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Destiny DND 5e Enemies

Venom of Oryx, rarely seen, may be a task force sent by


Hive Oryx to gain control of or destroy Rasputin.
The Hive are an impossibly ancient race that battled The Scarlet Brood, not yet known.
humanity at the end of their Golden Age. They most Thrall
prominently reside on the Moon, where they have burrowed
deep within its lifeless core, carving out a kingdom for Thrall are the smallest, weakest and fastest Hive enemies.
themselves. They have been silent and buried among many Their main purpose is to overwhelm their enemies with
dark and terrible secrets, staying there for centuries while sheer volume and numbers. They are white in color and
growing stronger. They serve as a reminder of the preferring melee attacks using their long fingers tipped with
tremendous power that brought forth the Collapse. sharp claws and rush up close. They wear no armor other
The Hive are an ancient, undead species that traverse the than ancient plates that appear to be encrusted into their
stars in ships that act like sarcophagi, which have kept them bodies. They have no visible eyes and, in some places, their
alive by some magical means for millennia. The Hive delve skin has rotted away to expose their bones. They can burrow
deep into a planetoid, unheeding of the damage they do in the in ooze-like puddles, lying in wait for prey.
process, crafting linked caverns and gothic-inspired columns. Thralls are born from pupae laid by fertile Wizards. Upon
Their underground spaces are like a dungeon that has only hatching, they are fed a larval worm which enters into a
recently been pulled up from too long underwater. symbiotic relationship with the Thrall. If a Thrall is able to
The Hive are a vaguely humanoid species with dry, flaking fight and survive well enough, it will become an Acolyte.
skin encrusted with ancient armor. At least some Hive appear Otherwise, the worm will consume it for lack of killing.
to have supernatural abilities, including the ability to hover or
float and manipulate energy. Acolyte
Sword Logic. The Hive religion is not based on any sort of Acolytes are Hive foot soldiers and do the bulk of the combat.
morality; in fact, they see morality and the "false hope of Acolytes appear to wear helmets with optical qualities and
comfort" as an abomination of the living. Instead, Sword- seem to lack the long fingers and sharp claws of their Thrall
Logic forms the basis of the Hive's belief system. In short, it brethren, enabling them to wield weapons. They utilize
can be described as a survival-of-the-fittest ideology taken to firearms and strategy to counter their enemy, coordinating
an incredible extreme. It is not enough to merely defeat with other Hive to destroy their targets. Unlike the lesser
enemies, but also to consume their power. All power must be Thralls who act with little sense of self-preservation, Acolytes
taken by force, not received as a gift. That is why the Hive's actively utilize cover to avoid incoming fire from enemies.
swords are so deadly to Guardians; they create a bridge in
which the wielder saps the power of the victim. This also Knight
extends to sacrifice, as Hive become ascendant by consuming
the souls of lesser Hive. The Hive's lust for power is a direct Knights are a caste of formidable Hive creatures. They are
reflection of their Worm Gods' insatiable hunger for Light, elite soldiers, and typically wield Hive Boomers or a Cleaver.
and that the Hive must always be powerful, or else they They can also summon a shield directly in front of them for a
themselves will be consumed. Even if they wanted to, the few seconds to block incoming fire, while regenerating a
Hive can't stop killing or else they will perish. The Sword- small amount of health in that time frame. On top of their
Logic determines the right to rule, as anyone who can depose formidable weaponry and defenses, some Knights acquire an
the current King is rightfully the new King of the Hive. Arc shield and increased effectiveness with their weapons
Anyone who cannot defend themselves, whether it be a under some circumstances. Some other knights, such as
person, or a civilization, does not deserve to live and is fit to Urzok, the Hated, innately have shields. Knights are
be obliterated. This is how the Hive intend to "liberate" the promoted from the ranks of the Hive's Acolytes, chosen based
universe from its false hope, and the existence of the Hive on their ability to fight and feed their hungering Worm on the
themselves is proof enough in their belief. power of conquered foes. When on low health, they will be
Hive divide themselves among sects. sent into a berserker rage, for a high-damage melee attack
while regenerating some of their lost health. They rally lesser
Blood of Oryx, located on the Earth and Moon, and are Hive into battle, inspiring them with fear.
believed to be the direct servants of Oryx himself. Their
signature color is purple.
Spawn of Crota, located on the Moon and led by Crota,
Son of Oryx. Their signature color is yellow.
The Hidden Swarm, located on the Moon, and are
designated as the Hive's outermost line of defense. Their
signature color is red.
The Silent Brood, wardens of the Dreadnaught's
dungeons and overseers of Alak-Hul, the Darkblade. Their
signature color is light blue.
Cult of the Worm,an obscure sect that took hold in the
Prison of Elders.
Wizard There is nothing living to the Shrieker, but neither are they
mechanical constructs in a classical sense. They seem to be
Wizards are regal, flying enemies that use ranged attacks. dead mass, animated by the arcane will of the Hive. When a
This class has elaborate ancient armor, wears a long, Shrieker is broken, its energy rips free of the hull to seek
crumbling cloak, and appears to float in midair, using dark vengeance. A final swarm of its explosive projectiles will then
magic attacks against Guardians. Wizards possess a shield. If track towards the Guardian that defeated it, making it deadly
their shield integrity goes too low, they may hide or flee until even in death.
they can recharge. They can siphon the Light out from
Guardians. Tombship
Wizards are often frustrating opponents on the battlefield, The Tombship is a mobile Hive transport space ship. It can
being able to unleash long range darkness blasts in rapid carry up to 30 units. Ogres count as 5 and must be restrained
succession while swiftly flying around. The higher the Wizard during transport. It has 4 Force (Void) energy turrets, 2 on
is ranked, the faster they fire them. In addition, they can plant each side, that fire homing spheres of energy to enemies.
down dark clouds that deal damage over time, blur the Missiles are slow, but they are deadly.
player's vision, and slow them down. The vast majority of
wizards have shields.
While the lesser Hive monsters carry out the Hive's will
through overwhelming force, the Wizards plan the Hive's
conquests and carry out the unspeakable rituals that create
its menagerie of abominations. In addition to fueling the
Hive's might through sorcery, the Wizards also serve as its
reproductive caste. A Wizard becomes fertile either from a
mate or on her own, whereupon she will produce the pupae
that give rise to the Hive's legions of Thralls.
Ogre
All Ogres begin as "Unborn," awaiting the time when they
will be called by the Hive Wizards for a "rebirthing" ritual.
After this, they are known as "Reborn," and possess greater
strength, intelligence and arcane abilities. Some Ogres are
bred specifically for sacrificial rituals.
Ogres are among the most vicious of the Hive's military
ranks. Their high durability and power make them a serious
threat to any Guardians on the field. For a ranged attack, they
are capable of launching a constant barrage of energy from
their head as if it were like a machine gun. This attack is
highly accurate and will melt a Guardian's shield in a matter
of seconds, even at long range. They are also capable of
unleashing a devastating ground slam when faced up close,
which will either deal heavy damage to or instantly kill any
Guardian that gets too close. When on low health, an Ogre
will become berserk and charge down on their targets until
they land a hit or are killed on the spot.
Shrieker
Shriekers are a Hive class that resemble a void "eye" with
large armor plates protruding from it. It lies dormant until
provoked, where it will split into multiple pieces that float
around a core. Closed Shriekers are almost impervious to
attack, so one must approach a Shrieker to open it and attack
it.
These ever-watchful sentinels are believed, in some circles,
to serve as the eyes of the Hive's innermost covens, allowing
powerful Wizards and Knights to watch over their domains.
Others believe Shriekers are nothing more than weapons
meant to guard Hive ritual sites.

2
VARIANT CURSED THRALL
Cursed Thrall have no attacks. They hold a sphere
of pure lightning energy in their chest and make it
explode near their target. The explosion has a 15 ft
radius. Every creature within range must make a DC
15 dex save or receive 3d8 arc damage and be
knocked prone, or half damage and they're not
knocked prone. Explosions are also triggered upon
death of the Thrall.

Thrall Hivemind. The Thrall adds 1 to it's attack rolls when a


Wizard or Knight is within 50 ft of the Thrall.
Medium aberration, lawful evil
Pounce. If the Thrall moves 30 feet straight towards a
Armor Class 14 (natural armor) creature and then it hits with a claw attack on the same
Hit Points 5 (1d8) turn, that target must succeed on a DC 13 Strenght
Speed 35ft. burrow 0 ft., climb 30 ft. saving throw or be knocked prone. If the target is
prone, the Thrall can make one Bite attack against it as
a bonus action.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 4 (-3) 4 (-3) 6 (-2)
Actions
Saving Throws Charisma +5 Multiattack The thrall makes 2 attacks with it's claws.
Condition Immunities Frightened
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Senses passive Perception 13, Darkvision 50 ft
target. Hit 5 (1d4+2) slashing damage + 5 (1d4+2)
Skills Stealth +4
lightning damage
Languages Understands Hive
Challenge 1/2 (100 XP) Bite. Melee Weapon Attack : +4 to hit, reach 5 ft, one
target. Hit 5 (1d4+2) piercing damage.
Pack Tactics. The Thrall has advantage on an attack roll
against a creature if at least one of the Thrall's allies is
within 5 ft of the creature and the ally isn't
incapacitated.

3
Acolyte Pack tactics. The Acolyte has advantage on an attack roll
against a creature if at least one of the Acolyte's allies
Medium aberration, lawful evil
is within 5 ft of the creature and the ally isn't
Armor Class 16 (natural armor) incapacitated.
Hit Points 7(1d8+2) Hivemind. The Acolyte adds 1 to it's attack rolls when a
Speed 30ft. Wizard or Knight is within 50 ft of the Acolyte.
Nimble Escape. The Acolyte can take the Hide or
STR DEX CON INT WIS CHA Disengage action on each of it's turns.
14 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Actions
Saving Throws Charisma +6
Unarmed Strike Melee Weapon Attack: +5 to hit, reach
Condition Immunities Frightened
5 ft, one target. Hit 5 (1d4+2) bludgeoning damage
Senses passive Perception 15, Darkvision 50 ft
Skills Stealth +5 Shredder. Ranged Weapon Attack: +5 to hit, range
Languages Hive 40/80, one target. Hit 9 (3d4+2) Force (Void) damage.
Challenge 1/2 (100 XP)
Boomer. Ranged Weapon Attack: +5 to hit, range 80.
Targets within 10 ft of the targeted area must make a
DC 13 Dex saving throw or receive 9 (3d4+2)
Lightning (Arc) damage or half damage on a successful
save.

4
Knight Berserk. When a Knight reaches 1/4 Hit Points he goes
into a rage and attacks the creature he sees as the most
Medium aberration, lawful evil
dangerous. All Knights attacks are done with advantage.
Armor Class 18 (natural armor) Attacks against the Knight are done with advantage.
Hit Points 15 (2d8 + 6) The Knight can't take any other action but melee attack
Speed 30 ft. the creature.

STR DEX CON INT WIS CHA Actions


16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 13 (+1) Darkness Wall The Knights summons a thin veil of
energy in front of him that blocks all incoming damage
from that direction, providing him with total cover. The
Saving Throws dexterity +4, charisma +7, wisdom +6 Darkness Wall has an AC of 15 and 2d8 Hit Points. The
Condition Immunities frightened, exhaustion Knight recovers 1 Hit Die of Health each turn for 2
Senses passive Perception 15, Darkvision 50 ft turns, but can't take any other action.
Languages Hive, Common
Challenge 2 (200 XP) Multiattack The Knight can make 2 attacks with it's
Longsword, Boomer or Shredder.
Hivemind. Knight inspire lesser hive into battle, giving Shredder. Ranged Weapon Attack: +5 to hit, range
creatures within 50 ft of the Knight + 1 on attack rolls. 40/80, one target. Hit 9 (3d4+2) Force (Void) damage.
Nimble Escape. Knights can take the Hide or Disengage Boomer. Ranged Weapon Attack: +5 to hit, range 80.
action as a bonus action on each of it's turns. Targets within 10 ft of the targeted area must make a
Reactive. Knights can take one reaction on every turn in DC 13 Dex saving throw or receive 9 (3d4+2)
combat. Lightning (Arc) damage or half damage on a successful
save.
Leap Charge. If the Knight moves 20 feet straight
towards a creature and then it hits with a Longsword Longsword (Hive Cleaver). Melee Weapon Attack: +5 to
attack on the same turn, that target must succeed on a hit, reach 5 ft, one target. Hit 10 (2d6+3) slashing
DC 16 Strenght saving throw or be knocked prone. If damage or 12 (2d8+3) slashing damage when wielding
the target is prone, the Knight can make one it with both hands.
Longsword attack against it as a bonus action, the
guardian can make a DC 15 Dex save throw to avoid Reactions
damage.
Parry The Knight adds 6 AC to an attack that would hit
it. To do it the Knight must be wielding a Melee
Weapon and must be able to see the attacker.

5
Wizard Shield The Wizard has a shield of equal strenght as it's
total HP. The shield element is Fire (Solar) and is
Medium aberration, lawful evil
vulnerable to that type of damage. A damaged shield
Armor Class 14 (natural armor) recovers 1 Hit Die of HP after one round without
Hit Points 10(2d8+2) receiving damage. Recovery continues until it's at full
Speed Fly 50 ft (hover) Hit Points or until it receives damage again.

STR DEX CON INT WIS CHA Actions


13 (+1) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 13 (+1) Multiattack The Wizards makes 2 attacks, with it's
Claws, Darkness Blasts, or Darkness Cloud.
Saving Throws Charisma +7, Dex + 5 Darkness Blast Ranged Weapon Attack: +5 to Hit, range
Condition Immunities Frightened 40/90, one target. Hit 9 (2d6+2) lightning (Arc)
Senses passive Perception 17, Darkvision 50 ft damage.
Languages Hive, Common
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Challenge 1 (200 XP)
target. Hit 5 (1d4+2) slashing damage and 5 (1d4+2)
lightning (Arc) damage.
Hivemind. Wizards inspire lesser hive into battle, giving
creatures within 50 ft of the Wizard +1 on attack rolls. Darkness Cloud. The Wizard creates a gas sphere with a
radius of 15 ft. Enemies inside the area take 1d6
Nimble Escape Wizards can take the Hide or Disengage necrotic damage per turn and Hive allies of the Wizard
action as a bonus action on each of it's turns. recover 1d6 Hit Points per turn inside the cloud.
Movement inside the sphere counts as difficult terrain
for enemies and the area is lightly obscured.

6
Ogre Siege Monster. The Ogre deals double damage to
objects and structures.
Large aberration, lawful evil

Armor Class 18 (natural armor) Actions


Hit Points 8(2d10 + 4)
Speed 30ft. Multiattack The Ogre can make 2 attacks with it's Eye
Blast or with it's fists.

STR DEX CON INT WIS CHA Eye Blast Ranged Weapon Attack: +5 to Hit, range
50/120, one target. Hit 11 (2d8+3) Force (Void)
18 (+4) 12 (+1) 18 (+4) 13 (+1) 10 (0) 10 (0) damage.
Fists. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Condition Immunities Frightened, Charmed, Prone
target. Hit 12 (1d8+3) bludgeoining damage.
Senses passive Perception 14, Darkvision 60 ft
Languages Hive Ground Slam. The Ogre hits the ground with both of his
Challenge 1/4 (50 XP) fists. Creatures within 15 ft of the Ogre take 2d10
bludgeoning damage. Creatures on the ground must
Berserk. When an Ogre reaches 1/4 Hit Points he goes make a DC 20 Strenght saving throw or be knocked
into a rage and attacks the creature he sees as the most prone.
dangerous. All Ogre attacks are done with advantage. Grapple. The Ogre grapples a creature within 10 ft of
Attacks against the Ogre are done with advantage. The it's position. Escape DC 20 Strenght or Dexterity. The
Knight can't take any other action but melee attack the Ogre can make an Eye Blast attack to a grappled
creature. creature as a bonus action with advantage or it can do a
Ground Slam. Creatures attacked with Ground Slam
this way take an extra 2d8 bludgeoning damage.

7
Shrieker Tombship
Medium aberration, lawful evil Huge Construct, Unaligned

Armor Class 12 Armor Class 15


Hit Points 9(2d6 + 2) Hit Points 500
Speed 0ft. (hover) Damage Threshold 40
Speed 50ft. fly
Capacity 30 units
STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 14 (+2) 2 (-4) 2 (-4) 2 (-4) Teleport. (Recharge 5-6) It can teleport to a place it
knows in the same plane or a plane it knows.
Condition Immunities Frightened, Blinded, Mass Teleport (Recharge 4-6) The tombship can
Deafened, Poisoned, Prone, Charmed teleport up to 10 hive units it's carrying per turn to
Senses passive Perception 20 or from a space direcly below it.
Challenge 1/2 (100 XP)

Shell. The Shrieker's core is surrounded by 8 thick Actions


plates of armor that open up to attack. Each plate of Multiattack The Tombship makes 4 attacks with
armor has an AC of 25, a Damage Threshold of 30, each of it's turrets.
and it's Hit Points is 10 times the Shrieker's core
Hit Points. Turret. (Recharge 4-6) A sphere of void energy
travels directly to the closest enemy it can see. It's
From the Grave. When a Shrieker's core is speed is 25 ft. When it has traveled 90 ft or when it
destroyed, it launches 7 bolts of void energy 5 ft in hits an object, it explodes. Creatures within 15 ft of
random directions. Each bolt has a speed of 30 and the explosion must make a DC 15 Dex saving
attempts to reach the guardian that killed it and throw or receive 23 (6d6+2) void damage.
explode. They can travel up to 90 ft and explode
once they reach that distance. All creatures within
10 ft of the area of the explosion must make a DC
20 Dex saving throw. On a failed save, creatures
take 3d6 void damage, or half damage on a
successful save.
Regeneration When a Shrieker is destroyed, it
regenerates after 1d6 turns on the same spot it
was. Targets in te area are pushed 5ft in a random
direction and take 1d6 Force (Void) damage.

Actions
Void Missile Ranged Weapon Attack: +5 to Hit,
range 40/90, one target. Hit 13 (3d6+2) Force
(Void) damage.

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