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Army of the Grysk Hegemony
\pagebreak # 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.
\pagebreak # 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. \pagebreak ___ > ## 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.
\pagebreak ___ > ## 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.
\pagebreak ___ > ## 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.
\pagebreak ____ > ## 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..* > >. > >. > >.
##### 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.
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\pagebreak ____ ___ > ## 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. \pagebreak
\pagebreak ____ ___ > ## 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. \pagebreak
Grysk Land Vehicles
\pagebreak ___ ___ > ## 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. >
\pagebreak ___ ___ > ## 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. >
\pagebreak ___ ___ > ## 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.
\pagebreak ## 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.
\pagebreak ___ ___ > ## 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. \pagebreak ___ > ## 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. \pagebreak
Navy of the Grysk Hegemony
\pagebreak ___ ___ > ## 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 >
\pagebreak ___ ___ > ## 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) > >
\pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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 >
\pagebreak ## 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.
\pagebreak ___ ___ > ## 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 >