold. True damage ignores this threshold.

Towering. Creatures of size Huge or smaller can stand in the kaiju’s space.

Action: Frightful Presence. Each creature of the kaiju’s choice that is within 1 mile of the kaiju and aware of it must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the kaiju’s Frightful Presence for 24 hours.

Rather than including this in every stat block, it is referred to by the following for ease:

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.



Intergalactic Monster King

Titanic beast (kaiju), chaotic balanced


Armor Class 16 (natural armor)
Hit Points 726 (12d100 +120)
Speed 120 ft., fly 500 ft. (hover) (turn 250 ft.)


STR DEX CON INT WIS CHA
30(+10) 15(+2) 30(+10) 18(+4) 26(+8) 18(+4)

Saving Throws Str +20, Con +20
Skills Intimidation +14, Survival +18
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 1000 ft., passive Perception 18
Languages -
Challenge 38 (315,000 XP)


Crystal Formation. The Intergalactic Monster King starts combat with 1d6 gargantuan crystals upon its back. While the kaiju has at least 50% of its maximum hit points (363), it rolls a d4 at the beginning of its turns. On a 4, a Gargantuan crystal forms on either the Intergalactic Monster King's back or on nearby natural terrain within 1000 feet (the kaiju's choice). While its Lightning Discharge feature is recharging, the kaiju can touch one of the crystals on the terrain as an action or bonus action to instantly complete the recharge. While the Intergalactic Monster King has less than 363 hit points, it can no longer use its Lightning Discharge feature; while it has less than 181 hit points, it cannot use its flight speed or the Form Crystal legendary action. A crystal has 105 (10d20) hit points and 13 armor class.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Lightning Discharge (Recharge 5-6). As a bonus action, the Intergalactic Monster King can unleash a 500 ft cone of lightning. A creature must make a DC 23 Dexterity saving throw, taking 74 (7d20) Lightning damage on failure or half as much on success.

Radiation Regeneration. For every turn that the kaiju resides in a space with deadly radiation, it regenerates 10% of its maximum hit points.

ACTIONS

Multiattack. The Intergalactic Monster King uses its Frightful Presence and makes two bite or claw attacks, or two telekinesis actions.

Bite. The Intergalactic Monster King bites at all targets in a 15 foot cube within 100 feet. Creatures must make a DC 23 Dexterity saving throw, taking 115 (10d20 +10) Kinetic damage on failure, or none on success. If the target was size Huge or larger, the Intergalactic Destroyer can choose to deal half damage and be grappling (escape DC 25). If targets of the bite were size Large or smaller creatures, they are swallowed and instantly die if they have less than 100 hit points.

Claw. The Intergalactic Monster King slashes at a 15 foot cube within 50 feet. A creature must make a DC 21 Dexterity saving throw, taking 65 (10d10 +10) Kinetic damage and 53 (5d20) Lightning damage on failure, or half as much on success. A creature that fails is also shocked until the end of its next turn.

Tail Attack. The Intergalactic Monster King swings its spiked tail in a 300 foot cone. Creatures in the area must make DC 25 Dexterity saving throw, taking 46 (7d12) Kinetic damage on failure or half as much on success. A creature that fails the save is also knocked prone.

Telekinesis. The Intergalactic Monster King lifts an object or creature of size Gargantuan or Titanic; if the target is not willing, it can resist with a successful DC 26 Strength saving throw. The Intergalactic Monster King then moves the object up to 150 feet and releases it safely or keeps it suspended in the air for each turn it concentrates on the effect. Alternatively, the kaiju forcefully throws it up to 900 feet. The thrown object takes 53 (5d20) Kinetic damage if size Gargantuan, or 105 (10d20) Kinetic damage if size Titanic. Creatures or structures that the thrown objects impact against take the same damage, or half on a successful DC 23 Dexterity saving throw.

Atomizing Breath (Recharge 6). Using a full-round action, the Intergalactic Monster King charges and exhales a 900 ft. long by 25 ft. wide line of destructive energy. Creatures in the affected area must make a DC 23 Constitution saving throw, taking 315 (30d20) Energy damage on failure or half as much on success. A Huge or smaller creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. This attack ignores damage scaling against Large or smaller ships, and instead divides by 5 against Huge and Gargantuan ships.

REACTIONS

Crystalline Shield (1 Back Crystal). Any time the Intergalactic Monster King is targeted by powers that automatically hit, affect a line or radial area, or require a ranged attack roll, the Intergalactic Monster King may use its reaction to roll a d6. On a 1 to 5, the Intergalactic Monster King is unaffected. On a 6, the Intergalactic Monster King is unaffected, and the effect is reflected back at the caster as though it originated from the Intergalactic Monster King, turning the caster into the target.

LEGENDARY ACTIONS

The Intergalactic Monster King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Intergalactic Monster King regains spent legendary actions at the start of its turn. It cannot use legendary actions if it used a full-round action on Atomizing Breath.

Detect. The Intergalactic Monster King makes a Wisdom (Perception) check.

Form Crystal (Costs 2 Actions). The Intergalactic Monster King forms a crystal.

Hurl Crystal (Costs 2 Actions). The Intergalactic Monster King uses its telekinesis on a crystal formed on the terrain.

Recharging Surge. The Intergalactic Monster King makes a roll to recharge one of its abilities.

Great Titans and Kaiju


Intergalactic Destroyer

Titanic beast (kaiju), chaotic balanced


Armor Class 13 (natural armor)
Hit Points 666 (11d100 +110)
Speed 120 ft., fly 500 ft. (turn 250 ft.)


STR DEX CON INT WIS CHA
30(+10) 16+(+3) 30(+10) 15(+2) 19(+4) 27(+8)

Saving Throws Dex +13, Con +20
Skills Intimidation +18, Perception +14
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Lightning, Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 1000 ft., passive Perception 24
Languages -
Challenge 36 (275,000 XP)


Electromagnetic Aura. While within 500 feet of the Intergalactic Destroyer, systems, constructs, and creatures vulnerable to ion damage suffer electromagnetic interference and have a 50% chance to shut down at initiative count 20; if they are capable of resisting it, they can make a DC 16 Intelligence saving throw to resist the effect. Additionally, creatures with tech points lose 1d4 tech points each round while within this radius.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Lightning Absorption. Whenever the Intergalactic Destroyer is subjected to Lightning damage, it takes no damage and instead regains a number of hit points equal to the Lightning damage dealt.

Multipart Monstrosity. The Intergalactic Destroyer has multiple body parts, each with its own pool of hit points. When a creature makes an attack roll against the Intergalactic Destroyer, that creature may choose to target a specific body part by suffering disadvantage on the attack roll. When a body part suffers damage, the Intergalactic Destroyer suffers the same amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the Intergalactic Destroyer receives any healing, it may choose to heal one of its body parts by the same amount provided that body part has not been destroyed in the last minute. It has the following body parts: 3 Heads (130 HP), 2 Wings (73 HP), 2 Tails (60 HP).
If at least 1 wing is destroyed, it loses its flight speed and wing attack legendary action. If at least 1 tail is destroyed, its tail attack may no longer grapple a target. For each head that is destroyed, the Intergalactic Destroyer loses one of its three legendary actions per round. If all three heads are destroyed, it is considered incapacitated but stabilized.

Radiation Regeneration. For every turn that the kaiju resides in a space with deadly radiation, it regenerates 10% of its maximum hit points.

Unhindered Movement. The Intergalactic Destroyer’s movement speed is not reduced while moving with a grappled creature.

ACTIONS

Multiattack. The Intergalactic Destroyer uses its Frightful Presence and makes a Lightning Breath or Bite attack for each of its heads that are intact and not currently grappling a creature.

Lightning Breath (Recharge 5-6). [Head] One of the Intergalactic Destroyer's heads exhales a 900 foot-long by 15 foot-wide line of destructive energy. All creatures in the area must make a DC 23 Dexterity saving throw, taking 105 (10d20) Lightning damage on failure or half as much on success. A Huge or smaller creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. This attack ignores damage scaling against Large or smaller ships, and instead divides by 5 against Huge and Gargantuan ships.

Bite. [Head] One of the Intergalactic Destroyer's heads bites at all targets in a 15 foot cube within 200 feet. Targets must make a DC 23 Dexterity saving throw, taking 94 (8d20 +10) Kinetic damage on failure, or none on success. If the target was size Huge or larger, the Intergalactic Destroyer can choose to deal half damage and be grappling (escape DC 25). While grappling a kaiju in this way, at the beginning of its turn, the Intergalactic Destroyer deals 22 (4d10) Necrotic damage (bypassing Titanic Damage Threshold) and heals for the same amount. If targets of the bite were size Large or smaller creatures, they are swallowed and instantly die if they have less than 100 hit points.

Tail Attack. [Tails] The Intergalactic Destroyer swings its spiked tails, threatening a 250 foot cube connected to the Destroyer's space. All targets in the cube must make a DC 21 Dexterity saving throw, taking 50 (9d10) on failure or half as much on success. If the target was a creature of size Gargantuan or Titanic, the Intergalactic Destroyer can choose to deal half damage and be grappling the creature (escape DC 25).

Meteorokinesis (1/Day). The Intergalactic Destroyer forms a violent thunderstorm three miles in radius, centered on itself. While the Destroyer concentrates to maintain the effect, the storm moves with it, and the Destroyer is lightly obscured. When size Huge or smaller creatures begin their turns within the storm or move within it, they must make a DC 18 Strength saving throw, taking 7 (2d6) Kinetic damage on failure or none on success. A creature that fails this save is also moved 15 feet in a random direction. While meteorokinesis is active, the Intergalactic Destroyer rolls a 1d4 at the beginning of its turns. On 4, lightning strikes a random creature within 200 feet of the Intergalactic Destroyer, imposing a DC 18 Dexterity saving throw. A creature takes 28 (5d10) Lightning damage on failure, or half as much on success. If no other creatures are within 200 feet, the lightning strikes the Intergalactic Destroyer.

LEGENDARY ACTIONS

The Intergalactic Destroyer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Intergalactic Destroyer regains spent legendary actions at the start of its turn. It loses one legendary action this round for each head that used Lightning Breath.

Detect. The Intergalactic Destroyer makes a Wisdom (Perception) check.

Tail Attack. [Tails] The Intergalactic Destroyer makes a tail attack.

Wing Attack (Costs 2 Actions). [Wings] The Intergalactic Destroyer beats its wings. Each creature within 200 feet of the Intergalactic Destroyer must succeed on a DC 24 Dexterity saving throw or take 51 (4d20+9) Kinetic damage. A Huge or smaller creature who fails the save is knocked prone and pushed back up to 30 feet. The Intergalactic Destroyer can then fly up to half its flying speed.

Great Titans and Kaiju


Celestial Response Unit

Titanic aberration (kaiju), chaotic balanced


Armor Class 17 (natural armor)
Hit Points 595 (10d100 +90)
Speed 1200 ft.


STR DEX CON INT WIS CHA
28(+9) 23(+6) 29(+9) 24(+7) 20(+5) 15(+2)

Saving Throws Str +19, Con +19
Skills Athletics +19, Acrobatics +16, Perception +15
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 1000 ft., passive Perception 25
Languages -
Challenge 34 (235,000 XP)


Berserk. Whenever the Celestial Response Unit starts its turn with 238 hit points or fewer, roll a d6. On a 6, the Celestial Response Unit goes berserk. On each of its turns while berserk, the Celestial Response Unit attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Celestial Response Unit attacks an object, with preference for an object smaller than itself. Once the Celestial Response Unit goes berserk, it continues to do so until it is destroyed or regains all its hit points. While berserk, the Celestial Response Unit deals an additional 34 damage on all of its damaging actions but takes an additional 10 Psychic damage from all damage sources.
The Celestial Response Unit's pilot can try to regain control over the Unit. The Pilot must take an action to make a DC 20 Intelligence (Piloting) check. If the check succeeds, the Celestial Response Unit ceases being berserk. If it takes damage while still at 40% hit points or fewer, the Celestial Response Unit might go berserk again.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Piloted. The kaiju requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not

immune to, the kaiju is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the kaiju.

Standing Leap. The Celestial Response Unit's long jump is up to 800 feet and its high jump is up to 400 feet, with or without a running start.

ACTIONS

Multiattack. The Celestial Response Unit makes three attacks with its combat rifle, prog knife, or strike. It can draw, switch, or holster a weapon in place of one of these attacks.

Combat Rifle. Ranged Weapon Attack: +15 to hit, range 1,200/4,800 ft., one creature of size Huge or larger. Hit: 52 (7d12 +6) Energy damage.

Prog Knife. Melee Weapon Attack: +15 to hit, reach 120 feet, one creature of size Huge or larger. Hit: 56 (9d10 +6) Kinetic damage. A target must make a DC 23 Constitution saving throw; on failure, it suffers 33 (6d10) True damage at the beginning of its turns until it receives healing.

Strike. The Celestial Response Unit strikes a 15 foot cube within 150 feet. Each creature in the area must make a DC 25 Dexterity saving throw, taking 51 (4d20 +9) Kinetic damage on failure or none on success. A creature that fails the save is knocked prone.

Defense Field (Recharge 6). The Celestial Response Unit gains 78 temporary hit points. These hit points are ignored by Ion and Lightning damage.

REACTIONS

Intercept. When a Gargantuan or larger creature targets the Celestial Response Unit with an attack roll or imposed Dexterity saving throw, the Unit expends its reaction to make a countering roll with a +15 bonus. If the Unit's rolled total matches or exceeds the incoming attack's rolled total or save DC, the attack is interrupted and has no effect.

LEGENDARY ACTIONS

The Celestial Response Unit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Celestial Response Unit regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Celestial Response Unit makes an attack.

Move. The Celestial Response Unit moves up to its speed.

Search. The Celestial Response Unit makes a Wisdom (Perception) check.

Great Titans and Kaiju


Reptilian-Flora Grand Hybrid

Titanic beast (kaiju), chaotic balanced


Armor Class 15 (natural armor)
Hit Points 726 (12d100 +120)
Speed 140 ft., burrow 500 ft. (turn 250 ft.)


STR DEX CON INT WIS CHA
28(+9) 18(+4) 30(+10) 18(+4) 26(+8) 24(+7)

Saving Throws Str +19, Con +20
Skills Intimidation +17, Nature +14, Survival +18
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Necrotic, Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 1000 ft., passive Perception 18
Languages -
Challenge 39 (375,000 XP)


Flower Beast Form. While the Reptilian-Flora Grand Hybrid has above half its maximum hit points (363), its head is wrapped in a massive rose, granting it the Petals of the Flower feature. Additionally, while in Flower Beast Form, the Grand Hybrid has vulnerability to Energy, Fire, and Necrotic damage that exceeds its Titanic Damage Threshold.

Petals of the Flower (Flower Beast Form Only). The Grand Hybrid’s head cannot be targeted by attack rolls or take area of effect damage.

Plant Beast Form. While the Reptilian-Flora Grand Hybrid has below half its maximum hit points (363), its reptilian head is exposed. In this form, it loses vulnerability to Energy, Fire, and Necrotic damage, and gains the Bite and Radioactive Sap actions.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Multipart Monstrosity. The Grand Hybrid has one or more body parts, each of which has its own pool of hit points. When a creature makes an attack roll against the Grand Hybrid, that creature may choose to target a specific body part. When a body part suffers damage, the Grand Hybrid suffers half the amount of damage. Conditions and effects inflicted on the body part apply to the whole creature. When a body part is reduced to 0 hit points, that body part is destroyed. If the Grand Hybrid receives any healing, it may choose to heal one of its body parts by the same amount; if the healing returns that body part to full hit points, it is regenerated. It has the following body parts: one Head (226 HP), five Tendrils (100 HP). Its movement speed is halved when only one tendril remains, or reduced to 0 if no tendrils remain.

Rapid Regeneration. At the beginning of its turn, if the Reptilian-Flora Grand Hybrid has not taken energy or fire damage since its last turn, it regains 50 hit points.

Rejuvenation. When reduced to 10% of its maximum hit points or less, the Grand Hybrid can choose to break apart its entire body into golden energy particles and ascend into the atmosphere. It can reform in 1d20 days with full hit points in a location of its choice.

ACTIONS

Multiattack. The Reptilian-Flora Grand Hybrid uses its Frightful presence, then makes two lash attacks, provided it has at least two tendrils.

Bite [Head] (Plant Beast Form). The Grand Hybrid bites at all targets in a 25 foot cube within 150 feet. Creatures must make a DC 24 Dexterity saving throw, taking 177 (16d20 +9) Kinetic damage plus 44 (8d10) Necrotic damage on failure, or none on success. If the target was size Huge or larger, the Grand Hybrid can choose to deal half damage and be grappling (escape DC 24). If targets of the bite were size Large or smaller creatures, they are swallowed and instantly die if they have less than 100 hit points.

Lash [Tendril]. The Grand Hybrid lashes at a 600 ft. long by 30 ft. wide line with one of its tendrils. Creatures in the line must make a DC 24 Dexterity saving throw, taking 100 (14d12 +9) Kinetic damage on failure, or half on success. If the target was size Huge or larger, the Grand Hybrid can choose to deal half damage and be grappling (escape DC 24). Each tendril can have one creature grappled in this way at a time.

Radioactive Sap (Recharge 5-6) [Head] (Plant Beast Form Only). The Grand Hybrid lobs radioactive sap in a 300 ft cone. Creatures in the space must make a DC 24 Dexterity saving throw, taking 147 (14d20) Acid damage and 168 (16d20) Necrotic damage on failure, or half as much on success. For the next 2d4 turns, creatures other than the Grand Hybrid in the cone’s space must spend 4 feet of movement for every 1 foot they move, and have disadvantage on rolls for recharging abilities.

Plant Surge. The Grand Hybrid forces extreme plant growth in an area within 1000 feet. All normal plants in a 500-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

REACTIONS

Tendril Block [Tendril]. When the Grand Hybrid would be the target of an attack roll or have to make a saving throw to resist damage from a source it can see beyond 300 feet, it creates a great wall of tendrils to block the incoming effect. Up to three tendrils that are not currently grappling creatures may move to block, which are automatically hit or fail the saving throw imposed and take damage normally. The tendrils’ cumulative hit points suffer the damage of the effect, and are destroyed if they are reduced to 0 hit points. Any remaining damage is dealt to the Grand Hybrid normally.

LEGENDARY ACTIONS

The Reptilian-Flora Grand Hybrid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Grand Hybrid regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Grand Hybrid makes an attack with its bite or lash actions.

Detect. The Grand Hybrid makes a Wisdom (Perception) check.


Extinction Amalgamate (Juvenile)

Large aberration, chaotic dark


Armor Class 16 (natural armor)
Hit Points 150 (13d10 +78)
Speed 40 ft.


STR DEX CON INT WIS CHA
19(+4) 17(+3) 23(+6) 18(+4) 27(+8) 21(+5)

Saving Throws Str +7, Con +9
Skills Survival +11
Damage Immunity Necrotic, Poison
Damage Resistance Energy, Ion, and Kinetic from unenhanced weapons
Damage Vulnerability Cold
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Poisoned, Stunned
Senses darkvision 120 ft., passive Perception 18
Languages -
Challenge 8 (3,900 XP)


Decapitation Immunity. The Extinction Amalgamate can survive without a head. When it loses its head, it loses its bite and oxidizing breath beam attacks.

Rapid Regeneration. At the beginning of its turn, if the Extinction Amalgamate has not taken cold, energy, fire, or lightning damage since its last turn, it regains 10 hit points.

ACTIONS

Multiattack. The Extinction Amalgamate (Juvenile) uses its Frightful presence, then makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 24 (3d12 +4) Kinetic damage plus 11 (2d10) True damage. It regains hit points equal to the True damage dealt.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 21 (3d10 +4) Kinetic damage.

Oxidizing Breath Beam (Recharge 5-6). The Extinction Amalgamate charges and exhales a 60 ft. long by 5 ft. wide line of destructive energy. Creatures in the affected area must make a DC 17 Constitution saving throw, taking 28 (5d10) True damage on failure or half as much on success.

Frightful Presence. Each creature of the Extinction Amalgamate’s choice that is within 120 feet of the Extinction Amalgamate and aware of it must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Extinction Amalgamate’s Frightful Presence for 24 hours.

REACTIONS

Forced Regeneration. As a reaction to taking damage (except cold), the Extinction Amalgamate expends a hit die and regains (1d10+6) hit points.


Extinction Amalgamate (Aggregate)

Titanic aberration (kaiju), chaotic dark


Armor Class 16 (natural armor)
Hit Points 410 (7d100 +56)
Speed 140 ft., fly 500 ft. (hover) (turn 200 ft.)


STR DEX CON INT WIS CHA
26(+8) 15(+2) 27(+8) 18(+4) 27(+8) 21(+5)

Saving Throws Str +17, Con +17
Skills Intimidation +13, Survival +17
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Necrotic, Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 600 ft., passive Perception 18
Languages -
Challenge 32 (195,000 XP)


Decapitation Immunity. The Extinction Amalgamate can survive without a head. When it loses its head, it loses its bite and oxidizing breath beam attacks.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Rapid Regeneration. At the beginning of its turn, if the Extinction Amalgamate has not taken cold, energy, fire, or lightning damage since its last turn, it regains 25 hit points.

ACTIONS

Multiattack. The Extinction Amalgamate (Aggregate) uses its Frightful presence, then makes one bite attack and one claw attack.

Bite. The Extinction Amalgamate bites at all targets in a 15 foot cube within 50 feet. Creatures must make a DC 22 Dexterity saving throw, taking 54 (7d12 +8) Kinetic damage plus 39 (7d10) True damage on failure, or none on success. If the target was size Huge or larger, the Extinction Amalgamate can choose to deal half damage and be grappling (escape DC 22). If targets of the bite were size Large or smaller creatures, they are swallowed and instantly die if they have less than 100 hit points. The Extinction Amalgamate regains a number of hit points equal to the True damage dealt.

Claw. The Extinction Amalgamate slashes at a 20 foot cube within 100 feet. A creature must make a DC 22 Dexterity saving throw, taking 52 (8d10 +8) Kinetic damage on failure, or half as much on success.

Oxidizing Breath Beam (Recharge 6). Using a full-round action, the Extinction Amalgamate charges and exhales a 600 ft. long by 25 ft. wide line of destructive energy. Creatures in the affected area must make a DC 22 Constitution saving throw, taking 252 (24d20) True damage on failure or half as much on success. A Huge or smaller creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. This attack ignores damage scaling against Large or smaller ships, and instead divides by 5 against Huge and Gargantuan ships.

REACTIONS

Forced Regeneration. As a reaction to taking damage (except cold), the Extinction Amalgamate expends a hit die and regains (1d100+8) hit points.

LEGENDARY ACTIONS

The Extinction Amalgamate (Aggregate) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Extinction Amalgamate regains spent legendary actions at the start of its turn. It cannot use these if it used a full-round action on Oxidizing Breath Beam.

Attack. The Extinction Amalgamate makes an attack with its Claw action.

Detect. The Extinction Amalgamate makes a Wisdom (Perception) check.



Extinction Amalgamate (Final)

Titanic aberration (kaiju), chaotic dark


Armor Class 16 (natural armor)
Hit Points 787 (13d100 +130)
Speed 110 ft., fly 500 ft. (hover) (turn 250 ft.)


STR DEX CON INT WIS CHA
30(+10) 14(+2) 30(+10) 18(+4) 27(+8) 21(+5)

Saving Throws Str +21, Con +21
Skills Intimidation +16, Survival +19
Damage Vulnerability damage from Artifact weapons
Damage Resistance all damage except Force and Psychic
Damage Immunity Necrotic, Poison
Condition Immunity Blinded, Charmed, Deafened, Disease, Exhaustion, Frightened, Paralysis, Petrification, Poisoned, Stunned
Senses darkvision 1000 ft., passive Perception 18
Languages -
Challenge 42 (435,000 XP)


Decapitation Immunity. The Extinction Amalgamate can survive without a head. When it loses its head, it loses its bite, impale, charged horn blade, and oxidizing breath beam attacks.

Kaiju Grandeur. The kaiju has the following features, as listed in its species category (Strangest Foes: Great Titans and Kaiju): Epic Vulnerability, Gradual Recuperation, Immortal Titan, Kaiju Force, Legendary Resistance (3/Day), Limited Power Immunity, Monolithic Resilience, On High, Siege Monster, Special Immunities, Titanic Damage Threshold (50), Towering, and Frightful Presence.

Rapid Regeneration. At the beginning of its turn, if the Extinction Amalgamate has not taken cold, energy, fire, or lightning damage since its last turn, it regains 40 hit points.

Savage Blows. A creature who rolls a natural 1 on a saving throw imposed by the Extinction Amalgamate takes maximum damage from the effect.

ACTIONS

Multiattack. The Extinction Amalgamate (Final) uses its Frightful presence, then makes one bite or impale attack, one claw attack, and one tail attack.

Bite. The Extinction Amalgamate bites at all targets in a 15 foot cube within 100 feet. Creatures must make a DC 25 Dexterity saving throw, taking 147 (13d20 +10) Kinetic damage plus 55 (10d10) True damage on failure, or none on success. If the target was size Huge or larger, the Extinction Amalgamate can choose to deal half damage and be grappling (escape DC 25). If targets of the bite were size Large or smaller creatures, they are swallowed and instantly die if they have less than 100 hit points. The Extinction Amalgamate regains a number of hit points equal to the True damage dealt.

Claw. The Extinction Amalgamate slashes at a 15 foot cube within 50 feet. A creature must make a DC 25 Dexterity saving throw, taking 87 (14d10 +10) Kinetic damage on failure, or half as much on success.

Impale. The Extinction Amalgamate attempts to impale a Huge or larger creature within 100 feet on its horn. The target must make a DC 25 Dexterity saving throw, taking 199 (18d20+10) Kinetic damage

on failure or half as much on success. A creature who rolls a natural 1 on the save is Stunned until the end of the Extinction Amalgamate’s next turn.

Tail Attack. The Extinction Amalgamate swings its bladed tail in a 300 foot cone. Creatures in the area must make DC 25 Dexterity saving throw, taking 101 (14d12+10) Kinetic damage on failure or half as much on success. A creature that fails the save is also knocked prone. If the target was a Gargantuan or larger creature and it failed the saving throw, the Extinction Amalgamate can choose to deal half the Kinetic damage and drain the target’s energy, inflicting 55 (10d10) True damage. The Extinction Amalgamate regains a number of hit points equal to the True damage dealt.

Charged Horn Blade (Recharge 5-6). The Extinction Amalgamate stores a vast amount of energy in its horn and releases it. Each creature in a 150 ft. cone must make a DC 25 Dexterity saving throw, taking 413 (75d10) Energy damage on failure or half as much on success. This attack ignores damage scaling against Huge and smaller ships, and instead divides by 5 against Gargantuan ships.

Chest Beam (1/Day). Using a full-round action, the Extinction Amalgamate releases a 1200 ft. long by 50 ft. wide line of destructive energy. Creatures in the affected area must make a DC 25 Strength saving throw, taking 683 (65d20) Energy damage and being pushed up to 300 feet on failure, or half as much damage and being pushed 100 feet on success. This attack ignores damage scaling against ships. Until the beginning of the Extinction Amalgamate's next turn, it is vulnerable to damage done that exceeds its Titanic Damage Threshold.

Oxidizing Breath Beam (Recharge 6). Using a full-round action, the Extinction Amalgamate charges and exhales a 900 ft. long by 25 ft. wide line of destructive energy. Creatures in the affected area must make a DC 25 Constitution saving throw, taking 336 (32d20) True damage on failure or half as much on success. A Huge or smaller creature reduced to 0 hit points by this damage dies immediately without making saving throws and is disintegrated. This attack ignores damage scaling against Large or smaller ships, and instead divides by 5 against Huge and Gargantuan ships.

REACTIONS

Forced Regeneration. As a reaction to taking damage (except cold), the Extinction Amalgamate expends a hit die and regains (1d100+10) hit points.

LEGENDARY ACTIONS

The Extinction Amalgamate (Final) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Extinction Amalgamate regains spent legendary actions at the start of its turn. It cannot use legendary actions if it used a full-round action on Chest Beam or Oxidizing Breath Beam.

Attack. The Extinction Amalgamate makes an attack with its Impale or Claw actions.

Detect. The Extinction Amalgamate makes a Wisdom (Perception) check.

Recharging Surge. The Extinction Amalgamate makes a roll to recharge one of its abilities.

Wing Attack (Costs 2 Actions). The Extinction Amalgamate beats its wings. Each creature within 300 feet of the Extinction Amalgamate must succeed on a DC 25 Dexterity saving throw or take 52 (4d20+10) Kinetic damage. A Huge or smaller creature who fails the save is knocked prone and pushed back up to 30 feet. The Extinction Amalgamate can then fly up to half its flying speed.

Malicious Maladies

Malicious Maladies: Strangest Foes

Many of the most dire threats in the multiverse are not those which can be seen by the naked eye. Centuries before the Death Star annihilated Alderaan, numerous plagues had decimated life from a collection of worlds, many of their cultures and history erased in the process.

In this segment, we examine a number of ailments that endanger life in strange and terrifying ways.

Many of the Star Wars canon ailments previously listed here have been migrated to Desperate Rebellion.


Disease: FOXDIE

Susceptible species: specified unique organic targets
Transmission vector: airborne

FOXDIE is an engineered retrovirus programmed to kill specific people by identifying a target person's DNA and their corresponding nanomachines or biometrics. It then initiates cardiac arrest in the target, unerringly shutting down their cardiovascular system. In creatures whose DNA does not match any of its recognized targets, FOXDIE dies off without turning the new creature into a host, only remaining active in its core host.

When a host infected with FOXDIE comes within transmission range of one of FOXDIE's targets, FOXDIE infects the target. In 10d12 minutes, it triggers a heart attack (see below) and automatically causes the target creature to fail the initial Constitution saving throw.

Treatment: FOXDIE in its core host can only be cured by a restoration power of 7th level or higher that can remove the disease condition.


Disease: Genophage

Susceptible species: creatures of a strain-specific species Transmission vector: airborne

A genophage is a genetically-tailored virus that radically decreases the reproduction rates of its target species. Instead of reducing fertility itself, a genophage alters hormone levels to decrease the probability of viable pregnancies. An effective genophage that isn't designed to induce the full extinction of a species creates complications in the formation of nervous systems, making 9 of 10 pregnancies stillborn.

While a genophage is genetically synthesized and therefore could be redesigned to take any transmission route, the most effective ones are dispersed airborne. A genophage infects every cell in a target's body, nullifying prospects of curing it with gene therapy.

Development and deployment of a genophage is considered one of the most heinous crimes-- a sentiment shared across the multiverse-- and often results in permanent multi-generational trauma in the target species.

Treatment: Because it is only an alteration of hormones, inducing affected glands to compensate in hormone production could theoretically repair genophage damage in an individual. Otherwise, the most effective way to counteract a genophage's effects upon a population would be to disperse a counter-genophage that corrects the former.


Condition: Heart Attack

Susceptible species: all organic creatures

For most species, moments of heart failure and cardiac arrest are often lethal, and even for survivors, related tissue damage leaves a lasting negative impact.

When a creature is initially threatened with a heart attack, it makes a DC 20 Constitution saving throw. It loses 1d4 points to its Constitution score on a failed save, or 1 point on success. If it failed the save, it suffers the heart attack.

A creature suffering from a heart attack is incapacitated and must make a DC 20 Constitution saving throw at the end of each of its turns. On failure, it gains one stack of exhaustion and suffers 11 (2d10) Necrotic damage, or half damage and no exhaustion on success. If the creature is reduced to 0 hit points by Necrotic damage, continued failed saving throws no longer cause damage, but permanently decrease the creature's maximum hit points by (2d4). If it succeeds on five saving throws, the heart attack ends.

If a creature with the second heart feature fails the initial saving throw for a heart attack, it does not suffer the heart attack, but instead permanently loses its second heart feature.

Treatment: A creature who is suffering from a heart attack and is the target of the minor defibrillation tech power has advantage on their next saving throw against the attack. Damage to the Constitution score and maximum hit point reduction caused by a heart attack can be cured with a week of bacta suspension or by an enhanced healing power of 8th level or higher.


Condition: Marker Dementia

Susceptible species: all organic creatures with INT 3+

Creatures who are afflicted with the madness of the markers suffer severe dementia as the psionic visions distort their sense of reality. Creatures whose minds are broken by these visions are extremely difficult to rehabilitate.

A creature exposed to the marker signal must make a DC 14 Wisdom saving throw, or it succumbs to a hallucination. The creature's Wisdom score drops to 1, and it is unable to use Wisdom-based skills as it loses all grasp on reality. A demented creature cannot distinguish friend from foe (and may not see creatures in its surroundings at all), and may hallucinate new creatures and different, sometimes otherworldly surroundings. The The demented creature does not add its Dexterity modifier to its Armor Class nor its proficiency bonus to its attack rolls. A demented creature may only attack a creature that has attacked it since the last round. When it takes damage, the demented creature make remake the Wisdom saving throw, ending the hallucination and regaining its full Wisdom score on success. For each hallucination the creature succumbs to, the save DC to end or resist it increases by 1. A creature who is immune to the Charmed or Frightened condition automatically succeeds on saves against marker dementia. When a creature suffering from marker dementia dies while having a hallucination, there is a 50% chance it will arise as a necromorph in 2d6 hours.

Treatment: Restorative powers of 2nd level or greater end a hallucination, and an effect that suppresses the Charmed or Frightened condition protects creatures from marker dementia for its duration. If a creature's DC to resist a marker hallucination increases to 20 or greater, only a restorative power of 7th level or greater can end the effect. One month's treatment by a psychotherapist can reduce the save to resist's DC by 1, to a minimum of 14.

Malicious Maladies

Disease: Necromorph Bacteria

Susceptible species: all organic creatures
Transmission vector: skin contact, ingestion

The necromorph’s mutagenic bacteria is extremely compromising, toxic to living creatures, and carries the maddening psionic imprint of the Marker. A creature that makes contact with necromorph bacteria must make a DC 18 Constitution saving throw or becomes diseased, suffering 1d4 points of Constitution damage. If it is ingested, the bacteria is far deadlier, inflicting 3d6 points of Constitution damage with the saving throw made at a disadvantage. The bacteria causes traumatic visions that interfere with rest; after completing a long rest, the infected creature rolls a DC 15 Constitution saving throw; it gains no benefits from the rest on failure. With each successful long rest, one point of this Constitution damage is healed.

If a creature dies while they are infected with necromorph bacteria, they arise as a necromorph slasher, spitter, or leaper in 1d20 minutes as long as their body is mostly intact.

Treatment: Necromorph bacteria can be instantly cured with enhanced healing or restorative powers that remove disease.


Condition: Neuro-Shock

Creatures who take a critical hit or severe damage from an attack that also inflicts the shocked condition may suffer neuro-shock, lasting damage to the nervous system.

If a creature is at risk of neuro-shock, they must make a Constitution saving throw of DC equal to 10 plus half the damage taken. On failure, a random statistic of the creature is decreased by 2 until treated. When a creature fails a saving throw using the decreased statistic, it is stunned until the end of its next turn.

Treatment: Neuro-shock can be treated with any enhanced healing or one week of bacta submersion.


Condition: Radiation/Rad Sickness

Radiation can come in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and nuclear weapons. Many planets also have natural elements which produce radioactive emissions.

Radiation poisoning (or "rad sickness") works by ionizing flesh. A creature who enters a radioactive area or starts its turn there must make a Constitution saving throw with a DC listed on the following chart. On a failed saving throw, the creature takes necrotic damage based on the radiation's intensity and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as long as the character remains ionized.

A creature who fails the initial saving throw and leaves the radiation source is allowed to make a new saving throw after an amount of time passes equal to the listing under the "Saving Throw" Column. If the creature fails this new saving throw, the creature takes the intensity's associated damage and maximum hit point loss.

Higher intensities of radiation can cause different effects besides damage, and inflict exhaustion. Exhaustion stacks from radiation do not stack with each other, but do stack with exhaustion incurred from other sources. Enviro-suits reduce the intensity of radiation exposure by three stages.

Table: Radiation Gauge Chart

Intensity Save DC Necrotic Damage Exhaustion Saving Throw
Very Low 10 1d6 - 1/hour
Low 13 2d6 - 1/hour
Medium 15 4d6 1 stack 1/day
Heavy 18 6d6 2 stacks 1/day
Very Heavy 20 8d6 3 stacks 1/week
Deadly 25 10d6 4 stacks 1/month


Treatment: The effects of radiation can be cured with medical treatment or with enhanced healing. Radiation poisoning caused by radiation no worse than Medium in intensity can be cured by any power or other enhanced effect which can neutralize poison or end the poisoned or exhaustion conditions. Radiation poisoning caused by radiation of Heavy or worse intensity is much more difficult to cure and requires a power of 5th level of higher to successfully cure the effects.

Alternatively, treatment in a medbay can resolve it based on the intensity of exposure; Very Low requires 4d12 hours, Low requires 2d4 days, Medium requires 3d6 days, Heavy requires 5d6 days, Very Heavy requires 6d10 days, and Deadly requires 9d12 days.

Malicious Maladies

Condition: Space Shock

Space Shock refers to the transition trauma when an unprotected creature instantly leaves optimal climate conditions, such as those of a starship, and is thrust into the cold vacuum of space. Enviro-suits and flight suits prevent space shock.

A creature at risk of space shock makes a Constitution saving throw as determined by the DM (generally 12-19). A creature instantly dies on a failed save, or takes 10d8 cold damage on a successful one.


Disease: Vocal Cord Parasite

Susceptible species: All organic humanoids
Transmission vector: airborne, waterborne

The Vocal Cord Parasite at the center of the Phantom Pain Incident was a terrifying organism poised to be used as a tool for unprecedented ethnic cleansing.

Initially in larval form, the parasite entered through the throat and attached to the vocal cords, mimicking the host's membranes flawlessly. When both the host and larvae have reached maturity, the larvae mate, triggered by sustained exposure to the specific language the parasite was attuned to. The resulting larvae then feast on the host's lungs, gradually killing the host. As the larvae multiply, they become visibly evident on the host's torso, creating large impressions emerging from the hosts lungs that expand beyond the ribcage.

As the hosts decline, they revert to an aggressive state of dementia and violently work to ensure the parasite infects others and spreads throughout populated areas. The infected only want to carry out the will of the parasite controlling them, losing their own willpower, sense of loyalty, and sanity upon succumbing to the parasite's control.

Treatment: Once symptoms of infection manifest, the larvae have infested the host's alveoli, at which point nothing can be done to save the host short of a 9th-level power that removes disease. Speaking at all results in possible transmission of the infection, although it is heavily implied that the rate of infection reaching critical condition could be either hastened or slowed down significantly depending on the infected person's talkative nature.

Smoking enhanced spice of fine quality temporarily "deafens" the parasite, offering roughly 10 minutes to speak the parasite's attuned language without developing more severe conditions. For each grade of quality higher than fine, this time doubles (i.e. 20 minutes for uncut, 40 minutes for high quality, 80 minutes for potent, 160 minutes for pure). Additionally, treatment with a rare strain of counter-bacteria could halt the onset of symptoms in a host, but would render the host infertile.

The only other way to stop the development of symptoms once infected is to stop speaking the infection's focal language, or remain mute altogether.


Condition: Xenomorph Impregnation

Susceptible species: All beastial and humanoid creatures

A creature that has succumbed to the facehugger's suffocating grip is rendered unconscious as the facehugger stabilizes it and lays its egg within the host over the following 4d6 hours. If the Facehugger hasn't been removed before then, it releases and dies, and the target is afflicted with a xenomorph embryo.

In the fifteen minutes-to-two hour period before giving birth, the target creature feels ill and has four stacks of exhaustion. At birth, the second-stange xenomorph infant ("Chestburster") tears out of the target's chest in one round, instantly killing the target in the process. A chestburster immediately flees for safety and consumes any available proteins or small animals it can find while evading detection, until it grows and molts into a drone.

Treatment: A chestburster can be removed in a medbay or in a 10-minute procedure that requires a successful DC 24 Medicine check. The gestation and birth cycle can be stalled by placing the host in medical stasis.

Closing Remarks

Thanks

I'd like to thank some folks!

  • My friend Matt, for introducing me to Star Wars when we were kids!
  • My friend Avi, for introducing me to SW5E!
  • George Lucas for creating Star Wars!
  • Dave Filoni and Disney, for continuing to create Star Wars content!
  • Gary Gygax, Rob Kuntz, and Dave Arneson for building D&D together!
  • Wizards of the Coast for continuing to build it onward and upward, and releasing fantastic new content so frequently!
  • My friend Matthew, for first getting me drawn into D&D in 2017!
  • The SW5e Community, for creating such an excellent game based on the expansive lore, for their immense praise and support of my work, and for continuing to build upward and onward!
  • Aziz, for incorporating Imperial Forces and Desperate Rebellion into the SW5e Hypercodex and offering suggestions!
  • Fisto's Codex, for simplifying the effort to properly format and decorate in GM Binder! Also, for amazing stat blocks that inspired me!
  • My best friend Mary, for the love and enthusiasm she gives so freely (even when I won't shut up about this stuff)!
  • My dear friend Kellen, who convinced me to start DMing SW5e!
  • My charming friend and DM mentor Jordan, whose creative insights have always driven me to refine!
  • All my friends who collaborate with me on creative endeavors and introduce me to delightful new stories!
  • My Dad, for the endless kindness and support he gives!
  • You! This is wildly unusual considering my other work, so thanks for browsing through it!


If you haven't already seen it, be sure to go check out Imperial Forces and Desperate Rebellion, my canon/official supplements for SW5e! I'm quite satisfied with my work and I hope you will be too!

If you enjoyed this supplement and want to support what comes next, I'm on Ko-Fi!

Contact

You can find me on r/sw5e as Manoil, asking absurdly extensive questions, or on Discord as RichardJiggler#1336, but I don't often answer random messages. Also, I know these handles are dumb as hell, but life's fer livin' brotherrrrrr

Changelog

2021.6.23: Document Creation
2021.7.21: Rough Draft complete
2021.7.23-26: Sick leave
2021.7.28: Version 1.0 Release
2021.7.29:

  • created Superior Soldiers segment after discussion with Fraust-Coldmann on r/SW5e, added 25 new stat blocks (and an additional 2 as minion creatures)
  • altered table of contents to accommodate three columns
  • altered source influence credits to accommodate influx of Metal Gear entities
  • widened columns of art credits table to accomodate influx

2021.8.4:

  • Superior Soldiers blocks complete

2021.8.5: Version 1.1 Release

  • Superior Soldiers narrative complete, basic check for balancing and typos complete (anticipating additional errors to be discovered)

2022.11.22:

  • Broken art link correction
  • Migration of Star Wars-specific ailments from Malicious Maladies to the section of the same name in Desperate Rebellion

2023.3.23:

  • entered the column-fill: balance correction

2023.4.04:

  • The kaiju's siege monster property now deals double damage to ships
  • added the Extinction Amalgamate (Final)

2023.4.05:

  • added the Extinction Amalgamate (Juvenile), Extinction Amalgamate (Aggregate), Xenomorph King, Xenomorph Runner, Xenomorph Burster, Xenomorph Spitter, Xenomorph Prowler, Xenomorph Crusher, and Razor Claws

2023.4.06:

  • added the Reptilian-Flora Grand Hybrid
  • Added Frightful Presence as a grouped feature in Kaiju Grandeur

Changelog (Cont.)

2023.4.13:

  • Added the Gorilla Xenomorph, Rhino Xenomorph, Scorpion Xenomorph, and Crocodile Xenomorph

Art Credits

Image Title Author
Skyglider Dangiuz (Leopoldo D'Angelo)
Alien Queen vs Darth Vader Tomáš Dotzauer (inspired by Guillem H. Pongiluppi)
Brock Samson Dave Rapoza
JoJo's Bizarre Adventure - kujo jotaro fanart mesocoon Z
Magneto Gilberto "Soren" Zaragoza
Xenomorphs Nahuel Gabriel Dimarco Bustos
Marines vs. Aliens Aliens: Colonial Marines (Screenshot)
Kiryu Kazama Yakuza 6 (Screenshot)
Majima Goro Cecilia G.F.
Master Roshi Alex Sizov
Haven Trooper Metal Gear Solid 4 (Render)
The Skulls Metal Gear Solid V: The Phantom Pain (Screenshot)
The Fear Metal Gear Solid 3: Snake Eater (Pachislot) (Render)
The End Metal Gear Solid 3: Snake Eater (Pachislot) (Render)
The Fury Metal Gear Solid 3: Snake Eater (Pachislot) (Render)
The Sorrow Metal Gear Solid 3: Snake Eater (Render)
Volgin Metal Gear Solid 3: Snake Eater (Pachislot) (Render)
Image Title Author
Decoy Octopus (Concept Art) Yoji Shinkawa
Dave Bautista as Vulcan Raven Erasmus Brosdau
Psycho Mantis Statue First 4 Figures (Promotional Image)
Sniper Wolf Antonio De Luca
Fortune (Concept Art) Yoji Shinkawa
Fatman (Concept Art) Yoji Shinkawa
Vamp Metal Gear Solid 4 (Render)
Laughing Octopus Metal Gear Solid 4 (Render)
Raging Raven Metal Gear Solid 4 (Render)
Crying Wolf Metal Gear Solid 4 (Render)
Screaming Mantis Metal Gear Solid 4 (Render)
Liquid Snake (Concept Art) Yoji Shinkawa
Solid Snake (Concept Art) Yoji Shinkawa
Solidus Snake °E L I A N T •°°• E L I A S°
Gray Fox (Concept Art) Unknown
Cyborg Ninja (Concept Art) Yoji Shinkawa
MGSV Ocelot (Concept Art) Yoji Shinkawa

Art Credits (Cont'd.)

Image Title Author
Revolver Ocelot (Concept Art) Yoji Shinkawa
Metal Gear Solid 3: Snake Eater Metal Gear Solid: Snake Eater 3D (Promotional Image)
The Boss (Concept Art) Yoji Shinkawa
The Phantom Pain Sneaking Suit Concept Art Yoji Shinkawa
THE TERMINATOR Jason Edmiston
DAY 1 of #MGSQUARANTINE (Metal Gear Solid Movie Concept Art) Form Language Studio
Age of Ultron #1 (Cover Art) Marko Djurdjevic
Ultron Marvel vs. Capcom: Infinite (Render)
Mass Effect 3 Geths full work Rodrigue Pralier
Geth Trooper - Mass Effect 3 Jaemus Wurzbach
Mass Effect 3 Geths full work Rodrigue Pralier
Geth Armature (Concept Art) Matt Rhodes
501st Legion: Vader's Fist VS Space Cockroaches 10 Guillem H. Pongiluppi
Metroid (Larva) lancer-idenoure
Alpha Metroid (Concept Art) Metroid: Samus Returns (Artist Unlisted)
Gamma Metroid (Concept Art) Metroid: Samus Returns (Artist Unlisted)
Zeta Metroid (Concept Art) Metroid: Samus Returns (Artist Unlisted)
Image Title Author
Omega Metroid Methuselah3000
Queen Metroid Trophy Super Smash Bros. for Wii U (Render)
Piccolo Jesse Onyina
DBZfanart Guodong Zhao
Wall Crawler Slasher (concept art) Ben Wanat
Brute (Concept Art) Unknown
Lurker Dead Space 2 (Render)
Leaper Dead Space 3 (Render)
Divider Dead Space 2 (Render)
Exploder (Full Body) Dead Space (Render)
Infector Dead Space (Render)
Pregnant (Full Body) Dead Space (Render)
Swarmers Dead Space (Screenshot)
Pack (concept art) Ben Wanat
Feeder (Concept Art) Unknown
Hunter Dead Space 3 (Render)

Art Credits (Cont'd.)

Image Title Author
Tormentor Concept Art Unknown
The Nexus - Based on Dead Space 3 Reyhaan Halani
Songoku vs Vegeta InHyuk Lee
Raditz - concept art astoralexander
Vegeta Rafael De Guzman
Omniman Sebastián Montecinos
501st Legion: Vader's Fist VS Space Cockroaches Guillem H. Pongiluppi
Xenomorph Unknown (Render)
Runner Aliens: Fireteam Elite (Render)
Xenomorph Burster (Render) Aliens: Fireteam Elite
Spitter Aliens: Colonial Marines (Render)
Prowler Ambush Aliens: Fireteam Elite (Screenshot)
Crusher Xenomorph Aliens: Fireteam Elite (Render)
Praetorian (Aliens: Defiance) Tristan Jones
Alien Queen :: Alien Colonial Marines Jaime Jasso
WEYLAND-YUTANI file: XENO-GORILLA Benny Kusnoto
Image Title Author
7″ Scale Action Figure – Ultimate Rhino Alien (Kenner Tribute) Version 2 NECA (Promotional Image)
ALIENS - 7" SCALE ACTION FIGURE - SERIES 13: SCORPION ALIEN NECA (Promotional Image)
Crocodile Alien (lineart copy) Bernie Wrightson
Predalien MK-19
ALIEN VS PREDATOR Arcade Edition Razor Claw Alien NECA (Promotional Image)
Alien King RJ Palmer
Predators-Tracing Bayard Wu
Premium Masterline Predator (Comics) Big Game Cover Art Predator ROMELL CHOPRAA
PREDATOR Maxim Patronov
zSUPER SPACE GODZILLA Dope Pope
King Ghidorah Monsterverse version WIP Dope Pope
EVA 01 Pablo Dominguez
BIOLLANTE SERIES Dope Pope
Destoroyah (Aggregate) Godzilla vs. Destoroyah (Screenshot)
Destoroyah I Honda
 

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