Army of the Grysk Hegemony

by Mittler

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Army of the Grysk Hegemony

Disclaimer

The following stat pages are not based on canon or legends (due to the general lack of source material). They are a direct result of the requirements of a campaign I am running so I have used a lot of creative liberty in making them. I am not a professional at making monster stat pages so there may be inaccuracies, typos etc. I'm uploading this just so others may use it and not have to go through the trouble of doing it themselves. As always it is DnD and DMs can adjust these stats to their liking, hope you all enjoy what I have made :)

Some General Info

Bolt Rifle

A weapon that fires a bolt of electricty, the rifle has a special switch that can split this bolt into 3 separate arcs at up to three targets in front of it. (Or all 3 into the same target, or two shots into one target and one shot into another target.) Bolt Pistols fire the same electricity but without the ability to split their bolts.

Dark Sword/Dagger

These swords/daggers have been naturally imbued with the ability to tap into the dark nature of the one who wields it. As all Grysk tend to naturally align with the dark side, their weapons become imbued with the dark side of the force (hence the extra psychic damage)

Stormblade

A weapon that is similar to the Dark Sword, however these are wielded by Storm Masters and are therefore imbued with electricity.

Grysk Foot Soldiers


Grysk Grunt

Medium Humanoid, Chaotic Dark


  • Armor Class 12 Light Armor
  • Hit Points 16
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 8 (-1) 10 (+0)

  • Damage Resistances Lightning
  • Senses passive Perception 12, Darkvision 60ft.
  • Languages Grysk
  • Challenge 1/2

Actions

Boltpistol Ranged Weapon Attack: +2 to hit, range 40/160, one target. Hit: 5 (1d6+2) lightning damage.

Darkdagger Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 5 (1d4+1) kinetic damage + (1d4) psychic damage.


Grysk Grunt Squad

Gargantuan Swarm of Medium Humanoids, Chaotic Dark


  • Armor Class 12 Light Armor
  • Hit Points 160
  • Speed 30 ft.

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

  • Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Lightning
  • Senses Passive Perception 14, Darkvision 60ft.
  • Languages Grysk
  • Challenge 4

Grunt Swarm When an ally of the grunt hits a hostile creature that it can see with a weapon attack, the grunt can use its reaction to make one weapon attack, with disadvantage, against that creature.

Reactive The squad can take one reaction each turn.

Squad The squad can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The Grunt Squad makes 4 ranged or melee attacks or two if it is below half HP.

Boltpistol Ranged Weapon Attack: +3 to hit, range 40/160, one target. Hit: 5 (1d6+4) lightning damage.

Darkdagger Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 5 (1d4+2) kinetic damage + (1d4) psychic damage.

Massed Fire The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) lightning damage, or 18 (4d8) lightning damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


Grysk Soldier

Medium Humanoid, Chaotic Dark


  • Armor Class 14 Medium Armor
  • Hit Points 24
  • Speed 30 ft.

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

  • Saving Throws Dex +4
  • Skills Athletics +3
  • Damage Resistances Lightning
  • Senses passive Perception 14, Darkvision 60ft.
  • Languages Grysk
  • Challenge 1

Versatile Weaponry As a bonus action, the soldier can change the firing mode of its boltrifle

Actions

Boltrifle Single Ranged Weapon Attack: +5 to hit, range 100/400, one target. Hit: 8 (1d12+5) lightning damage.

Boltrifle Multi Ranged Weapon Attack: +5 to hit, range 40/160, one, two or three targets. Hit: 8 (1d4+2) lightning damage.

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


Grysk Soldier Squad

Gargantuan Swarm of Medium Humanoids, Chaotic Dark


  • Armor Class 14 Medium Armor
  • Hit Points 240
  • Speed 30 ft.

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

  • Saving Throws Dex +6
  • Skills Athletics +4
  • Damage Resistances Lightning
  • Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses passive Perception 16
  • Languages Grysk
  • Challenge 8

Soldier Swarm When an ally of the soldier hits a hostile creature that it can see with a weapon attack, the soldier can use its reaction to make one weapon attack, with disadvantage, against that creature.

Reactive The squad can take one reaction each turn.

Squad The squad can occupy another creature’s space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The Soldier Squad makes four ranged or melee attacks, or two if it is below half HP

Boltrifle Single Ranged Weapon Attack: +5 to hit, range 100/400, one target. Hit: 8 (1d12+5) lightning damage.

Boltrifle Multi Ranged Weapon Attack: +5 to hit, range 40/160, one, two or three targets. Hit: 8 (1d4+2) lightning damage.

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

Massed Fire The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) lightning damage, or 18 (4d8) lightning damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


Grysk Lieutenant

Medium Humanoid, Chaotic Dark


  • Armor Class 16 Medium Armor
  • Hit Points 48
  • Speed 30 ft.

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

  • Saving Throws Dex +6, Str +5
  • Skills Athletics +6
  • Damage Resistances Lightning
  • Senses passive Perception 17, Darkvision 60 ft.
  • Languages Grysk
  • Challenge 3

Brave The lieutenant has advantage on saving throws against being frightened.

Actions

Multiattack. The Lieutenant makes two ranged or melee attacks.

Boltpistol Ranged Weapon Attack: +6 to hit, range 40/160, one target. Hit: 5 (1d6+6) lightning damage.

Darksword Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6+5) kinetic damage + 3(1d6) psychic damage.

Reactions

Motivate Once per turn when an ally the lieutenant can see within 60 ft. makes an attack they can make it with advantage.


Grysk Captain

Medium Humanoid, Chaotic Dark


  • Armor Class 17 Medium Armor
  • Hit Points 67
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18(+4) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Dex +9, Str +7
  • Skills Athletics +7
  • Damage Resistances Lightning
  • Senses passive Perception 18, Darkvision 60 ft.
  • Languages Grysk
  • Challenge 5

Brave The Captain has advantage on saving throws against being frightened.

Leader The Captain grants advantage to all allies within 10 ft. of him.

Actions

Multiattack. The Captain makes two ranged or melee attacks.

Boltrifle Single Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 8 (1d12+7) lightning damage.

Boltrifle Multi Ranged Weapon Attack: +7 to hit, range 40/160, one, two or three targets. Hit: 8 (1d4+3) lightning damage.

Darksword Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6+6) kinetic damage + 3(1d6) psychic damage.

Reactions

Motivate Once per turn when an ally the captain can see within 60 ft. makes an attack they can make it with advantage.

Counterattack Once per turn, when an enemy attacks the captain and misses, the captain can make one attack against the attacker.


Storm Master

Medium Humanoid, Chaotic Dark


  • Armor Class 15 Medium Armor
  • Hit Points 94
  • Speed walk 30 ft. fly 30ft.

STR DEX CON INT WIS CHA
12(+1) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 20 (+5)

  • Saving Throws Cha +9, Wis +7
  • Skills Intimidation +9
  • Damage Immunities Lightning
  • Damage Resistances Ion
  • Senses passive Perception 18, Darkvision 60 ft.
  • Languages Grysk
  • Challenge 8

Forcecasting. The Storm Master is a 7th level forcecaster its forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 27 force points). The Storm Master knows the following force powers:

At-will: shock, lightning charge
1st level: sustained lightning, disperse force
2nd level: kinetite
3rd level: force lightning
4th level: shocking shield

Actions

Multiattack. The Storm Master makes two melee attacks, or makes 1 melee attack and casts one force power.

Stormblade Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d6+3) kinetic damage + 6 (2d6) lightning damage.

Reactions

Disperse Force (3 force points) This power absorbs damage from certain incoming attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn. Force Potency. When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st..

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Storm Masters

Storm Masters play a crucial role in the battle tactics of the Grysk Hegemony, unlike most armies the Grysk rely on Storm Masters to power their shield generators by using their mastery of electricity through the force. As such you can find a storm Master on most large Grysk vessels. With the Master's power generally scaling with the requirements of the ship they are stationed on.



Grysk Grand Admiral

Medium Humanoid, Chaotic Dark


  • Armor Class 20 Heavy Armor + Heavy Shield Generator
  • Hit Points 278
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13(+1) 20 (+5) 18 (+4) 27 (+8) 23 (+6) 20 (+5)

  • Saving Throws Dex +10, Int +9, Wis +7, Cha +7
  • Skills Athletics +8, Deception +12, Insight +20, Investigation +22, Lore +22, Perception +20
  • Damage Resistances Lightning, Psychic
  • Senses passive Perception 30, Darkvision 120 ft.
  • Languages Grysk, Cheunh, Galactic Basic, any 3 others
  • Challenge 21

Traits

Hardened Mind When the Grand Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (8) to the roll.

Hyper Intellgience At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps 3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze 1/day each: contingency, find the path, tactical superiority, stun, predictive AI The Grand Admiral’s techcasting ability is Intelligence (tech save DC 23, +15 to hit with tech attacks). The Grand Admiral innately knows the following tech powers:

Leadership (1/rest) For 1 minute, the Grand Admiral can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Grand Admiral. A creature can benefit from only one Leadership die at a time. This effect ends if the Grand Admiral is incapacitated.

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

Sidearm Mastery The Grand Admiral’s ranged weapon attacks ignore half cover against targets within 15 feet of the Grand Admiral. The Grand Admiral gains a +3 bonus to attack rolls made with a pistol.

Targeted Analysis The Grand Admiral’s attack rolls cannot suffer from disadvantage.

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

Actions

Multiattack. The Grand Admiral makes three melee or ranged weapon attacks

BoltPistol Ranged Weapon Attack: +15 to hit, range 40/160ft., one target. Hit: 5 (1d8 + 2d6 +5) lightning damage.

Darksword Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 15 (3d6+6) kinetic damage + 9(3d6) psychic damage.

Unarmed Strike Melee Weapon Attack +12 to hit, reach 5ft., one target. Hit 14 (1d4 +2d6 +5) kinetic damage

All-Out Attack (1/rest) The Grand Admiral chooses a number of allies up to its Intelligence modifier (8) within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to move up to their speed and make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

Reactions

Calculated Timing The Grand Admiral can focus a target down with the help with an ally. Once per round, whenever a creature is attacked by someone other than the Grand Admiral, the Grand Admiral can use its reaction to make one weapon attack against them.


Legendary Actions

The Grand Admiral 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 Admiral regains spent legendary actions at the start of their turn.

Move The Grand Admiral can move up to its speed without provoking opportunity attacks

Casting The Grand Admiral can cast an at-will power

Attack The Grand Admiral makes one Heavy Pistol, Techblade, or unarmed strike attack.



Grysk Dread Admiral

Medium Undead, Chaotic Dark


  • Armor Class 23 Heavy Armor + Heavy Shield Generator
  • Hit Points 468
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18(+4) 26 (+8) 26 (+8) 30 (+10) 28 (+9) 26 (+7)

  • Saving Throws Dex +12, Int +11, Wis +9, Cha +9
  • Skills Athletics +10, Deception +16, Insight +24, Investigation +26, Lore +30, Perception +24
  • Damage Immunities Necrotic, Psychic
  • Damage Resistances Lightning
  • Senses passive Perception 38, Darkvision 180 ft.
  • Languages Grysk, Cheunh, Galactic Basic, any 3 others
  • Challenge 30

Traits

Hardened Mind When the Dread Admiral makes a saving throw against illusions or to resist charm and fear effects, it may add its Intelligence modifier (10) to the roll.

Force Resistance The Grand Admiral has advantage on saving throws against force powers.

Undead Fortitude If damage reduces the Dread Admiral 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 Dread Admiral drops to 1 hit point instead.

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

Targeted Analysis The Dread Admiral’s attack rolls cannot suffer from disadvantage.

Forcecasting. The Dread Admiral is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 80 force points). The Dread Admiral knows the following force powers:

At-will: Shock, Lightning charge, Enfeeble, Necrotic charge, Necrotic touch, Seethe, Slow
1st level: Sustained lightning, Disperse force, Fear, Hex, Sap Vitality
2nd level: *Affliction, Drain vitality, Mind Spike *
3rd level: Force lightning, Choke, Dark aura, Plague
4th level: Shocking shield, Drain life, Hysteria, Shroud of darkness
5th level: Insanity, Siphon life
6th level: Crush, Force chain lightning, Rage, Scourge, Wrack
7th level: Force lightning cone, Ruin
8th level: Death field, Maddening darkness
9th level: Force storm, Kill, Mass hysteria

Actions

Multiattack. The Dread Admiral makes two melee attacks and casts a force ability, or casts 2 force abilities

DreadStaff Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 16 (2d10+8) kinetic damage + 10(2d10) necrotic damage.

Reactions

Force Deflect (At-will) In response to being attacked, the Dread Admiral attempts to deflect the attack with the Force. When it uses this power, the damage it takes from the attack is reduced by 3d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack’s normal damage.


Legendary Actions

The Dread Admiral 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 Dread Admiral regains spent legendary actions at the start of their turn.

Move The Dread Admiral can move up to its speed without provoking opportunity attacks

Casting The Dread Admiral can cast an at-will or level 1 power

Attack The Dread Admiral makes one Dreadstaff attack.

Grysk Land Vehicles


Grysk APC

Large Construct, unaligned


  • Armor Class 18 Armor Plating
  • Hit Points 124
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 12 (+1)

  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Damage Vulnerabilities Ion
  • Damage Immunities Poison, Necrotic
  • Senses Passive Perception 14, Darkvision 60ft.
  • Languages -
  • Challenge 6

Light Cortosis Armor The outer layer of the APC is covered in light armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the APC takes no damage from that attack. If the APC takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Piloted The construct 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 construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Gunner The construct requires two active gunner to operate the vehicles weaponry. One Gunner controls each Light Bolt Repeater

Troop Transport The APC can transport a maximum of 10 Grysk Soldiers/One Soldier Squad OR 20 Grunts/Two Grunt Squads, which it can deploy using its Deploy Troops action, or which can be fought by creatures inside of the APC.

Vulnerable Interior The APC's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The Pilot can use the Ram Action or Deploy Troops Action.

Ram Any creature within the APC's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Deploy Troops The APC mobilizes some of the soldiers traveling within it. It deploys 1d6+2 Soldiers or half a squad. These troops appear in any unoccupied spaces within 10 feet of the APC.

Gunners Can each make one attack using their Light Bolt Repeaters.

Light Bolt Repeaters Ranged Weapon Attack: +6 to hit, range 100/200, one target. Hit: 16 (2d10+6) lightning damage.



Grysk Burrow Walker

Huge Construct, unaligned


  • Armor Class 20 Armor Plating
  • Hit Points 187
  • Speed walk 30 ft. burrow 60 ft..

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 25 (+7) 10 (+0) 14 (+2) 16 (+3)

  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Damage Vulnerabilities Ion
  • Damage Immunities Poison, Necrotic
  • Senses Passive Perception 17, Darkvision 60ft.
  • Languages -
  • Challenge 12

Medium Cortosis Armor The outer layer of the walker is covered in medium armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the walker takes no damage from that attack. If the walker takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Piloted The construct 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 construct is also subjected to those conditions. The pilot controls the movement and the leg slam attacks.

Gunner The construct requires three active gunner to operate the vehicles weaponry. One Gunner controls each Medium Bolt Repeater, and one control the Bolt Cannon

Vulnerable Interior The walker's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Subterranean As a bonus action the walker can transform into or out of its drill form, while in drill form it cannot fire the Bolt Cannon.

Actions

Pilot. Can take the Slam or Quake Action

Slam Melee weapon attack +9 to hit, range 10ft. one target. Hit 19 (2d10+9) kinetic damage.

Quake The Walker lifts its leg up and smashes it down, any creature in a 15ft radius must make a dexterity saving throw (DC16), taking 15(3d10) kinetic damage on a failed save and being knocked prone, or half as much on a successful save.

Gunner The Gunners can fire the Medium Bolt Repeaters and the Bolt Cannon if it is available

Medium Bolt Repeaters Ranged Weapon Attack: +8 to hit, range 120/240, one target. Hit: 28(4d10+8) lightning damage.

Bolt Cannon (Recharge 5-6). The Walker launches a lightning shell 150/300 ft range target must be at least 15 ft away from the walker. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) lightning damage on a failed save, or half as much damage on a successful one.



Grysk Boltillery Piece

Huge Construct, unaligned


  • Armor Class 20 Armor Plating
  • Hit Points 107
  • Speed 0 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 29 (+9) 14 (+2) 18 (+4) 18 (+4)

  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Damage Vulnerabilities Ion
  • Damage Immunities Poison, Necrotic
  • Senses Passive Perception 20, Darkvision 60ft.
  • Languages -
  • Challenge 12

Heavy Cortosis Armor The outer layer of the boltillery is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 20 points, the boltillery takes no damage from that attack. If the walker takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Gunner The construct requires one active gunner to operate the vehicle's weaponry. The gunner controls the Heavy Bolt Cannon and local point defense.

Vulnerable Interior The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Siege Artillery The Heavy Bolt Cannon is a siege weapon, it does double damage to objects and structures. It is at disadvantage firing at targets within 100 ft. and cannot fire at targets within 50ft.

Heavy Ammunition The Heavy Bolt Cannon must pass its Recharge twice before it can be reloaded

Actions

Gunner The Gunner can make 4 point defense attacks and fire the Heavy Bolt Cannon if it is available

Point Defense Turret Ranged Weapon Attack: +4 to hit, range 120/240, one target. Hit: 8(1d8+4) lightning damage.

Heavy Bolt Cannon (Recharge 5-6). The Walker launches a lightning shell 1000/3000 ft range target must be at least 50 ft away from the artillery. Blast has a 30 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 104 (16d12) lightning damage on a failed save, or half as much damage on a successful one.

Grysk Splitter Tank

The Grysk Splittler Tank aimed to take the heavy firepower from their successful boltillery pieces and make it mobile. As a result of this, they took a modified boltillery chassis and created small single-track armored vehicles known as "splitlings" that could attach and carry the boltillery pieces. The splitlings were manned by one person and were armed with one Medium Bolt Repeater. While in splitter tank form these personnel acted as gunners, but when deployed they performed both the gunner and pilot roles.



Grysk Splitter Tank

Huge Construct, unaligned


  • Armor Class 22 Armor Plating
  • Hit Points 321
  • Speed 20 ft.

STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 29 (+9) 14 (+2) 18 (+4) 18 (+4)

  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Damage Vulnerabilities Ion
  • Damage Immunities Poison, Necrotic
  • Senses Passive Perception 20, Darkvision 60ft.
  • Languages -
  • Challenge 18

Heavy Cortosis Armor The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 25 points, the tank takes no damage from that attack. If the tank takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Piloted The construct 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 construct is also subjected to those conditions. The pilot controls the movement and the ram attacks.

Gunner The construct requires five active gunner to operate the vehicles weaponry. One Gunner controls each Medium Bolt Repeater, and one controls the Heavy Bolt Cannon

Vulnerable Interior The tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Siege Artillery The Heavy Bolt Cannon is a siege weapon, it does double damage to objects and structures. It is at disadvantage firing at targets within 100 ft. and cannot fire at targets within 50ft.

Heavy Ammunition The Heavy Bolt Cannon must pass its Recharge twice before it can be reloaded

Multi-Vehicle As an action, the tank can deploy its center into a Boltillery Piece, while its 4 tracks separate and become Splitlings. The Tank can reform itself as long as all the original pieces remain alive and are within 5 ft. of the Boltillery Piece. If the Tank has taken damage before deploying, the damage is split evenly among the individual pieces.

Actions

Pilot The pilot can make one Ram attack

Ram Any creature within the tank's movement path must make a DC 17 Dexterity saving throw, taking 38 (6d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Gunner The Gunners can fire the Medium Bolt Repeaters and the Heavy Bolt Cannon if it is available

Medium Bolt Repeaters Ranged Weapon Attack: +11 to hit, range 120/240, one target. Hit: 28(4d10+11) lightning damage.

Heavy Bolt Cannon (Recharge 5-6). The Walker launches a lightning shell 1000/3000 ft range target must be at least 15 ft away from the walker. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 104 (16d12) lightning damage on a failed save, or half as much damage on a successful one.


Grysk Splitling

Medium Construct, unaligned


  • Armor Class 16 Armor Plating
  • Hit Points 46
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 10 (+0) 12 (+1) 13 (+1)

  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Damage Vulnerabilities Ion
  • Damage Immunities Poison, Necrotic
  • Senses Passive Perception 13, Darkvision 60ft.
  • Languages -
  • Challenge 4

Light Cortosis Armor The outer layer of the splitling is covered in light armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the splitling takes no damage from that attack. If the splitling takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Piloted The construct 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 construct is also subjected to those conditions. The pilot controls the movement and the Medium Repeater.

Actions

Multiattack The Splitling can make one Ram and one Medium Repeater Attack

Ram Any creature within the tank's movement path must make a DC 17 Dexterity saving throw, taking 12 (2d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Medium Bolt Repeater Ranged Weapon Attack: +6 to hit, range 120/240, one target. Hit: 28(4d10+6) lightning damage.

Navy of the Grysk Hegemony


Grysk Boltfighter

Tier 2 Small Starship, unaligned, interceptor role


  • Armor Class 17 (Lightweight Cortosis)
  • Hit Points 25 (5d6 +10)
  • Shield Points (None)
  • Shield Regeneration -
  • Speed 500 ft., turning 50 ft.

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

  • Saving Throws Dexterity +7
  • Senses Blindsight 1,000 ft.
  • Skills Piloting +6
  • Challenge 2

Traits

Interceptor The ship’s flying speed increases by 50 feet, (included in the statblock).

Penetrative Weapons The Boltfighter's Kinetic Bolt Cannons are designed to penetrate shields. Lightning Damage is applied to the shields, kinetic damage goes through shields to damage the hull.

Armament

Forward Facing Two Light Kinetic Bolt Cannons

Actions

The Ship takes as many actions as it has weapons.

Light Kinetic Bolt Cannon(x2) Makes 1 Ranged Ship Attack: +7 to hit, range 500/2,000, one target. Hit: 5 (1d4+3) kinetic damage. + 2(1d4) lightning damage



Scalper-Class Gunship

Tier 3 Medium Starship, unaligned, Gunboat role


  • Armor Class 15 (Balanced Cortosis)
  • Hit Points 47 (8d8 + 15)
  • Shield Points (None)
  • Shield Regeneration -
  • Speed 350 ft., turning 150 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 10 (+0)

  • Saving Throws Strength +7, Constitution +6
  • Senses Blindsight 1,000 ft.
  • Skills Piloting +5
  • Challenge 4

Traits

Gunboat The Gunship gains a Fixed Hardpoint modification at no cost. Additionally, it has a +1 bonus to damage rolls with ship weapons. (included in the statblock).

Penetrative Weapons The Gunship's Kinetic Bolt Cannons are designed to penetrate shields. Lightning Damage is applied to the shields, kinetic damage goes through shields to damage the hull.

Gunners In order to use ground support actions the gunboat must have crew in the weapons it wishes to use.

Armament

Forward Facing One Medium Kinetic Bolt Cannon, One Nova Torpedo Launcher

Top Facing One light point-defense turret

For Use Against Ground Only 4 Light Bolt Repeaters, 1 Medium Bolt Repeater

Actions

The Ship takes as many actions as it has weapons.

Medium Kinetic Bolt Cannon Makes 1 Ranged Ship Attack: +6 to hit, range 1,000/4,000, one target. Hit: 10 (1d8+6) kinetic + 4(2d4) lightning damage

Nova Torpedo Launcher(2/maintenance) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 600/1,200, one target. Failure: 18 (3d10+3) lightning damage and target must make a DC17 Con Save or have their shields disabled for one turn. Success: Half damage and shields remain active

Ground Support Actions

Multiattack The Gunship fires with as many weapons as it has

Medium Bolt Repeater Ranged Weapon Attack: +6 to hit, range 400/800, one target. Hit: 26 (4d10+6) lightning damage.

Light Bolt Repeaters Ranged Weapon Attack: +6 to hit, range 200/400, one target. Hit: 16 (2d10+6) lightning damage.

Reactions

Light Point Defense (4/maintenance) Once per turn when hit by a tertiary weapon, the gunship can reduce the damage by 6 (2d6)



Flayer-Class Destroyer

Tier 2 Large Starship, unaligned, corvette role


  • Armor Class 13 (Balanced Cortosis)
  • Hit Points 59 (10d10 +9)
  • Shield Points 37 (10d10 +12) (1/2 Storm Shields)
  • Shield Regeneration 24 (Storm Shields, uses 2 shield die)
  • Speed 350 ft., turning 150 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 16 (+3) 15 (+2) 12 (+1)

  • Saving Throws Strength +10, Constitution +8
  • Senses Blindsight 1,000 ft.
  • Skills Piloting +6
  • Challenge 8

Traits

Corvette The Destroyer gains a Fixed Hardpoint modification at no cost. Additionally, it has a +1 bonus to damage rolls with ship weapons.(included in the statblock).

Penetrative Weapons The Destroyer's Kinetic Bolt Cannons are designed to penetrate shields. Lightning Damage is applied to the shields, kinetic damage goes through shields to damage the hull.

Armament

Forward Facing Two Nova Torpedo Launchers

Top Facing One medium point-defense turret, 2 Medium Twin Kinetic Bolt Cannon Turrets

Bottom Facing One medium point defense turret, 1 Heavy Kinetic Bolt Cannon Turret

Actions

The Ship takes as many actions as it has weapons.

Large Kinetic Bolt Cannon Makes 1 Ranged Ship Attack: +7 to hit, range 1,000/4,000, one target. Hit: 13 (1d12+7) kinetic + 6(3d4) lightning damage

Medium Twin Kinetic Bolt Cannon(x2) Makes 2 Ranged Ship Attack: +6 to hit, range 1,000/4,000, one target. Hit: 10 (1d6+7) kinetic + 2(1d4) lightning damage

Nova Torpedo Launchers(3/maintenance)(x2) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 600/1,200, one target. Failure: 18 (3d10+3) lightning damage and target must make a DC17 Con Save or have their shields disabled for one turn. Success: Half damage and shields remain active

Storm Shields

Most Large size and above Grysk vessels have electric shields generated by a Storm Master inside the ship, if this storm master is killed the shields are disabled until a new one takes its place. In exchange for overall strength these shields offer incredible regeneration but require a lot of energy from the storm master.



Grimrot-Class BattleCruiser

Tier 4 Huge Starship, unaligned, battleship role


  • Armor Class 12 (Reinforced Cortosis)
  • Hit Points 127 (17d12 + 25)
  • Shield Points 76 (17d12 + 25)(1/2x Storm Shields)
  • Shield Regeneration 30 (Storm Shields, uses 2 shield die)
  • Speed 250 ft., turning 200 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 17 (+3) 15 (+2) 13 (+1)

  • Saving Throws Strength +11,
  • Senses Blindsight 1,000 ft.
  • Skills Piloting +6
  • Challenge 22

Traits

Battleship The Battlecruiser gains two Fixed Hardpoint modifications at no cost. Additionally, it has a +1 bonus to damage rolls with ship weapons. (included in the statblock). Also when the battleship rolls a 1 or 2 on the on a damage die for a primary or secondary weapon, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Penetrative Weapons The Battlecruiser's Kinetic Bolt Cannons are designed to penetrate shields. Lightning Damage is applied to the shields, kinetic damage goes through shields to damage the hull.

Point Defense Systems When a hostile ship comes within 100 feet of the Battlecruiser or ends its turn there, it must make a DC 12 DEX saving throw. On a failed save, the ship takes 2d6 energy damage.

Armament

Forward Facing Super Heavy Kinetic Bolt Cannon, 1 Heavy Twin Kinetic Bolt Cannon, 2 Twin Bolt-Repeater Batteries, 1 Arc Burst Battery

Port Facing 2 Heavy Twin Kinetic Bolt Cannons, 4 Bolt-Repeater Batteries, 2 Arc Burst Batteries

Starboard Facing 2 Heavy Twin Kinetic Bolt Cannons, 4 Bolt-Repeater Batteries, 2 Arc Burst Batteries

Actions

The Ship takes as many actions as it has weapons.

Twin Bolt-Repeater Battery Makes 1 Ranged Ship Attack: DC 11 Dex save, range 600/1,200, one target. Hit: 6 (2d6+6) kinetic + 2d4 lightning damage or half as much on a save

Heavy Twin Kinetic Bolt Cannon Makes 2 Ranged Ship Attack: +8 to hit, range 2,000/8,000, one target. Hit: 20 (4d6+8) kinetic + 8(4d4) lightning damage

Super Heavy Kinetic Bolt Cannon (1/maintenance) Makes 1 Ranged Ship Attack: +8 to hit, range 4,000/16,000, one target. Hit: 6 50(7d12+8) kinetic + 16(8d4) lightning damage

Arc Burst Battery Makes 1 Ranged Ship Attack: DC11 Dex Save. range 400/800 Hit: 4d4 lightning damage and ship's speed is reduced by half (rounded down) for 1 turn. Miss: No damage or effect

World Eater

The Worldeater-class Dreadnought was a one of a kind ship, and as such only one was ever built by the Grysk Hegemony. It earned its name from the planetary destroying super weapon it carried. At full power it could burn a hole to the core of an unfortunate world over the course of an hour, harvesting minerals as it did so.



Worldeater-Class Dreadnought

Tier 5 Gargantuan Starship, unaligned, warship role


  • Armor Class 10 (Super Heavy Cortosis)
  • Hit Points 290 (21d20 +80)
  • Shield Points 195 (21d20 +90) (1/2x Storm Shields)
  • Shield Regeneration 24 (Storm Shields)
  • Speed 200 ft., turning 400 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 27 (+8) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Strength +15, Constitution +13
  • Senses Blindsight 1,000 ft.
  • Skills Perception +8, Piloting +8, Technology +8
  • Challenge 30

Traits

Warship Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons. (included in the statblock). When the ship rolls the maximum on a damage die for a ship weapon, it can roll an additional die.

Penetrative Weapons The Dreadnought's Kinetic Bolt Cannons are designed to penetrate shields. Lightning Damage is applied to the shields, kinetic damage goes through shields to damage the hull.

World Eater The dreadnought is equipped with a one of a kind superweapon. While firing this weapon the Dreadnought can not move or use any other actions, it can only turn. The damage of the weapon scales the longer it is continuously activated for.

Point Defense Systems When a hostile ship comes within 100 feet of the Dreadnought or ends its turn there, it must make a DC 12 DEX saving throw. On a failed save, the ship takes 2d6 energy damage.

Armament

Forward Facing World Eater, 4 Nova Torpedo Launchers, 2 Arc Burst Batteries, 2 Heavy Twin Kinetic Bolt Cannons, 4 Quad Bolt-Repeater Batteries

Port Facing 4 Arc Burst Batteries, 4 Heavy Twin Kinetic Bolt Cannons, 6 Quad Bolt-Repeater Batteries

Starboard Facing 4 Arc Burst Batteries, 4 Heavy Twin Kinetic Bolt Cannons, 6 Quad Bolt-Repeater Batteries

Actions

The Ship takes as many actions as it has weapons. It may also take the world eater and devastator actions at any time.

World Eater (1/maintenance) When activated, a beam of destructive energy forming a line 50,000 feet long and 100 feet wide blasts from the weapon. Each ship in the line must make a Dexterity saving throw (DC = 11). On a failed save, a ship takes 5d10 energy damage (to a maximum of 100d10), or half as much on a successful one. This damage increases by 5d10 for every turn it is activated.

Devastator (1/maintenance) The Dreadnought becomes resistant to all forms of damage, The Dreadnought scores a critical hit on a 19 or a 20 for 1 minute.

Quad Bolt-Repeater Battery Makes 1 Ranged Ship Attack: DC 11 Dex save, range 1,000/4,000, one target. Hit: 6 (4d6+6) kinetic + 4d4 lightning damage or half as much on a save

Arc Burst Battery Makes 1 Ranged Ship Attack: DC11 Dex Save. range 400/800 Hit: 4d4 lightning damage and ship's speed is reduced by half (rounded down) for 1 turn. Miss: No damage or effect

Heavy Twin Kinetic Bolt Cannon Makes 2 Ranged Ship Attack: +8 to hit, range 2,000/8,000, one target. Hit: 20 (4d6+8) kinetic + 8(4d4) lightning damage

Nova Torpedo Launcher(2/maintenance) Makes 1 Ranged Ship Attack: DC 18 Dex save, range 600/1,200, one target. Failure: 18 (3d10+3) lightning damage and target must make a DC11 Con Save or have their shields disabled for one turn. Success: Half damage and shields remain active

 

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