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DUNGEONS & DESTINY BESTIARY OF THE WILD

FEEDBACK FORM

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TABLE OF CONTENTS

CREDITS
LEGAL
TABLE OF CONTENTS
MONSTER MECHANICS 3
ULTRA CREATURE 4
VEHICLES 4
MONSTER CLASSIFICATION 5
BALANCING ENCOUNTERS 5
THINKING IN SLOTS 6
CHAPTER 1: FALLEN 9
ARCHON 10
FALLEN ASSASSIN 11
BARON 12
CAPTAIN 13
REAVER CAPTAIN 14
DREG 15
REAVER DREG 16
ELEMENTAL SERVITOR 17
NULL SERVITOR 17
SCORCH SERVITOR 18
SHOCK SERVITOR 19
MARAUDER 19
SERVITOR 20
PILOT SERVITOR 21
PRIME SERVITOR 22
KALIKS REBORN 24
SHANK 25
BOMB SHANK 26
HEAVY SHANK 27
REPEATER SHANK 28
SENTRY SHANK 29
SWARM OF SHANKS 30
SWARM OF BOMB SHANKS 30
TRACER SHANK 31
SHANK MASTER 32
SILENT FANG 33
VANDAL 34
SNIPER VANDAL 35
WALKER 35
JUMPER 37
WRETCH 38
PIKE 39
HEAVY PIKE 40
CHAPTER 2: HIVE 42
ACOLYTE 43
BOOMER ACOLYTE 43
FERVENT ACOLYTE 44
SPLINTER ACOLYTE 44

1
ADHERENT 45
ALAK-HUL, THE DARKBLADE 45

BROOD PRINCE 47
BROOD QUEEN 48
CONJUROR 49
DARKBLADE 51
DEATHSINGER 51
GULROT, UNCLEAN 53
KNIGHT 54
LARVA WORM 55
OGRE 55
GRUDGE OGRE 57
HALLOWED OGRE 58
SHRIEKER 60
DEATH SHRIEKER 61
GLITCHED SHRIEKER 62
SPAWN CLUTCH 62
TORTURED CLUTCH 63
SWORDBEARER 64
THE HATED 64
THRALL 65
BELCHING THRALL 66
CURSED THRALL 67
HALLOWED THRALL 67
HOAR THRALL 68
CURSED HOAR THRALL 69
SWARM OF CURSED THRALL 69
SWARM OF THRALL 70
URROX, THE FLAME PRINCE 71
VANQUISHER 72
WIZARD 73
CHAPTER 3: VEX 75
CONFLUX 76
PHASE CONFLUX 76
SHIELD CONFLUX 76
WARP CONFLUX 77
CYCLOPS 78
QUANTUM CYCLOPS 78
FANATIC 79
GATE LORD 80
GOBLIN 82
TORCH GOBLIN 82
HARPY 83
LASER HARPY 84
TETHER HARPY 85
HOBGOBLIN 85
QUANTUM HOBGOBLIN 86
SIEGE HOBGOBLIN 87
HYDRA 89
AXIS HYDRA 90
2
NEGATION HYDRA 91
MINOTAUR 92
BERSERKER MINOTAUR 93
QODRON, THE FOREVER EATER 94
RAMPANT UNIT 96
RAMPANT CYCLOPS 96
RAMPANT GOBLIN 96
RAMPANT HOBGOBLIN 97
RAMPANT MINOTAUR 97
SPHYNX 98
SNIPER SPHYNX 99
SUPPLICANT 100
CHAPTER 4: CABAL 101
CENTURION 102
HONORED CENTURION 103
COLOSSUS 104
VENERATED COLOSSUS 105
GLADIATOR 106
VENERATED GLADIATOR 107
INCENDIOR 108
LEGIONARY 109
SCOUT LEGIONARY 110
VENERATED LEGIONARY 110
PHALANX 111
PSION 112
ENGINEER PSION 113
PSION COMMANDER 114
SNIPER PSION 114
STRIKER PSION 115
SCORPIUS TURRET 116
VOLCANIC SCORPIUS TURRET 117
VALUS 117
COMBUSTOR VALUS 118
EXCAVATOR VALUS 119
INFILTRATOR VALUS 120
VALUS TRAU’UG 121
WAR BEAST 122
ALPHA WAR BEAST 123
PSIONIC WAR BEAST 123
GOLIATH 124
INTERCEPTOR 125
CHAPTER 5: THE TAKEN 127
SHADOW 127
SHADOW DREG 127
SHADOW THRALL 127
SHADOW WAR BEAST 128
TAKEN ACOLYTE 129
TAKEN CAPTAIN 130
TAKEN CENTURION 131
TAKEN COLOSSUS 132
TAKEN FORTIFIER COLOSSUS 132
3
TAKEN DREG 133
TAKEN GLADIATOR 133
TAKEN GOBLIN 134
TAKEN HARPY 135
TAKEN HOBGOBLIN 136
TAKEN HUMAN 137
TAKEN KNIGHT 137
TAKEN MARAUDER 138
TAKEN MINOTAUR 139
TAKEN OGRE 141
TAKEN PHALANX 142
TAKEN PSION 143
TAKEN THRALL 144
SWARM OF TAKEN THRALL 144
TAKEN VANDAL 145
TAKEN WIZARD 146
CHAPTER 6: MISC 149
AWOKEN CORSAIR 149
BATDACTYL 149
BEE 150
COMBAT FRAME 150
FLATHEAD TOAD 151
IRON WOLF 152
SWARM OF BEES 153
TOWER FRAME 153

4
MONSTER MECHANICS
Dungeons & Destiny uses the same system of combat as 5e, and like the Player’s Guidebook (“PGB”), the Bestiary of
the Wilds ("the Bestiary") assumes that you own or are already knowledgeable of the core content. The Bestiary's 5e
counterpart explains the basics of monsters and monster stat blocks in its opening section. Dungeons & Destiny adds
onto that with the following.

ENERGY SHIELDS
Like Guardians, creatures can benefit from energy shields, though a creature’s energy shield is rarely a result of the
Light. Instead, most creatures with energy shields use advanced technology to accomplish the task, or it is via other
paracausal means, such as through the Darkness.
When a creature has energy shields, it will be indicated beneath the health points line in their stat block. The
amount of energy shields, as well as the alignment of the energy shields, is listed after. Like Guardians, if a creature
takes a brief rest, they regain all points in their energy shields.
A creature’s energy shield alignment indicates the benefits and drawbacks the creature receives while it has at
least one point in its energy shields. Creatures benefiting from at least 1 energy shield point have the following effects
applied to them. If an energy shields’ hit point pool is reduced to 0, the creature loses the effects.
● They are resistant to bludgeoning, kinetic, explosive, slashing, and piercing damage.
● They have a vulnerability to damage of the same type as their energy shield alignment. A creature with arc-
aligned energy shields is vulnerable to arc damage, a creature with necrotic-aligned energy shields is
vulnerable to necrotic damage, etc.
● The creature cannot benefit from any natural damage resistances, damage vulnerabilities, and damage
immunities. These natural stats are listed below a creature’s ability scores.

AUTOMATIC FIRE
If a monster’s weapon has the Automatic Fire property, this is represented by appending the dice rolled with “d1,”
which means “drop 1.” For example, a monster with an auto rifle attack would have the dice formula for its auto rifle
listed as “2d6d1.” This means you roll 2d6, but drop the lowest d6 from the total.

DAMAGE POINT
Some targets are tough enough that they come with a damage point. Targets with a damage point are usually
vehicles designed for war, or a particularly powerful creature.
The value of the damage point is how much damage the target has to take from a single source in order for that
damage to be subtracted from its hit points. A target with a damage point of 10, for example, would take no damage
if the total from a single source was 9 or less.
If a target’s damage point is breached, the target takes the full damage of the source. A target’s damage point
value does not reduce or alter the amount of damage taken, it simply states the point at which damage is taken.

HOVER SPEED
Creatures with a hover speed typically levitate up to two feet off the ground, and are immune to falling damage while
not incapacitated. They can hover in place. They cannot hover or move on their own if they are attempting to hover
over deep liquids, such as a lake, or if they are incapacitated. Creatures with a hover speed move normally over
shallow liquids such as puddles or brooks.
Unless otherwise stated, assume a creature hovers one and a half feet off the ground. Hovering creatures ignore
the effects of difficult terrain if the difficult terrain is not tall enough to reach their body.

ARTIFICIAL AND VIRTUAL INTELLIGENCE


There are two kinds of constructs. The first are those that are living machines, with minds and behaviors so complex
they are no different from any other sentient creature, though they may still experience the world differently. A
construct marked as being an artificial intelligence, or AI, is such a construct. It is unhackable, and it is not subject to
any effects that target devices.

5
A creature marked with a virtual intelligence, or VI, is not so complex. It may have manners or behaviors that
resemble a personality, but it is all pre-programmed. A VI cannot be compelled to act in a manner that contradicts or
is outside the scope of its design. However, they are hackable, and it may be possible, with time and resources, to
alter the scope or design or a VI.

MOUNTED SPEED
Creatures with a mounted speed are fixed in their positions. It cannot move, it cannot gain any benefit to its
movement speed, and it cannot be moved once it is placed. Mounted creatures automatically succeed on all Strength
saving throws, and automatically fail on all Dexterity saving throws.
A mounted creature that can hover can be mounted in the air, such as a shrieker hovering over a door.

MULTIFORM MONSTER
A multiform creature can shift between one or more forms. Some features or abilities are only available depending on
the form the creature is currently in. Unless otherwise stated, a creature always has the same size, hit points, armor
class, speed, and ability scores regardless of its form.

ULTRA CREATURE
An ultra creature has multiple pools of hit points that together form its total hit points. Each individual pool is tracked
separately. All damage and healing must be completely applied to only one pool at a time, starting with the leftmost
pool listed on the monster’s hit point line and going to the right. If an ultra creature takes more damage than what
they have remaining in their current hit point pool from an attack, the leftover damage is ignored. Any future damage
is applied to the next available hit point pool, if any.
When a pool is reduced to 0, all ongoing conditions and effects affecting the ultra creature end, and the ultra
creature gets to take one of its ultra actions, as described in the creature’s action block. Once a pool is reduced to 0,
that pool cannot receive any healing until the ultra creature completes a long rest. If all hit point pools are reduced to
0, the ultra creature is defeated.

ENRAGED
Some creatures have an enraged action. When a creature is reduced to 0 total hit points, the creature may use its
enraged action before it is considered defeated. Once an enraged action has been used, it cannot be used again until
the creature completes a long rest.

MULTIPLE INITIATIVES
Some ultra creatures start with, or can possibly gain, additional turns in the initiative order. When this happens, you
roll initiative for each turn as normal. At least one other creature must act between each of the ultra creature’s turns;
bump the extra turns of the ultra creature down in the initiative order as needed to accomplish this.
Each initiative of the ultra creature is treated as a full turn, including action, bonus action, and movement. If the
ultra creature has legendary actions, it regains all legendary actions at the start of its first turn in the initiative order.
Ultra creatures only regain the use of their reaction on their first turn in the initiative order, too.
The ultra creature’s speed is shared across all of its turns. If an ultra creature has two turns and a speed of 30
feet, it can choose to split its speed between its two turns (such as 15 and 15, or 5 and 25), or use all 30 feet on one
turn. Ultra creatures regain their movement speed at the start of their first initiative in the initiative order.

VEHICLES
Vehicles are tools creatures can use. If a creature’s stat block lists proficiency with a vehicle, that creature can add
their proficiency bonus to skill checks, attack rolls, and saving throws with that vehicle.
Like constructs, vehicles are considered a creature for the purpose of determining what attacks or abilities affect
them. However, vehicles cannot make any Intelligence, Wisdom, or Charisma saving throws, and automatically fail
any saving throw of those types. Vehicles can make Constitution saving throws, but if they are in disrepair or have
less than half of their hit points remaining, they make Constitution saving throws with disadvantage.
Enemy vehicles follow the same rules for their properties as described in the Player’s Guidebook.

6
MONSTER CLASSIFICATION
Every monster in Dungeons & Destiny comes with two challenge ratings (or CR): its individual CR and its classification
CR, which is indicated after its individual CR. The classification CR of the monster conveys two key pieces of design
information. First, it tells you the size of the group the monster is meant to appear in. Second, it tells you what CR to
calculate the group as, when the monster appears in a group of the indicated size.
Classification CR exists because Dungeons & Destiny uses fractional monster design. This means that we
specifically design our monsters to appear in their listed groups, adjusting the individual health and damage output of
the monster with the final group size in mind.
There are five ranks of monster class: the minion, the soldier, the elite, the major, and the ultra.

MINION
The lowest class of monsters. These are monsters that are designed to appear in groups of 7-8 other minions, who
rely on overwhelming PCs with their numbers, rather than being individually competent.

SOLDIER
The rank and file of any enemy group, the soldier is designed to appear in a group of 3-5 other soldiers. A good hit
will take most of these monsters down right away, but if the dice aren’t on your side, it might take 2 or 3 hits.

ELITE
Elites are specialized and professional monsters, appearing in groups of 2, and may even be able to take on a group of
PCs individually in the right conditions. They’re not the baddest of the bad, but if your PCs aren’t careful about
managing them, it’ll take entirely too long to down these monsters.

MAJOR
This is the baseline of 5th Edition, the monsters who are designed to appear on their own and can take on a group of
four PCs. They have sizable health bars but don’t take forever to fight, and if you’re careful, you can still deploy a few
minions or soldiers to assist them.

ULTRA
Ultras are the biggest of the bad, the final bosses, the fights your PCs better be prepared for, because these
monsters? These monsters are designed to appear on their own and can take on six PCs at once.

BALANCING ENCOUNTERS
When you’re balancing your encounters with fractional monsters, you treat groups of monsters whose classification is
less than Major as if they were a single Major of the CR you selected. For example, if you put four CR 5 Soldiers on
the field, you would calculate the difficulty and determine the XP of the encounter as if you had a single CR 5 monster
on the field. If you had four CR 5 Soldiers and one CR 5 Major, you would calculate the difficulty and determine XP as
if the fight was against two CR 5 monsters.
When dealing with Ultra monsters, the classification CR is the minimum level your PCs should be before they
consider taking on the monster. They will still be underpowered, but if they’re careful and prepared, the encounter is
doable. As the PCs get closer in level to the monster’s individual CR, they will find the fight easier and easier.

MIX AND MATCH


Because monster stats aren’t that statistically different between adjacent CRs (read: +/- one level from each other),
you can mix and match monsters of different CRs. When you do this, you always go with the highest CR in the group
when examining your encounter balance. You could do two CR 5 Soldiers and two CR 6 Soldiers, for example, and
treat it as a single CR 6 monster when calculating the encounter’s difficulty and XP.
Furthermore, there is a law of equivalent exchange between the group sizes. Two Elites are worth one Major, and
four Soldiers are worth one Major, so one Elite is worth two Soldiers. So you could have an encounter of one CR 10
Elite and two CR 10 soldiers, which you would then calculate the difficulty and XP as if it were a single CR 10 creature.
You can go +/-1 on the CR rating for these mixed up groups, too. Two CR 8 Soldiers + four CR 7 Minions is worth one
CR 8 creature.

7
PROFICIENCY BONUS
The proficiency bonus a monster gets is determined by its classification, not its individual CR.

THINKING IN SLOTS
Another way to conceptualize, and balance, fractional monsters is to think of them in terms of slots, like so:

An ultra takes up 1.5 slots

Leave Empty

A major takes up one whole slot An elite takes up half the slot

A soldier takes up 1/4th slot A minion takes up 1/8 slot

Whenever you fill one slot, you consider the sum of all monsters in that slot as equal to a single creature whose CR is
the highest CR out of any of the monsters in that slot.
Example A: One CR 6 Major. Because a Major fills a slot all on its own, an encounter with a single CR 6 Major is
equal to an encounter with a single CR 6 creature. When calculating the encounter’s difficulty, we use the XP of a
single CR 6 creature to do so.
Example B: One CR 7 Elite and two CR 8 Soldiers. We can visualize this encounter like so:

CR 7 Elite CR 8 Soldier

8
CR 8 Soldier

Altogether, these monsters fill a single slot. This means that, when we calculate this encounter’s difficulty, we use the
XP of a single CR 8 monster to do so; we do not calculate these monsters individually. We use a CR 8 monster’s XP
because the Soldiers are the highest CR monsters in this slot, and they are CR 8.
Example C: One CR 10 Major, two CR 10 Soldiers, and four CR 9 Minions. First, let’s visualize this
encounter in terms of slots:

CR 9 CR 9
CR 10 Soldier
Minion Minion

CR 10 Major

CR 9 CR 9
CR 10 Soldier
Minion Minion

This encounter has filled in two slots. The highest CR of the monsters in Slot 1 is 10, and the highest CR of the
monsters in slot 2 is also 10. Therefore, when we’re calculating the difficulty of this encounter, we use the XP of two
CR 10 monsters, instead of the individual XP of all of these monsters.

WHEN TO COUNT A SLOT


A slot must be at least 75% filled in order for the monsters in it to be counted as a single creature for balancing
purposes. If there aren't enough monsters in the encounter to fill a slot at least 75%, the monsters in that partially-
filled slot are calculated in the encounter using the monster’s individual CR, not its classification CR.
Furthermore, you can only group monsters in the same slot if they are within one CR level of each other. A CR 10
Minion cannot be grouped with two CR 5 Soldiers; they are too far apart in classification CR.
Example A: One CR 8 Elite, three CR 5 Soldiers, and one CR 4 Minion. Let’s visualize this encounter:

CR 5 Soldier CR 5 Soldier

CR 8 Elite

CR 4
CR 5 Soldier
Minion

The CR 8 Elite is too far apart from the CR 5 Soldiers and the CR 4 Minion, so we have to put that in a slot separate
from the others. Altogether, the Soldiers plus the Minion fill one slot at least 75%, so they count as a single CR 5
creature.
As for the CR 8 Elite, it doesn’t fill a slot at least 75% of the way by itself. Therefore, when calculating this
encounter’s difficulty, we’re going to use the CR 8 Elite’s individual CR, instead of its classification CR, to do so.

9
In a monster’s stat block, the individual CR is listed first, followed by the classification CR.
This example’s final encounter difficulty is calculated as if the encounter consisted of one CR 5 monster and one
CR 4 monster.

A NOTE ABOUT ULTRAS


Ultras have an exception to how you handle their CR: you always use their individual CR to determine the encounter’s
difficulty, and you always consider them one creature by themselves. Even though you can fit other monsters in the
leftover half-slot, since Ultras take up 1.5 slots, don’t. Leave it blank. Ultras break conventions and are designed to be
nasty on their own!
The classification CR of an Ultra monster is the minimum level your PCs should be at before taking on that
monster. The closer your PCs get to the Ultra monster’s individual CR, the easier the monster will be.

10
CHAPTER 1: FALLEN
Before the Traveler came to our solar system, it visited many other worlds, pouring out the gift of its Light upon the
species it chose to help flourish. The Eliksni were one such race, and in the era of the Traveler’s residence with them,
they enjoyed their own golden age of incredible technological and cultural advancement. A society of noble houses
prospered, united in reverent worship of the Great Machine that graced their skies.
All this ended with shattering suddenness in the Whirlwind: a time of profound calamity during which the Traveler
departed (perhaps fleeing the pursuing Darkness) and the civilization it had nurtured utterly collapsed. Abruptly
deprived of the Traveler’s presence and protection, the Eliksni felt themselves diminished, and became the Fallen.
Desperate to maintain their identity and restore their halcyon way of life, the surviving Fallen houses departed their
home in search of their lost Great Machine.
However, catastrophe, deprivation, and the long exodus through untold reaches of interstellar cold took their toll.
The aristocratic order of the once proud houses became a murderously strict hierarchy, and reverential adoration of
the Traveler devolved into fanatical devotion to servitors—spheroid machines made in the Traveler’s image which
produce and distribute the ether Fallen require to survive—and the high-status archons who maintained them. By the
time the Fallen tracked the Traveler to Earth, they had become ruthlessly vicious scavenging pirates.
The Fallen arrived on Earth during our Dark Age, when the survivors of humanity were mostly scattered and the
Last City was only beginning to take shape. Disordered and fractious, they were unable to reclaim the Traveler
outright, but immediately established themselves as the most dangerous threat in the wilds. In time, as the City has
grown strong and its Guardians banded together, the Fallen too gather their forces in more concerted campaigns.
Some, like the House of Devils, are particularly bent on humanity’s destruction, while other groups seem more
interested in resolidifying Eliksni society, even if it means abandoning old ways. Whatever their disposition, the Fallen
have settled throughout the system, just as the Traveler they followed here. There seems to be little chance they will
ever depart.
The Eliksni are an insectoid species with partial exoskeletal plating, four eyes, and six limbs, each of which ends in
a three-digit appendage. They are adapted for upright bipedal walking, and use their middle and upper limbs as arms.
They rely on ether, an apparently synthetic gaseous substance, for all their nutritional needs. The physical stature of
individual Eliksni is directly related to the amount of ether they consume—and thus the rationing of ether is used to
enforce the hierarchy of ranks. Low-ranking Fallen are comparable in size to humans, but well-fed Fallen commanders
easily tower well above typical human height.
Prominent known Fallen houses include the House of Wolves, the House of Kings, the House of Winter, the House
of Exile, and the infamous House of Devils. Many smaller and lesser-known houses exist, though, and Vanguard
intelligence has never been able to definitively determine their number. Although generally all Fallen are thought to be
inimical toward humans, their motivations and allegiances are fluid and complex, and sometimes Eliksni and
Guardians find themselves with other enemies in common. Though fears that Fallen kill humans on sight are well
founded, there are also tales of pilgrims who swear they were saved or protected by Fallen in the wilds. Some
Guardians contend that cooperation with the Eliksni is possible, and could even pave the way for eventual peace and
reconciliation—although most in the Last City dismiss, if not condemn, such views.

11
ARCHON
Large Fallen
Each Fallen house is headed by a kell, but the kell does not rule entirely alone. While technically subordinate to the
kell, the archon—master of the house’s servitors, and caretaker of its prime servitor in particular—holds immense
sway. The kell rules, but a house does not move without consent of its archon. Among the highest-ranking of all
Fallen, and in direct control of the ether supply, archons receive rich rations and the best available equipment. They
reach heights over ten feet, and are notable for their ornate armor. Their headgear is almost always connected to a
personal ether supply, and features distinctive two-pronged crests.
Archons do not frequently engage in combat themselves, but Guardians’ encounters with them have proven they
are more than capable fighters. Although it is not known exactly how a Fallen candidate is elevated to archonship,
more than likely qualification requires surviving intense internecine contests and formalized tests of mettle as
ferocious as those expected for any other high place in Fallen leadership. Even if they do not often appear in the field,
archons certainly can and will fight well, and pose a grave challenge. Riksis, archon of the House of Devils, is known
to collect Guardians’ skulls after dealing them their final deaths, and Aksor of the House of Wolves is infamous for his
widespread slaughter of humans on Earth and Awoken in the Reef alike.
The position of archon was once a vaunted spiritual station in classical Eliksni society, and this lofty rank of high
priesthood not only survived in the Fallen hierarchy, but became increasingly important as the Fallen’s reliance upon
servitors deepened. An archon chiefly tends to the house’s prime servitor, and is said to represent the prime’s will. It
is hotly debated whether this means archons communicate their kells’ wishes to the primes and interpret their
responses, or if archons control the primes to some degree, using their nearly godlike status to lend authority to their
own directives.

Armor Class 17 (heavy armor)


Health Points 53 (5d10+25)
Energy Shields 32 (3d10+15) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Str +8, Wis +7, Cha +9


Skills Deception +9, Perception +7, Persuasion +9, Religion +8
Condition Immunities Charmed, frightened
Senses darkvision 60 ft., passive Perception 17
Languages Eliksni
Individual Challenge 6 (2,300 XP)
Classification CR 10 Elite (5,900 XP)

Legendary Resistance (2 uses/Long Rest). If the archon fails a saving throw, it can choose to succeed instead.

Strong Leadership. Creatures benefiting from the archon's Commanding Presence cannot be charmed or
frightened. If a creature is charmed or frightened when it begins benefiting from Commanding Presence, the effect
is suspended for the duration.

Expert Training. The archon adds an additional damage die to its weapon attacks (already shown in the archon's
damage).

ACTIONS
Multiattack. The archon can use its Commanding Presence. It then makes two attacks with its shock rifle.

Shock Rifle. Ranged Firearm Weapon Attack: +8 to hit, range 20/120/240 (medium), one target. Hit: 13 (2d8+4)
arc damage.

12
Teleport. The archon teleports to an unoccupied spot it can see within 30 feet, taking all carried and worn
equipment with it.

Commanding Presence (1/Short or Long Rest). For 1 minute, the archon can utilize its natural presence and
commanding words to bolster allies. Whenever a nonhostile creature that the archon can see makes an attack roll
or saving throw, the creature can add a d4 to its roll, provided it can hear and understand the archon. A creature
can benefit from only one Commanding Presence die at a time. Once a creature uses a Commanding Presence die, it
must wait until the start of its next turn before it can use one again. This effect ends if the archon is incapacitated.

REACTIONS
Blink (Recharge 5-6). If a creature makes an attack roll against the archon, or causes the archon to make a
saving throw, the archon can cause the attack to have disadvantage, or grant itself advantage on the saving throw,
by teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment with it when it
does this. The archon can only use this reaction if there is an unoccupied space within range, and it can see or
sense the source of the attack roll or the cause of the saving throw.

LEGENDARY ACTIONS
The archon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The archon regains spent legendary actions at the start of
its turn.

Attack (Costs 2 Actions). The archon makes one attack with its heavy shock rifle.
Command (Costs 2 Actions). The archon directs a willing creature that is not hostile to it to make one attack
against a target both it and the archon can see. In order for the archon to do so, the creature must be CR 6 or
less, and able to hear and understand the archon.
Thunderous Stomp. The archon slams a foot into the ground, sending out a shockwave of kinetic force. All
creatures within 5 feet must make a DC 16 Strength saving throw. On a failed save, they take 14 (3d8) kinetic
damage and are pushed back 5 feet, where they fall prone. On a success they take half as much damage and
are not pushed back.

FALLEN ASSASSIN
Medium Fallen

The structure of Fallen houses derives from the aristocratic society of the Eliksni golden age, and it retains some of
the court intrigue characteristic of that time. However, matters of rumor or insult that once might have been settled
with courtly contests of honor are now put to rest with a silent blade or an unseen shot. While no formal rank exists,
Fallen leaders discreetly employ assassins to quietly deliver final punishment to certain transgressors in their own
ranks, be it a captain guilty of siphoning ether but too well liked to openly rebuke, or a baron in another house whose
encroaching territorial claim must be halted without open fighting.
Whereas other Fallen covert operations specialists, like the Silent Fang, are well known and openly feared,
assassins are nameless and unrecognizable. Almost without exception they are disguised as dregs or vandals
performing lowly duties, forgoing greater ether rations and even remaining docked of their arms. This humble cover
belies the training and expertise that enables assassins to infiltrate under extremely sensitive conditions and strike
with unfailing lethality when no margin for error exists. It remains entirely unknown how they are selected and
trained, as well as what motivates them despite the apparent lack of reward.
Vanguard intelligence is not aware of such assassins being deployed against human targets, and indeed reports to
the Consensus stress that their existence has never been conclusively proved. Privately, though, some believe certain
disappearances and apparent accidents in and around Fallen territory are too suspicious to rule out the possibility that
the Fallen may elect to deal with particular Guardians with startlingly quiet precision.

Armor Class 16 (light armor)

13
Health Points 94 (17d8+17)
Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +3, Dex +7, Wis +6


Skills Acrobatics +7, Deception +5, Perception +6, Sleight-of-Hand +7, Stealth +7
Vehicle Proficiencies Heavy pike, pike, skiff
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 16
Languages Eliksni, Guardian, and any one other language
Individual Challenge 5 (1,800 XP)
Classification CR 5 Major (1,800 XP)

Deadly Swift. Until the end of its first turn, the assassin has advantage on attack rolls against any creature that
hasn't completed a turn yet. If the assassin hits a creature that is unaware of its presence, or is surprised by the
assassin, it is a critical hit.

Expert Attack. The assassin can deal an additional 10 (3d6) damage when it hits with a weapon attack that it has
advantage on. Alternatively, if another enemy of the target is within 5 feet of the target, the other enemy isn’t
incapacitated, and the assassin doesn’t have disadvantage on its attack roll, the assassin can apply this bonus
damage. Once invoked, the assassin regains the use of this feature at the start of its next turn.

ACTIONS
Poisoned Shock Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) arc damage.
The dagger has 3 uses of poison. On a hit, the assassin can spend a use of poison, causing the target to make a DC
15 Constitution saving throw. The target takes 14 (4d6) poison damage on a failed save, or half as much on a
success.

REACTIONS
Opportunity Strikes. If a creature the assassin can see misses with an attack, it can make an attack of
opportunity against it. The creature must be within range of the assassin’s currently held weapon in order for the
assassin to do this. This attack can benefit from Expert Attack damage, but only if the assassin’s attack meets the
conditions of Expert Attack and the assassin still has use of its Expert Attack.

BARON
Large Fallen

The highest-ranking of subordinate commanders below the kell in traditional Eliksni hierarchy, barons are well fed,
well supplied, and very well practiced in pitiless leadership—and accordingly they make daunting adversaries. Barons
grow to around ten feet or taller, allowing them to carry their choice of Fallen armaments and wear exceptionally
strong armor, which usually incorporates a mobile ether supply. Their great stature, high-crested helms, and cloaks or
bannered marks of status readily distinguish them on the battlefield.
While the title of baron is derived from classical Eliksni aristocracy, there is nothing genteel about Fallen barons as
they now exist. Barons serve as field commanders for their kells, often granted personal control of a ketch to launch
and support the Fallen’s characteristic highly mobile operations. Attaining the rank of baron entails a brutal climb
through the Fallen pecking order, and thus barons are not only skilled tacticians, but voracious pirates and
accomplished warriors as well. Many often elect to take to the field themselves, whether in a skiff-borne landing party
or even piloting a walker for full-scale engagements.

Armor Class 17 (heavy armor)


14
Health Points 84 (8d10+40)
Energy Shields 53 (5d10+25) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 20 (+5) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Str +8, Wis +6, Cha +7


Skills Athletics +8, Intimidation +7, Perception +6, Persuasion +7
Vehicle Proficiencies Heavy pike, ketch, skiff
Senses darkvision 60 ft., passive Perception 15
Languages Eliksni
Individual Challenge 7 (2,900 XP)
Classification CR 7 Major (2,900 XP)

Legendary Resistance (1 use/Long Rest). If the baron fails a saving throw, it can choose to succeed instead.

Expert Training. The baron adds an additional damage die to its weapon attacks (already shown in the baron's
damage).

ACTIONS
Multiattack. The baron can use its Commanding Presence. It then makes two attacks with its shrapnel launcher.

Shrapnel Launcher. Ranged Firearm Weapon Attack: +8 to hit, range 15/25/30 (close), one target. Hit: 18
(2d12+5) solar damage.

Commanding Presence (1/Short or Long Rest). For 1 minute, the baron can utilize its natural presence and
commanding words to bolster allies. Whenever a nonhostile creature that the baron can see makes an attack roll or
saving throw, the creature can add a d4 to its roll, provided it can hear and understand the baron. A creature can
benefit from only one Commanding Presence die at a time. Once a creature uses a Commanding Presence die, it
must wait until the start of its next turn before it can use one again. This effect ends if the baron is incapacitated.

REACTIONS
Blink (recharge 5-6). If a creature makes an attack roll against the baron, or causes the baron to make a saving
throw, the baron can cause the attack to have disadvantage, or grant itself advantage on the saving throw, by
teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment with it when it does
this. The baron can only use this reaction if there is an unoccupied space within range, and it can see or sense the
source of the attack roll or the cause of the saving throw.

CAPTAIN
Medium Fallen

Captains are the most common class of Fallen squad leader—though they function more like pirate chiefs than military
officers. Depending upon the performance of their subordinates, captains receive enough ether to reach a healthy
height around eight to ten feet. They are occasionally permitted their own personal ether supplies, so the ether tubes
connected to their crested headgear sometimes indicate their rank. Any arms that were docked will have been
regrown or mechanically replaced in the course of earning their captaincy. They are usually well equipped, since they
have the opportunity to skim from the salvage collected by their crews.
Although captains carry out their superiors’ orders during coordinated operations, much of the time they have free
reign to take their crews wherever their skiffs will carry them in pursuit of acquisition by salvage, thievery, or raid.
Captains are assessed according to the richness of their plunder, and they in turn reward and punish their crews
according to their success or failure in this constant piracy. As such, while captains’ underlings are often fawningly
15
eager to please their overseers with good loot or vicious slaughter, the coherence and stability of a crew can be wildly
variable. Most keep their crews in line with a disciplinary deathgrip, though some captains are said to command
genuine loyalty.

Armor Class 16 (medium armor)


Health Points 43 (5d8+20)
Energy Shields 34 (4d8+16) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 10 (+0) 16 (+3) 15 (+2)

Saving Throws Str +7, Dex +4


Skills Athletics +7, Intimidation +5, Perception +6, Survival +6
Vehicle Proficiencies Heavy pike, pike, skiff
Senses darkvision 60 ft., passive Perception 16
Languages Eliksni
Individual Challenge 3 (700 XP)
Classification CR 5 Elite (1,800 XP)

Vicious. Once on its turn, the captain can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack.
The damage added is the same as the damage type of the weapon.

ACTIONS
Multiattack. The captain makes two attacks with its shock rifle.

Shock Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 20/120/240 (medium), one target. Hit: 8 (1d8+4)
arc damage.

REACTIONS
Blink (recharge 5-6). If a creature makes an attack roll against the captain, or causes the captain to make a
saving throw, the captain can cause the attack to have disadvantage, or grant itself advantage on the saving throw,
by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it when it
does this. The captain can only use this reaction if there is an unoccupied space within range, and it can see or
sense the source of the attack roll or the cause of the saving throw.

REAVER CAPTAIN
Medium Fallen

Armor Class 18 (heavy armor)


Health Points 51 (6d8+24)
Energy Shields 34 (4d8+16) solar
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 10 (+0) 14 (+2) 17 (+3)

Saving Throws Str +9, Dex +4


Skills Athletics +9, Intimidation +7, Perception +6
Vehicle Proficiencies Heavy pike, pike, skiff

16
Senses darkvision 60 ft., passive Perception 16
Languages Eliksni
Individual Challenge 5 (1,800 XP)
Classification CR 9 Elite (5,000 XP)

Reckless Engagement. At the start of the captain's turn it can choose to throw all caution to the wind and begin a
Reckless Engagement. Doing so gives it advantage on all attack rolls until the end of its turn, but attack rolls
against it have advantage until the start of its next turn.

Vicious. Once on its turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon
attack. The damage added is the same as the damage type of the weapon.

ACTIONS
Multiattack. The captain attacks twice with its shrapnel launcher.

Shrapnel Launcher. Ranged Firearm Weapon Attack: +9 to hit, range 15/25/30 (close), one target. Hit: 11
(1d12+5) solar damage.

REACTIONS
Blink (recharge 5-6). If a creature makes an attack roll against the captain, or causes the captain to make a
saving throw, the captain can cause the attack to have disadvantage, or grant itself advantage on the saving throw,
by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it when it
does this. The captain can only use this reaction if there is an unoccupied space within range, and it can see or
sense the source of the attack roll or the cause of the saving throw.

DREG
Medium Fallen

Lowest in the Fallen hierarchy, and most numerous among Fallen foot soldiers, dregs are those who have been docked
—had their arms surgically or violently removed—whether as punishment or simply for lack of status. Reduced to a
single pair of arms (almost always the upper ones) and starved of ether, dregs stand only five or six feet tall. They
are permitted only small weapons and minimal armor. They fight and scavenge ferociously in desperate hope of
attaining higher rank, and with it the restoration of their lost limbs with mechanical prostheses, or an increase in ether
rations sufficient to regrow them.
Docking is not merely a punitive measure: removing the arms stunts growth, reducing the amount of ether the
individual requires to survive. It is believed the practice originated for this reason in the wake of the Whirlwind, when
resources were suddenly perilously short and Eliksni survival demanded brutal conservation. While docking is
profoundly humiliating, especially when administered punitively, Fallen sensibility accords a bitter recognition to so-
called dreg strength—the grave fortitude required to claw back higher status and survive to regrow docked arms.

Armor Class 13 (light armor)


Health Points 7 (2d8-2)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 9 (-1) 10 (+0) 14 (+2) 8 (-1)

Skills Perception +4, Stealth +4


Vehicle Proficiencies Pike
Senses darkvision 30 ft., passive Perception 14
Languages Eliksni
17
Individual Challenge 1/4 (50 XP)
Classification CR 3 Minion (700 XP)

Mob Mentality. The dreg has advantage on its attack roll against a target if the target was attacked by an ally of
the dreg before the start of the dreg's turn.

ACTIONS
Shock Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) arc damage.

Shock Pistol. Ranged Firearm Weapon Attack: +4 to hit, range 25/40/50 (close), one target. Hit: 5 (1d6+2) arc
damage.

REAVER DREG
Medium Fallen

Armor Class 15 (medium armor)


Health Points 18 (4d8)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +6, Dex +5


Skills Athletics +6, Perception +5, Stealth +5
Vehicle Proficiencies Heavy pike, pike
Senses darkvision 30 ft., passive Perception 15
Languages Eliksni
Individual Challenge 2 (450 XP)
Classification CR 8 Minion (3,900 XP)

Mob Mentality. The dreg has advantage on its attack roll against a target if the target was attacked by an ally of
the dreg before the start of the dreg's turn.

Unrelenting (1 use/Short or Long rest). If the dreg takes 14 or less damage that would reduce it to 0 hit
points, it falls to 1 hit point instead.

ACTIONS
Multiattack. The dreg attacks twice with its shrapnel launcher.

Shrapnel Launcher. Ranged Firearm Weapon Attack: +6 to hit, range 15/25/30 (close), one target. Hit: 9
(1d12+3) solar damage.

REACTIONS
Reaver Charge. When the dreg invokes its Unrelenting feature, it can also move up to 30 feet toward the source of
the damage and make one attack against it.

ELEMENTAL SERVITOR

18
As the Fallen have adapted to combat with the Last City and its Guardians, some houses have permitted modifications
to their servitors specifically to enhance their battlefield capabilities. The most effective and widespread of such
augmentations are those endowing servitors with amplified elemental attack systems. In most cases these systems
require alterations and additions to the servitor’s shell, so these enhanced elemental servitors are easily distinguished
from their unmodified counterparts by externally mounted plating, cables, and emitters.
Each type of elemental servitor has distinctive specialized combat abilities. Shock servitors capitalize on the
inherent tendency of Arc energy to overload and paralyze electronic and biomechanical systems, and are equipped
with offensive EMP devices rumored to be capable of temporarily disabling Ghosts—a most worrisome prospect.
Scorch servitors channel Solar energy to generate crippling blasts of superheated matter, and can radiate a heat field
of sufficient intensity to simply burn away enemies as they float past. Null servitors tap into Void energy to produce
enervating effects, both depleting weapons and equipment of power and inflicting a debilitating poisoned condition
upon enemies.

NULL SERVITOR
Medium Fallen construct (servitor, AI)

Armor Class 16 (natural armor)


Health Points 86 (8d8+40)
Speed hover 25 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 20 (+5) 20 (+5) 14 (+2) 12 (+1)

Saving Throws Dex +4, Con +8, Int +8


Skills Arcana +8, Perception +5, Religion +8, Technology +8
Damage Vulnerabilities arc, solar
Damage Resistances bludgeoning, kinetic, piercing, poison, psychic, slashing
Damage Immunities Void
Condition Immunities Poisoned, suppressed, tethered
Senses darkvision 90 ft., passive Perception 15, scanners 5 ft.
Languages Eliksni
Individual Challenge 4 (1,100 XP)
Classification CR 7 Elite (2,900 XP)

Legendary Resistance (1 use/Long Rest). If the servitor fails a saving throw, it can choose to succeed instead.

Void Actuators. The servitor is constantly radiating void energy in a 5 foot radius around it. Creatures move within
the radius must make a DC 18 Constitution saving throw, becoming poisoned for 1 minute on a failed save.
Creatures can repeat the saving throw at the end of each of their turns, ending the effect on itself early on a
success. A creature that succeeds on its saving throw, or for whom the effect ends, becomes immune to being
poisoned by the servitor's Void Radiation for 24 hours.

ACTIONS
Multiattack. The servitor attacks twice with its servitor blast.

Servitor Blast. Ranged Firearm Weapon Attack: +8 to hit, range 30/80/120 (medium), one target. Hit: 10
(1d10+5) void damage.

Nullify (Concentration). The servitor chooses a creature that it can see within 50 feet. That creature must make a
DC 18 Intelligence saving throw or they temporarily lose their attunement to one item of the servitor’s choosing
while the servitor is concentrating on this ability, and while the target is within 100 feet of the servitor. This action
fails if the target is not attuned to any items. The creature regains its attunement if the servitor loses concentration,
is incapacitated, or moves out of range.

19
SCORCH SERVITOR
Medium Fallen construct (servitor, AI)

Armor Class 17 (natural armor)


Health Points 162 (17d8+85)
Speed hover 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

Saving Throws Dex +6


Skills Arc, void
Damage Resistances Bludgeoning, piercing, poison, psychic, slashing
Damage Immunities Fire, solar
Condition Immunities Burning, charmed, frightened
Senses passive Perception 12
Languages understands Eliksni
Individual Challenge 10 (5,900 XP)
Classification CR 10 Major (5,900 XP)

Extreme Heat. A creature that touches the servitor or hits it with a melee attack takes 14 (4d6) solar damage. If a
creature ends their turn within 10 feet of the servitor, it must make a DC 17 Constitution saving throw or begin
Burning. A Burning creature can repeat the saving throw at the end of each of their turns, ending the effect on itself
early on a success. Creatures Burning from this feature take 3 (1d6) solar damage at the start of each of their
turns.

ACTIONS
Multiattack. The servitor attacks twice with its solar laser.

Laser. Ranged Weapon Attack: +9 to hit, range 60/200 ft., one target. Hit: 16 (2d10+5) solar damage.

LEGENDARY ACTIONS
The servitor can take 2 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The servitor regains spent legendary actions at the start of
its turn.

Attack (Costs 2 Actions). The servitor attacks once with its solar laser.
Move. The servitor moves up to its movement speed.

SHOCK SERVITOR
Medium Fallen construct (servitor, AI)

Armor Class 16 (natural armor)


Health Points 91 (14d8+28)
Speed hover 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 15 (+2) 18 (+4) 17 (+3) 12 (+1)

20
Saving Throws Dex +7, Con +5, Int +7
Skills Arcana +7, Perception +6, Technology +7
Damage Vulnerabilities Solar, void
Damage Resistances Bludgeoning, explosive, kinetic, piercing, poison, psychic, slashing
Damage Immunities Arc, lightning
Condition Immunities Paralyzed, stunned
Senses darkvision 90 ft., passive Perception 16, scanners 5 ft.
Languages Eliksni
Individual Challenge 8 (3,900 XP)
Classification CR 8 Major (3,900 XP)

Lightning Conductor. All ranged attacks that deals arc or lightning damage hit the servitor instead, if the target or
impact area of the attack is within 5 feet of the servitor.

Static Field. If a creature touches the servitor or makes a melee attack against it while within 5 feet of it, and
while the servitor has the option to use its Static Pulse, the creature takes 14 (3d8) arc damage.

Legendary Resistance (1 use/Long Rest). If the servitor fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The servitor can use its Static Pulse. If a hostile creature is stunned, it can use Shock after.

Static Pulse (Recharge 5-6). The servitor unleashes a massive burst of electricity. All creatures in a 15-foot
radius of the servitor must succeed on a DC 15 Constitution saving throw or become stunned until the start of their
next turn.

Shock. The servitor lashes out with a blast of arc energy in a 15-foot cone. All creatures within the cone must make
a DC 15 Dexterity saving throw, taking 41 (9d8) arc damage on a failed save, or half as much on a success.

REACTIONS
Battery Charge. If the servitor is hit with an attack that would deal 14 or more arc or lightning damage before
accounting for resistances or immunities, it can regain the use of its Static Pulse.

MARAUDER
Medium Fallen

Infiltration and close-quarters specialists favored for sneaking theft and surprise attacks alike. Marauders are low in
the Fallen ranks, but receive enough ether to grow six or seven feet tall, and usually possess all four of their arms.
Lightly equipped for swiftness and stealth, by the time marauders are spotted, it is usually too late. Once they
engage, they fight with tactics meant to disorient and unbalance their opponents.
Despite their piratical ways, most Fallen still cherish the concept of noble honor as they remember it from the time
of their golden age. As such, some houses regard marauders with distaste and refuse to outfit crews for the role.
Others believe they are an essential adaptation to the Fallen’s strained circumstances. A few simply delight in the
sharp-edged fear marauders inspire among refugee encampments and caravans on Earth.

Armor Class 15 (light armor)


Health Points 26 (4d8+8)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA

21
12 (+1) 19 (+4) 14 (+2) 13 (+1) 16 (+3) 10 (+0)

Saving Throws Dex +7


Skills Perception +6, Stealth +7, Technology +4
Vehicle Proficiencies Pike
Senses darkvision 60 ft., passive Perception 15
Languages Eliksni
Individual Challenge 2 (200 XP)
Classification CR 8 Soldier (3,900 XP)

Nimble Escape. The marauder can Dash, Disengage, or use its Cloak as a bonus action on each of its turns.

Tactical Strike. If the marauder hits a creature while invisible, it deals an additional 11 (3d6) damage with the
attack.

ACTIONS
Shock Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) arc damage.

Cloak (Concentration). The marauder disappears in a shimmer of bent light, granting it the effects of active
camouflage for the next minute.

SERVITOR
Medium Fallen construct (servitor, AI)

Part mobile ether supplier, part general support AI, part autonomous combat platform, and part sacred totem—all
housed in a spheroid shell in imitation of the Traveler, harkening back to the days when it was the Great Machine of
the Eliksni. Servitors vary in size depending on their intended roles and inbuilt capabilities, but the most common
class is about five feet in diameter. Most show few distinct surface features aside from a large circular array
colloquially referred to as the servitor’s ‘eye.’ This eye combines the servitor’s primary sensory apparatus with the
emitter of its single energy weapon.
Servitors are deployed irregularly with Fallen crews for wide-ranging purposes. Although often enough they simply
provide valuable combat support, their sophisticated instruments, high-functioning intelligence, and various
specialized capabilities are frequently brought to bear for more distinct objectives. Their production and distribution of
ether makes them a key point in every Fallen supply line, and their advanced communications hardware and ability to
coordinate their action in chained groups makes them relay nodes in a flexible data network. Individual servitors may
also be tasked with network infiltration, signal jamming, logistical coordination, and the like. It is not merely because
of their considerable cultural and spiritual significance that the Vanguard believes the Fallen could not function without
their servitors.
While they are artificial constructs built to fairly standard specifications, servitors are far from identical. Each
lower-order servitor inherits its programming from the prime servitor to which it is attached. Thus each Fallen house
has its own lineage of servitors, with distinct attributes and proficiencies depending upon the prime from which their
programming is descended.

Armor Class 15 (natural armor)


Health Points 43 (5d8+20)
Speed hover 25 ft.

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 18 (+4) 19 (+4) 18 (+4) 13 (+1)

Saving Throws Con +6, Int +6

22
Skills Arcana +6, Perception +6, Religion +6, Technology +8
Damage Resistances Poison, psychic
Senses darkvision 90 ft., passive Perception 16, scanners 5 ft.
Languages Eliksni
Individual Challenge 2 (450 XP)
Classification CR 4 Elite (1,100 XP)

ACTIONS
Servitor Blast. Ranged Firearm Weapon Attack: +6 to hit, range 30/80/120 (medium), one target. Hit: 13
(2d8+4) void damage.

Ether Shield (Concentration, recharges on Short/Long Rest). The servitor uses its ether to grant all non-
construct Fallen creatures within 10 feet of it a bonus +2 to their AC for the next minute. If a creature benefiting
from this is ever more than 30 feet away from the servitor, the effect on it ends. If the servitor is incapacitated, the
effect ends early for all creatures affected.

REACTIONS
Blink (recharge 5-6). If a creature makes an attack roll against the servitor, or causes the servitor to make a
saving throw, the servitor can cause the attack to have disadvantage, or grant itself advantage on the saving throw,
by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it when it
does this. The servitor can only use this reaction if there is an unoccupied space within range, and it can see or
sense the source of the attack roll or the cause of the saving throw.

PILOT SERVITOR
Large Fallen construct (servitor, AI)

A subtype of high servitor, built with advanced navigational systems to plot and control the starflight of Eliksni ships.
They share the spheroid form common to all servitor classes, but like other high servitors, the pilot subtype is quite
large: their diameter is typically around ten feet. They are also visually unmistakeable due to the prominent parallel
flanges on their exterior shells. The purpose of this feature is uncertain, but Cryptarchy engineers believe the flanges
are part of an interlocking system that secures the pilot servitor in the enclosure it usually occupies aboard a Fallen
ketch.
Pilot servitors are extremely valuable assets to the Fallen houses that possess them, and thus they are not
deployed in the field without very good reason. However, when they do engage in combat they represent a formidable
challenge, both because of their own considerable defensive capabilities and because they never travel without a
sizable protective escort.

Armor Class 16 (natural armor)


Health Points 76 (8d10+32)
Speed hover 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 18 (+4) 20 (+5) 18 (+4) 14 (+2)

Saving Throws Int +8, Wis +7


Skills History +8, Perception +7, Technology +8
Vehicle Proficiencies Ketch
Damage Resistances Bludgeoning, cold, kinetic, piercing, poison, psychic, slashing
Senses darkvision 120 ft., passive Perception 17, scanners 10 ft.
Languages Eliksni
Individual Challenge 4 (1,100 XP)

23
Classification CR 8 Elite (3,900 XP)

Legendary Resistance (2 uses/Long Rest). If the servitor fails a saving throw, it can choose to succeed instead.

ACTIONS
Servitor Blast. Ranged Firearm Weapon Attack: +8, range 30/80/120 (medium), one target. Hit: 10 (1d10+5)
void damage.

Disable (3 uses/brief rest). The servitor targets one creature with energy shields within 30 feet of it. That
creature must make a DC 16 Intelligence saving throw, or they lose the ability to make a shield recharge roll for the
next minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on itself
early on a success. Creatures who are Risen can have their Ghost make this saving throw for them.

LEGENDARY ACTIONS
The pilot servitor can take 2 legendary actions, choosing from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn. The pilot servitor regains spent legendary actions at
the start of its turn.

Blast. The servitor attacks once with its servitor blast.


Exhaust Fumes. The servitor opens its vents and expels heat all around it. All creatures within 5 feet must
make a DC 16 Strength saving throw. On a failed save, they take 27 (6d8) solar damage and are pushed back
10 feet, where they fall prone. On a success, they take half as much damage and are not pushed back.
Teleport. The servitor teleports to an unoccupied spot it can see within 60 feet, taking all carried and worn
equipment of its choice with it.

PRIME SERVITOR
Huge Fallen construct (servitor, AI)

The highest class of servitor, progenitors in programming to generations of lesser servitors, the technological and
religious heart of each Fallen house—prime servitors are the god-machines of the Fallen. Like other high servitors,
primes are ten feet or more in diameter. Unlike all other servitors, primes tend to be more individually distinct in
appearance. Many have been extensively modified over long years of service, or even reconstructed after partial
destruction. Sepiks, the notorious prime servitor of the House of Devils, is reported to have a heavily augmented eye
and an external shell covered in spiny antennae. Whether such additions are functional, devotional, or both is
unknown. Few prime servitors have been sighted, but each will present its own distinctive physical features in addition
to the spheroid servitor form.
Despite the profound significance of prime servitors in Fallen society, Vanguard intelligence has never been able to
obtain much detailed information about their origins, functions, and capabilities. What precious little is known mostly
comes from observation of Fallen behavior related to their primes. It is well established that Fallen almost universally
venerate their respective prime servitors. This is little wonder given the apparently critical role primes serve in
coordinating Fallen logistics and network infrastructure, which makes the collective functionality of almost all Fallen
technology contingent upon them—to say nothing of the ether supply. However, their theological importance cannot
be understated. Even without granular knowledge of Fallen religion, it is clear that since servitors are made in the
image of the Traveler, and primes are the most exalted servitors, they effectively serve as surrogates for the Fallen’s
lost Great Machine. Prime servitors thus simultaneously embody the Fallen’s recollection of their venerable past and
their yearning for restoration in the future, with all the overtones of salvation that implies.

REGIONAL EFFECTS
Altered by the prime servitor’s dominant presence, the region around a prime servitor might include any of the
following extraordinary effects:

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● Fallen creatures heal twice as much when they complete short rests in the region of a prime servitor, and gain
up to 5 temporary hit points when they complete a long rest within the region of a prime servitor (does not
stack). These temporary hit points are lost if the creature leaves the region of a prime servitor.
● Other servitors that use abilities to heal Fallen automatically heal for the maximum amount.
● The prime servitor affects the zone of the region it occupies. Light zones become Darkness zones, and
Darkness zones become oppressive Darkness zones. This change may be permanent depending on how long
the prime servitor has occupied the region.
● Electronics become erratic, frequently glitching or shutting down/turning on without prompt. Communication
devices may only broadcast static, or automata (such as tower frames) may experience a power drain that
prevents their operation.

Armor Class 19 (natural armor)


Health Points 242 (21d12+105)
Speed hover 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 20 (+5) 23 (+6) 15 (+2) 18 (+4)

Saving Throws Str +5, Int +10, Cha +8


Skills Arcana +10, Perception +6, Religion +10, Technology +10
Vehicle Proficiencies Ketch
Damage Resistances Bludgeoning, piercing, poison, psychic, slashing
Condition Immunities Charmed, frightened, suppressed
Senses darkvision 120 ft., passive Perception 16, scanners 10 ft.
Languages Eliksni and one other language
Individual Challenge 16 (15,000 XP)
Classification CR 11 Ultra (15,000 XP)

Legendary Resistance (3 uses/Long Rest). If the servitor fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The servitor can make two attacks with its servitor blast. It can substitute the use of its teleport for
one of these attacks.

Servitor Blast. Ranged Weapon Attack: +10 to hit, range 100/150, one target. Hit: 17 (2d10+6) void damage.

Teleport. The servitor teleports to an unoccupied spot it can see within 60 feet, taking all carried and worn
equipment of its choice with it.

Blackout (1/Day). The servitor drains the power of all electronic devices within 300 feet of it that aren’t being
worn or carried. Lights turn off, computers shut down, and so on. These devices cannot regain power until the
servitor is reduced to 0 total hit points. If the device is already under the control of another creature, that creature
can contest this ability with a DC 17 Intelligence saving throw. This ability does not affect constructs or creatures
with the living machine feature.

LEGENDARY ACTIONS
The servitor can take 3 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The servitor regains spent legendary actions at the start of
its turn.

Attack. The servitor makes one attack with its servitor blast.
Scan. The servitor focuses its scanners in a 25-foot cone.
Ether Conversion (Costs 2 Actions). The servitor chooses a target within 10 feet of it and begins the process

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of converting the target's matter into ether. The target must make a DC 17 Constitution saving throw. On a
failed save, they take 21 (6d6) necrotic damage and gain one level of exhaustion. On a success, they take half
as much and do not gain a level of exhaustion. If a target is brought to its 6th level of exhaustion with this
action, it becomes ether.

KALIKS REBORN
Huge Fallen construct (servitor, AI)

Kaliks was the prime servitor of the House of Wolves, and the object of particularly fanatical veneration. Deprived of
their prime, the numerous Wolves inmates of the Prison of Elders resorted to replacing it rather than abandon their
devotion. Pooling scavenged resources and tithed ether, the imprisoned Wolves cannibalized several lower-order
servitors, installed the components within the ridged shell of a repurposed pilot servitor, and endowed their creation
with programming reverse-engineered from available instances of the Kaliks lineage. Their efforts produced Kaliks
Reborn, a functional facsimile of the Wolves’ former prime servitor.
Yet to the imprisoned Wolves, Kaliks Reborn is no less than the fully resurrected embodiment of their machine
god. They serve and revere it without reservation or compunction, and will defend it against all comers to the Prison
of Elders—even at the cost of sacrificing their lives to offer up their ether for Kaliks’ benefit.

Armor Class 18 (natural armor)


Health Points 168 (16d12+64)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 16 (+3) 21 (+5) 14 (+2) 14 (+2)

Saving Throws Int +10, Cha +7


Skills Arcana +10, Perception +7, Religion +10, Technology +10
Vehicle Proficiencies skiff, ketch
Damage Resistances bludgeoning, slashing, piercing
Damage Immunities poison, psychic
Condition Immunities Charmed, Frightened, Poisoned, Suppressed
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages Eliksni and one other language
Individual Challenge 13 (10,000 XP)
Classification CR 9 Ultra (10,000 XP)

Legendary Resistance (3 uses/Long Rest). If Kaliks Reborn fails a saving throw, it can choose to succeed
instead.

ACTIONS
Multiattack. Kaliks Reborn can choose to use its Teleport. It then makes two attacks with its heavy sevitor blast.

Heavy Servitor Blast. Ranged Weapon Attack: +10 to hit, range 100/150, one target. Hit: 16 (2d10+5) void
damage.

Teleport. Kaliks Reborn teleports to an unoccupied spot it can see within 60 feet, taking all carried and worn
equipment with it.

Consume Ether (Recharge 5-6). Kaliks Reborn targets a Fallen creature within 30 feet of it. That creature must
succeed on a DC 17 Constitution saving throw or it takes 21 (5d6) necrotic damage, and Kaliks Reborn heals itself
for an equal amount up to its maximum hit points. On a success, the creature takes half as much damage and
Kaliks Reborn does not heal itself. Creatures can choose to fail this saving throw.

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REACTIONS
Reactive Repair. As a reaction to taking damage, Kaliks Reborn can use its Consume Ether.

LEGENDARY ACTIONS
Kaliks Reborn can take 2 legendary actions, choosing from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn. Kaliks Reborn regains spent legendary actions at the
start of its turn.

Blast. Kaliks Reborn makes one attack with its heavy servitor blast.
Teleport. Kaliks Reborn uses its Teleport.
Repair (Costs 2 Actions). Kaliks Reborn can use its Consume Ether.

SHANK
Small Fallen construct (shank, VI)

A small autonomous aerial combat drone, frugally constructed, often from mostly salvaged components. A shank’s
main body is roughly ovoid, about three feet wide, with two rearward pylons supporting the compact turbines that
provide its main lift. Beneath these, a pair of rigid stabilizer fins assist movement and balance. A forward-mounted
plate houses its optical sensor array. A modular attachment point on the underside usually carries a weapon similar to
the common Fallen shock rifle. However, shank equipment varies immensely depending on available resources and
intended deployment.
Shanks fill many roles in Fallen crews: they are deployed for scouting, patrol, and surveillance as well as combat
support. While not particularly adept fighting machines, they can become more than troublesome in sufficient
numbers. In fact, thanks to their rudimentary networking features, several shanks can act in coordination as a swarm.
Whether individually or collectively, shanks provide useful cover fire for Fallen crewmembers who must not only
survive an engagement, but come away with adequate plunder to satisfy their captain. In other cases, shanks are not
armed at all, but carry tools for automated repair or salvage work. Unlike servitors, which some evidence suggests are
sentient, shanks are mindless automata. This fact does not deter Guardians who insist different kinds of shanks
exhibit distinct ‘personalities.’

Armor Class 12 (natural armor)


Health Points 7 (2d6)
Speed fly 30 ft. (can hover)
Hack DC 17

STR DEX CON INT WIS CHA


4 (-3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 8 (-1)

Skills Acrobatics +5, Perception +4


Damage Resistances Poison, psychic
Senses darkvision 30 ft., passive Perception 14
Languages understands Eliksni
Individual Challenge 1/8 (25 XP)
Classification CR 1 Minion (200 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

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ACTIONS
Shank Turret. Ranged Firearm Weapon Attack: +4 to hit, range 30/50/70 (close), one target. Hit: 4 (1d4+2) arc
damage.

BOMB SHANK
Small Fallen construct (shank, VI)

Shanks rigged with improvised explosives, set to seek targets and self-destruct in close quarters. Exploder shanks are
built on the typical shank chassis design, but forego some of the usual features—such as the underslung weapon
mount—to instead equip three round proximity mines. The whole shank is often bound in netting to hold the mines in
place if they should come loose. Its bulbous profile and the telltale chirping of its proximity sensors make it easily
recognized.
Their most basic uses are flushing enemies out of cover, or creating an initial disruption before the first wave of an
attack. However, Fallen crews deploy bomb shanks in varied and creative ways: Vanguard observations record them
being used for mining excavation, clearing debris in salvage operations, collapsing bridges and other infrastructure,
and of course set in waiting as a kind of trap. Unconfirmed reports claim they also have recreational uses. Those
Guardians who believe different shank types have distinct personalities insist bomb shanks are the most mirthful
variety.

Armor Class 12 (natural armor)


Health Points 8 (3d6-3)
Speed fly 30 ft. (can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


4 (-3) 14 (+2) 8 (-1) 7 (-2) 12 (+1) 6 (-2)

Damage Resistances Poison, psychic


Senses passive Perception 11
Languages understands Eliksni
Individual Challenge 1 (200 XP)
Classification CR 4 Soldier (1,100 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

Explosive Demise. If the bomb shank is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Detonate. The bombs strapped to the shank explode, causing all creatures within 5 feet to make a DC 12 Dexterity
saving throw. They take 18 (5d6) explosive damage on a failed save, or half as much on a success. This destroys
the bomb shank.

REACTIONS
Volatile. If a creature moves within 5 feet of the bomb shank, the bomb shank can use Detonate.

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HEAVY SHANK
Medium Fallen construct (shank, VI)

A larger autonomous aerial combat drone loosely based on the shank design, but much more resilient and lethal. Its
form resembles its smaller cousin, but the main body is about seven feet wide. Its rear pylons support two turbine
engines of the same type regular shanks use, but scaled up to provide adequate lift to a much larger mass. It
balances itself with four larger stabilizer fins, and carries a much more complex forward sensor array built into its
shell, rather than on a modular plate. Instead of a single weapon mount on the underside, heavy shanks carry a pair
of large-caliber multibarrel turret guns.
Unlike normal shanks, heavy shanks have only been observed in combat roles. They are deployed both offensively
and defensively as mechanized support units when Fallen crews would rather not risk damage to or loss of their
servitors. In fact, the heavy shanks now somewhat commonly used are descended from more sophisticated
prototypes built with servitor parts and salvaged Golden Age components. These ancestors of the heavy shank were
meant to combine strong network infiltration and encryption-breaking systems with a mobile weapon platform that
could defend itself effectively in high-risk electronic warfare operations. However, it seems these early iterations
either failed or proved too difficult to produce, leading to the Fallen houses’ adoption of the heavy shank simply as a
reinforced combat machine.

Armor Class 14 (natural armor)


Health Points 33 (5d8+10)
Speed hover 25 ft.
Hack DC 23

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 15 (+2) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Str +3, Con +4


Skills History +3, Perception +4
Damage Resistances Bludgeoning, explosive, kinetic, piercing, slashing
Senses darkvision 60 ft., passive Perception 14
Languages Eliksni
Individual Challenge 2 (450 XP)
Classification CR 4 Elite (1,100 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

Targeting Systems. On its turn, the shank can choose a single target within 60 feet of it that it can see. For the
next minute, the shank has advantage on attack rolls against it, and disadvantage on attack rolls against any other
target. If the target moves out of range or falls to 0 hit points, the shank can use a bonus action on its turn to
choose a new target for this feature.

ACTIONS
Multiattack. The shank makes two attacks with its shank turret.

Shank Turret. Ranged Firearm Weapon Attack: +5 to hit, range 25/50/70 (close), automatic fire, one target. Hit:
8 (2d4d1+3) kinetic damage.

REPEATER SHANK
Small Fallen construct (shank, VI)

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A variant of the standard shank modified for higher firepower. The repeater shank uses the standard shank chassis,
but its underbody weapon mount carries a multibarrel automatic turret gun. It is also fitted with two of the standard
shank’s sensor array plates, attached at angles to accommodate the size of its repeater gun. Analysis of recovered
components suggests the doubled sensors allow the shank to compensate for the strong vibrations caused by its
weapon firing.
Repeater shanks are somewhat more costly to produce than their standard-model siblings, but Fallen crews with
the resources to build and maintain them benefit from their improved combat effectiveness. Like the regular type,
repeater shanks are deployed for sentry patrols and mobile guard emplacements, as well as supporting Fallen in
combat. Guardians who think various shank types show different personalities usually agree repeater shanks are the
perkiest.

Armor Class 14 (natural armor)


Health Points 18 (4d6+4)
Speed fly 30 ft. (can hover)
Hack DC 21

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 8 (-1)

Skills Acrobatics +4, Perception +4


Damage Resistances Poison, psychic
Senses darkvision 30 ft., passive Perception 14
Languages understands Eliksni
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

ACTIONS
Multiattack. The shank makes two attacks with its shank turret.

Shank Turret. Ranged Firearm Weapon Attack: +4 to hit, range 30/50/70 (close), automatic fire, one target. Hit:
7 (2d4d1+2) arc damage.

SENTRY SHANK
Small Fallen construct (shank, VI)

The basic shank chassis, retrofitted for sentry duty. Where most shanks carry underslung weapons, sentry shanks
forgo offensive capabilities in favor of a much more extensive sensor package rigged with a networked alarm system.
Although they are typically deployed in concealment, the relatively bulky array under the main body of a sentry shank
gives it a recognizable profile when spotted.
The components used in constructing these shanks’ sensory gear are much more valuable than the standard
sensor array attached to most shanks, so the Fallen only use them when they feel a particularly keen need to guard
something with extra care. Their mobility allows them to form a moving cordon when Fallen crews transport important
cargo over land. Since they are unarmed, sentry shanks are rarely deployed alone. Even if their alarm appears to call
no immediate response, it never goes unheeded.
Hunters sometimes used captured and repaired sentry shanks for practicing stealth. Guardians who think shanks
of different kinds show varying personalities tend to claim sentry shanks seem sulky.

30
Armor Class 11 (natural armor)
Health Points 4 (1d6)
Speed fly 30 ft. (can hover)
Hack DC 17

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 14 (+2) 16 (+3) 10 (+0)

Saving Throws Dex +4, Int +4


Skills Investigation +4, Perception +7, Stealth +4
Damage Resistances Poison, psychic
Senses darkvision 30 ft., passive Perception 17
Languages understands Eliksni
Individual Challenge 0 (10 XP)
Classification CR 0 Minion (10 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

ACTIONS
Alarm. The sentry shank marks a creature as hostile on its Fallen network and begins sounding an alarm that can
be heard up to 300 feet away. Networked units have advantage on attacks against creatures that are marked by a
sentry shank. This effect ends if the sentry shank is incapacitated.

Scan. The sentry shank focuses its scanners in a 15-foot cone.

REACTIONS
Thruster Boost. If a creature the sentry shank can see makes an attack roll against the sentry shank, the sentry
shank can impose disadvantage on the attack roll.

SWARM OF SHANKS
Large swarm of Small Fallen constructs (shank, VI)

Armor Class 14 (natural armor)


Health Points 78 (12d8+24)
Speed fly 30 ft. (can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Dex +6


Skills Acrobatics +6, Perception +4
Damage Vulnerabilities Explosive
Damage Resistances Poison, psychic
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 14
Languages understands Eliksni

31
Individual Challenge 2 (450 XP)
Classification CR 2 Major (450 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any
opening large enough for a Small construct. The swarm can't regain hit points or gain temporary hit points. When
the swarm has half or less hit points, its size is reduced to Medium.

ACTIONS
Multiattack. The swarm of shanks makes three attacks with its shank turret. When the swarm has half or less hit
points, it only makes two attacks.

Shank Turret. Ranged Firearm Weapon Attack: +6 to hit, range 30/50/70 (close), one target. Hit: 6 (1d4+4) arc
damage.

SWARM OF BOMB SHANKS


Large swarm of Small Fallen constructs (shank, VI)

Armor Class 14 (natural armor)


Health Points 50 (9d10)
Speed fly 30 ft. (can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 6 (-2)

Damage Vulnerabilities Explosive


Damage Resistances Poison, psychic
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 12
Languages understands Eliksni
Individual Challenge 4 (1,100 XP)
Classification CR 4 Major (1,100 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

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

Explosive Demise. If the swarm is reduced to 0 hit points, it uses its Chain Detonation.

ACTIONS
Chain Detonation. The bombs strapped to the shanks in the swarm explode, causing all creatures within 5 feet of
the swarm to make a DC 14 Dexterity saving throw. Creatures that share the same space as the swarm make this

32
saving throw with disadvantage. On a failed save, they take 27 (6d8) explosive damage, or half as much on a
success. This destroys the swarm.

REACTIONS
Volatile. If a creature moves within 5 feet of the swarm, the swarm can use Chain Detonation.

TRACER SHANK
Small Fallen construct (shank, VI)

Shanks equipped for long-range precision fire with a double array of six specialized stabilizer fins and fitted with high-
resolution optical sensors. This type of shank is most distinguishable by the modified Fallen wire rifle mounted on top
of its main body. It is deployed most often defensively, but sometimes provides Fallen crews with a mobile source of
ranged cover fire. Even experienced Guardians often fail to notice tracer shanks until their opening salvo announces
their presence.
Certain Fallen crews use tracer shanks to create distraction by sending them to fire from a different direction while
the rest of the crew is on the move. Others simply favor them for the withering suppressing fire they can lay down
once targets are acquired. Guardians who subscribe to the notion that various shank types exhibit different
personalities say tracer shanks are vindictive.

Armor Class 15 (natural armor)


Health Points 36 (8d6+8)
Speed fly 30 ft. (can hover)
Hack DC 21

STR DEX CON INT WIS CHA


4 (-3) 17 (+3) 12 (+1) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Dex +5


Skills Acrobatics +5, Perception +4
Damage Resistances Poison, psychic
Senses darkvision 60 ft., passive Perception 14
Languages understands Eliksni
Individual Challenge 1 (200 XP)
Classification CR 3 Elite (700 XP)

Fallen Network (Range: 300 feet). The shank can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

Snapshot Sights. The tracer shank uses 10 less feet of movement to begin Aiming.

ACTIONS
Wire Turret. Ranged Firearm Weapon Attack: +5 to hit, range 0/80/260 (medium), one target. Hit: 10 (2d6+3)
arc damage.

SHANK MASTER
Medium Fallen

33
Certain vandals, usually those with little hope of advancement to captaincy or other higher rank, turn instead to
mastery of a different kind. The Fallen deploy shanks in vast numbers, and while the bulk of shank manufacturing is
believed to be conducted by automated systems aboard ketches and installed in Fallen holdfasts, there is a need for
specialists to repair, rebuild, and control shanks in the field. This role is filled by dead-ended vandals who become
shank masters, experts in Fallen autonomous drone technology and tactics. While some shank masters work in the
background and do not deploy alongside their crews, most are capable combatants in their own right, and many
become notoriously skilled at fighting in tandem with shank accompaniment.
Despite their logistical and tactical value, shank masters are held in ill regard by other Fallen, especially those of
higher status. Even those promoted to maintain and fight with Fallen walkers seem to earn little respect for their
skilled service. City xenosociologists theorize the stigma of this station may be a holdover from classical Eliksni
society, which may have viewed analogous laborers with contempt—though whether that was indeed the case has yet
to be confirmed, and why the prejudice might have survived the Whirlwind and all the subsequent radical changes in
the Eliksni way of life remains mysterious.

Armor Class 14 (light armor)


Health Points 20 (3d8+6)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 14 (+2) 17 (+3) 15 (+2) 11 (+0)

Saving Throws Dex +4, Int +5


Skills Acrobatics +4, Perception +4, Stealth +4, Technology +5
Senses darkvision 60 ft., passive Perception 14
Languages Eliksni
Individual Challenge 1 (200 XP)
Classification CR 4 Soldier (1,100 XP)

Fallen Network Device (Range: 300 feet). The shank master carries with it a device encoded to its biosignature.
While it has this device, it can create a link between itself and other creatures of its choice with the Fallen Network
feature that is in range. Linked creatures can share basic information with each other, such as the local
temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the location of
creatures that have been identified.

Shank Control. As a bonus action on each of its turns, the shank master can choose a non-swarm shank that is
connected to its Fallen Network Device, and is of its CR or lower, to take make an attack, or to direct the shank to
move up to its movement speed in a direction of the shank master’s choosing.

Vandal Evasion (1/Long Rest). If the shank master fails a Dexterity saving throw, it can choose to succeed
instead.

ACTIONS
Shock Rifle. Ranged Firearm Weapon Attack: +4 to hit, 20/120/240 (medium), one target. Hit: 6 (1d8+2) arc
damage.

Repair Unit (3 uses/short rest). Using spare parts they carry, the shank master can repair a shank, healing it
for up to 10 (3d6) hit points. If a shank is at 0 hit points, the shank master can spend 1 minute and attempt an
Intelligence (Technology) check against a DC of 13 + the shank’s CR (minimum of +1). On a success, the shank
regains 1 hit point.

SILENT FANG
Medium Fallen

34
Armor Class 16 (light armor)
Health Points 68 (9d8+27)
Energy Shields 45 (6d8+18) arc
Speed 30 ft., climb 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 11 (+0)

Saving Throws Str +4, Dex +8, Wis +6


Skills Acrobatics +8, Athletics +4, Investigation +5, Perception +6, Stealth +8
Vehicle Proficiencies Heavy pike, pike, skiff
Senses darkvision 60 ft., passive Perception 16
Languages Eliksni
Individual Challenge 6 (2,300 XP)
Classification CR 6 Major (2,300 XP)

Vicious. Once on its turn, the silent fang can deal an extra 10 (3d6) damage to a creature it hits with a weapon
attack. The damage added is the same as the damage type of the weapon.

Tactical Strike. If the silent fang hits a creature while invisible, it deals an additional 10 (3d6) damage with the
attack.

Nimble Escape. The silent fang can Dash, Disengage, or use its Cloak as a bonus action on each of its turns.

Superior Reaction. If the silent fang uses its reaction to make an attack of opportunity while under the effects of
active camouflage, it gains a second use of its reaction for the round. It can only choose to use Blink for this second
reaction, if available.

ACTIONS
Multiattack. The silent fang makes two attacks.

Shock Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) arc damage.

Cloak (Concentration). The silent fang disappears in a shimmer of bent light, granting it the effects of active
camouflage for the next minute.

REACTIONS
Blink (recharge 5-6). If a creature makes an attack roll against the silent fang, or causes the silent fang to make
a saving throw, the silent fang can cause the attack to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it
when it does this. The silent fang can only use this reaction if there is an unoccupied space within range, and it can
see or sense the source of the attack roll or the cause of the saving throw.

VANDAL
Medium Fallen

The mainline trooper of Fallen fighters, and the backbone of most crews. Vandals receive moderate ether rations,
allowing them to grow to heights around six or seven feet. They most often possess all four of their arms, though
many former dregs who scrabbled to attain the rank may have had their docked limbs restored with prostheses rather
than regrown. Their headgear usually sports downturned horns, making them readily identifiable visually—when they
can be spotted out of cover or between nimble movements.
35
Most vandals are generalists, and prefer medium-range engagements with the Fallen shock rifle or close-quarters
fighting. Some specialize in sniping with the infamous wire rifle, a peculiar Eliksni weapon that ionizes filaments of
exotic metal, expelling the resulting plasma as a bolt with extreme velocity. Such sniper vandals are a particular bane
on pilgrims journeying to the Last City as well as unsuspecting Guardians. Their long-range fire is often the prelude to
the full-scale onset of a Fallen attack.
Fallen captains rely upon the vandals they command, as they comprise the strongest element of a crew’s fighting
force, but they also represent the most likely challenge to a captain’s leadership. Numerous are the dregs who
survived to become hardened vandals, and further hunger to obtain captaincy of their own.

Armor Class 14 (medium armor)


Health Points 17 (3d8+3)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 13 (+1) 15 (+2) 11 (+0)

Skills Acrobatics +5, Perception +4, Stealth +5


Vehicle Proficiencies Heavy pike, pike
Senses darkvision 60 ft., passive Perception 14
Languages Eliksni
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Scuttle. As a bonus action, the vandal can grant itself an additional 15 feet of movement speed on its turn.

Vandal Evasion (1/Long Rest). If the vandal fails a Dexterity saving throw, it can choose to succeed instead.

ACTIONS
Shock Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 20/120/240 (medium), one target. Hit: 7 (1d8+3)
arc damage.

SNIPER VANDAL
Medium Fallen

Armor Class 15 (light armor)


Health Points 59 (9d8+18)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 14 (+2) 14 (+2) 16 (+3) 13 (+1)

Saving Throws Dex +8


Skills Acrobatics +8, Perception +7, Stealth +8
Vehicle Proficiencies Pike
Senses darkvision 60 ft., passive Perception 17
Languages Eliksni
Individual Challenge 4 (1,100 XP)
Classification CR 10 Soldier (5,900 XP)

Fast-Acting. The vandal can take the Aim, Dash, or Hide actions as a bonus action on each of its turns. If the
vandal begins Aiming as a bonus action with this feature, it spends no movement to begin Aiming, and it grants

36
itself advantage on the next shot it takes with a firearm, provided it takes that shot before the start of its next turn.

Vandal Evasion (1/Long Rest). If the vandal fails a Dexterity saving throw, it can choose to succeed instead.

Spider Grasp. The vandal only needs to use two of its hands to climb, including while moving up vertical surfaces
and upside-down on ceilings.

Sniper. Once on its turn, if the vandal hits a target with a shot from a firearm while Aiming, and it did not have
disadvantage on its attack roll, it deals an extra 14 (4d6) damage with the attack. The extra damage is the same
type as the firearm's damage type.

ACTIONS
Wire Rifle. Ranged Firearm Weapon Attack: +8 to hit, range 10/120/340 (long), one target. Hit: 10 (1d12+4) arc
damage.

WALKER
Huge Fallen construct (VI)

The apex of regular Fallen battlefield units, the walker is a multipurpose, all-terrain armored artillery platform, a
marvel of the Fallen’s effective combination of heavy industrial manufacturing with efficient repurposing of salvage.
About the size of a large tank, the walker moves on six reinforced legs, and possesses a pair of smaller forward
manipulator arms—hence its colloquial name among Guardians: the spider tank. Individual units’ armament can vary,
but typically walkers carry a large-bore laser-targeted main cannon and an assortment of support weapons systems
including turret guns, mine launchers, and even an internal ultracompact foundry for rapid assembly and repair of
shanks for drone support.
Despite being such a large and heavy machine, walkers can be deployed with relative ease because they are
designed for transport by the light skiff class of Eliksni troopships. Attached to the underside of a skiff under cloak of
Fallen stealth technology, a walker can drop onto a battlefield without warning, seemingly out of the blue. The Fallen
take extensive advantage of this mobile deployment capability, and will not demur from sending walkers to defend
high-value resource-extraction operations or plundering raids. Of course, whenever the Fallen take part in pitched
battles of any appreciable scale, walkers are sure to be present.
The walker is fully autonomous, but remote control is also believed possible. Additionally, scattered reports
indicate some units are built or retrofitted to be operated by an on-board pilot. It is not known who among the Fallen
could cultivate the skill necessary to directly control such a complex machine, let alone who would want to take the
risk of doing so. Cryptarch scholars suggest piloting a walker may be regarded as a combat skill of superlative
prestige among high-ranking Fallen, such as barons of the most prominent houses.

Armor Class 17 (natural armor)


Health Points 127 (11d12+55)
Speed 25 ft., climb 20. Ft
Hack DC impossible

STR DEX CON INT WIS CHA


22 (+6) 11 (+0) 20 (+5) 11 (+0) 18 (+4) 12 (+1)

Saving Throws Str +9, Dex +3, Con +8


Skills Athletics +9, History +3, Perception +7
Damage Resistances Bludgeoning, explosive, kinetic, piercing, poison, psychic, slashing
Condition Immunities Charmed, frightened
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages understands Eliksni

37
Individual Challenge 11 (7,200 XP)
Classification CR 7 Ultra (7,200 XP)

Fallen Network (Range: 300 feet). The walker can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

Legendary Resistance (1 use/Long Rest). If the walker fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The walker makes three attacks with either its mounted turret or minigun.

Main Cannon (Recharge 5-6). Payload Firearm Weapon Attack: DC 18, range 200/800/1200 (medium), impact 5
ft. Hit: 54 (12d8) solar. The walker cannot choose a spot within 15 feet of itself for this attack.

Mounted Turret. Ranged Firearm Weapon Attack: +10 to hit, range 50/120/300 (medium), one target. Hit: 11
(1d10+6) arc damage.

Minigun. Ranged Firearm Weapon Attack: +10 to hit, range 20/45/60 (close), automatic fire, one target. Hit: 12
(2d8d1+6) kinetic damage.

LEGENDARY ACTIONS
The walker can take 3 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The walker regains spent legendary actions at the start of
its turn.

Move. The walker moves up to its movement speed without provoking attacks of opportunity.
Open Fire (Costs 2 Actions). The walker makes one attack with either its mounted turret or minigun.
Thunderwave (Costs 2 Actions). The walker lets out a shockwave of arc energy. All creatures within 10 feet
must make a DC 18 Strength saving throw. On a failed save, they take 18 (4d8) arc damage and are pushed
back 5 feet, where they fall prone prone. On a success they take half as much damage and are not pushed
back.

JUMPER
Large Fallen construct (VI)

A smaller, nimbler cousin of the Fallen walker, designed for difficult terrain. Jumpers are built with the same basic
concept as walkers, and even use many of the same components, but forgo heavy weapons for a more compact
construct capable of startling speed and astounding agility. The jumper has four of the same heavily reinforced legs
used by walkers, attached to a central thorax about a third the size of a walker’s main body. This is ringed with optical
sensors, giving the jumper panoramic vision critical to plotting its rapid, extremely mobile maneuvering. Atop the
body it carries a swivel-mounted turret gun and a pair of retractable manipulator arms.
Jumpers’ legs are modified with field-torsion enhancements that manipulate tension between subatomic particles
to give it finely adjustable control over the traction of its steps. This technology not only makes possible the mighty
leaps for which the jumper is named, but enables them to climb vertical surfaces and even hang upside down. Its
extreme agility more than compensates for its relatively light armament. The Fallen can deploy jumpers to rapidly
traverse almost any kind of terrain that would be impassable on foot, and their ability to climb and perform acrobatic
leaps makes them terrifyingly well suited to ambush tactics. Guardian fireteams that have survived engagements with
jumpers report that it’s often most effective to direct fire at whatever a jumper is climbing, rather than the jumper
itself, in hopes of causing a collapse that could crush the construct.

38
Armor Class 18 (natural armor)
Health Points 98 (13d10+26)
Speed 40 ft., climb 30 ft.
Hack DC impossible

STR DEX CON INT WIS CHA


12 (+1) 22 (+6) 14 (+2) 17 (+3) 18 (+4) 10 (+0)

Saving Throws Str +5, Dex +11


Skills Acrobatics +11, Investigation +8, Perception +9, Stealth +11, Technology +8
Damage Resistances Bludgeoning, piercing, poison, psychic, slashing
Condition Immunities Suppressed
Senses darkvision 60 ft., passive Perception 19, scanners 5 ft.
Languages understands Eliksni
Individual Challenge 8 (3,900 XP)
Classification CR 14 Elite (11,500 XP)

Fallen Network (Range: 300 feet). The jumper can create a link between itself and other creatures of its choice
with the Fallen Network feature that are in range. Linked creatures can share basic information with each other,
such as the local temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the
location of creatures that have been identified.

All-Terrain Mobility. The jumper ignores the effects of nonmagical difficult terrain, and it can climb difficult
surfaces without needing to make an ability check.

Collapse Legs. As an action, the jumper can collapse its legs beneath it, turning it into a Medium-sized creature
with 0 movement speed. It can use its Leap from this position, instantly returning it to its normal size and
movement speed.

Legendary Resistance (1 use/Long Rest). If the jumper fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The jumper performs a Leap, followed by two attacks with its swivel turret.

Swivel Turret. Ranged Firearm Weapon Attack: +11 to hit, range 20/45/60 (close), one target. Hit: 9 (1d10+4)
arc damage.

Leap. The jumper leaps at an unoccupied spot within 5 feet of a target that is within 20 feet of the jumper. The
target must make a DC 19 Strength saving throw. On a failed save, they take 19 (4d8) bludgeoning damage, are
knocked prone, and become Restrained by the jumper (escape DC 19), as the jumper pins it down with a leg. On a
success, they take half as much damage, are not knocked prone, and do not become Restrained.

LEGENDARY ACTIONS
The jumper can take 2 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The jumper regains spent legendary actions at the start of
its turn.

Fire (Costs 2 Actions). The jumper makes an attack with its swivel turret.
Move. The jumper moves up to half its movement speed without provoking attacks of opportunity.
Scan. The jumper focuses its scanners into a 20-foot cone.

39
WRETCH
Medium Fallen

Fallen fighters of ambiguous rank somewhere between vandal and dreg are lumped into the category appropriately
known as wretches. Almost always they have been docked a pair of arms, but their stature is typically a little larger
than dregs’—either because they are recently demoted vandals, or former dregs struggling to earn higher status. In
the latter case, wretches are sometimes seen wearing personal ether supplies. Usually this privilege is reserved for
Fallen commanders, but in wretches’ case it must be a dispensation granted to facilitate the regrowth of docked arms.
Perhaps to prove themselves worthy of promotion, wretches wear little armor and appear to be permitted only
melee weapons. Their characteristic armament is a crude polearm, a fairly effective adaptation of the common Fallen
shock blade. They employ these with vicious vigor, being known to charge headlong, even at well-equipped
Guardians, seemingly with little regard for their own lives.

Armor Class 13 (medium armor)


Health Points 14 (3d8)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 10 (+0) 15 (+2) 14 (+2) 8 (-1)

Skills Athletics +4
Vehicle Proficiencies Heavy pike, pike
Senses darkvision 30 ft., passive Perception 12
Languages Eliksni
Individual Challenge 1/4 (50 XP)
Classification CR 2 Soldier (450 XP)

Quick Reflexes. Creatures provoke attacks of opportunity when they move within the reach of any melee weapons
the wretch is holding in its hands.

ACTIONS
Shock Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) arc damage.

PIKE
Large Fallen vehicle (device)

A speedy, agile, single-rider hover vehicle for mechanized assault operations—or for simply going fast while wreaking
havoc. Pikes are bulkier and slower than City-made sparrows, but more durable and, of course, armed. Around a
dozen feet long, front-heavy with its forward-situated engines, propelled by hot-burning ion rockets, and guided by
large stabilizer fins, riding a pike is said to be like riding a shark as big around as a bull. Its twin-mounted shock turret
guns are highly effective anti-personnel weapons, and pack sufficient punch to be useful against other vehicles as
well.
It is not known whether the pike was developed from an existing Eliksni design, or if it was conceived after their
arrival on Earth to take advantage of available salvage resources to produce an attack vehicle suitable to the
terrestrial environment. Whatever the case, pikes can be found deployed among Fallen across the system, wherever
they have ground to ride them over. Crews that utilize these vehicles tend to form specialized pike gangs, favoring
hit-and-run raiding tactics. Some Guardians avidly collect captured pikes, and while not recognized by the Sparrow
Racing League, an annual pike jousting tournament draws huge crowds.

Armor Class 16 (natural armor)


Health Points 83 (15d10)

40
Damage Point 10
Speed hover 35 ft.
Hack DC 23

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 10 (+0) — — —

Saving Throws Str +5, Dex +6


Damage Resistances Bludgeoning, piercing, slashing
Damage Immunities Poison, psychic
Condition Immunities Blinded, burning, charmed, frightened, petrified, poisoned, tethered, unconscious
Occupants 1 driver
Languages 3 (700 XP)
Individual Challenge 3 (700 XP)
Classification CR 5 Elite (1,800 XP)

Boost. While driving a pike, the driver can double the pike’s speed on their turn. If they do, they cannot Aim with
the pike, they have disadvantage on all vehicle Dexterity checks and saving throws, and advantage on all vehicle
Strength checks and saving throws.

ACTIONS
Multiattack. The driver of the pike makes three attacks with the pike's shock turret.

Shock Turret. Ranged Firearm Weapon Attack: +6 to hit, range 20/40/90 (medium), one target. Hit: 10 (2d6+3)
arc damage.

REACTIONS
Thrusters. If a creature the driver of the pike can see makes an attack roll against the driver or the pike, the driver
can impose disadvantage on the attack roll by quickly boosting the pike to an unoccupied spot within 5 feet of it. If
there is no unoccupied spot within 5 feet, the driver cannot use this reaction.

HEAVY PIKE
Large Fallen vehicle (device)

A more massive, heavily armed variant on the pike design. At about the same length, it incorporates greater engine
power and sports a much larger propulsion system to move its bulk with alarming quickness. Its forward guns are
large-caliber twin-linked repeating cannons, and it also carries dual lateral mine launchers. These can be used to repel
encroaching enemies or deposited in a drive-by attack to soften or finish off slow or stationary targets.

Armor Class 18 (natural armor)


Health Points 91 (14d10+14)
Damage Point 14
Speed hover 30 ft.
Hack DC 25

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 12 (+1) — — —

Saving Throws Str +7, Dex +3


Damage Resistances Bludgeoning, explosive, kinetic, piercing, slashing

41
Damage Immunities Poison, psychic
Condition Immunities Blinded, burning, charmed, frightened, petrified, poisoned, tethered, unconscious
Occupants 1 driver
Individual Challenge 6 (2,300 XP)
Classification CR 6 Major (2,300 XP)

Boost. While driving a pike, the driver can double the pike’s speed on their turn. If they do, they cannot Aim with
the pike, they have disadvantage on all vehicle Dexterity checks and saving throws, and advantage on all vehicle
Strength checks and saving throws.

Driver Cover. The pike provides half cover for its driver. If a creature attacks the pike’s driver and this cover
causes the attack to miss, the pike takes half the damage of the attack. This damage is still subject to the effects of
the pike’s resistances and damage point.

ACTIONS
Multiattack. The driver of the pike makes three attacks with its heavy shock turret.

Heavy Shock Turret. Ranged Firearm Weapon Attack: +6 to hit, range 30/45/70 (close), HCR, one target. Hit: 13
(2d8+4) arc damage.

REACTIONS
Thrusters. If a creature the driver of the pike can see makes an attack roll against the driver or the pike, the driver
can impose disadvantage on the attack roll by quickly boosting the pike to an unoccupied spot within 5 feet of it. If
there is no unoccupied spot within 5 feet, the driver cannot use this reaction.

42
CHAPTER 2: HIVE
Very long ago, a distant gas planet was home to a diminutive, short-lived species called the krill people. Among them
grew up three sisters who yearned for a better lot: strength to resist constant predation, longer life to seek
knowledge, and freedom to explore the world widely. Following a mysterious whisper, they dove deep into their
planet’s oceans, and came upon unexpected allies: ancient worms, godlike and huge, who promised to fulfill the
sisters’ wishes and more if they would strike a bargain of symbiosis. Taking the worm gods’ larvae into their own
bodies, the sisters became immortal. Bringing the larvae to all their kind, the benighted krill people gained the power
to conquer and depart their world—and grew into the Hive.
Through the bond of their larvae, the worm gods granted the Hive something else: the Sword Logic, a paracausal
mechanism by which destruction is converted into transferable energy—power they can use to grow, to cut wounds
through space for travel, and to fuel their arcane, ritualistic operations. As they multiplied and spread, the Hive used
this ability to establish an order of tithing, whereby the slaughter wrought by lesser Hive is collected and channeled
through the ascending ranks of Hive commanders. Eventually this metaphysical tribute amasses to feed the Hive’s
mightiest leaders, who must forever sate the endlessly growing appetites of their symbiotic worms, or be consumed
themselves. To satisfy their worms’ unbounded hunger, the Hive have traveled inconceivably vast distances over an
untold span of eons, visiting genocidal violence upon every species they encounter anywhere in the universe.
However, they do this not merely to reap paracausal strength from their rolling harvest of destruction. The Hive
are evangels of the worm gods’ Deep Claim: the idea that existence is the struggle to exist, and that everything in the
universe must assert its right to being by competing against and overcoming all else it encounters. For the Hive, to
destroy is to continuously prove the validity of their existence, while to be destroyed is self-sufficient proof of
unworthiness to exist. In this way, the worm gods and the Hive pursue a perfected state of the universe in which they
have obliterated every other form of life, every alternative way to exist, and so become what they call the Final
Shape.
Thus they stand in antinomy with the Traveler, which nurtures cooperative forms of life by the gift of its Light.
This diametric opposition makes the Traveler the Hive’s most hated enemy, and the long, grueling course of their
interstellar carnage has followed the Traveler’s peregrinations with grim, patient determination. They located the
Traveler on Earth when the Hive prince Crota arrived on the Moon, where they have carved out a far-reaching
labyrinth of tunnels and caverns. Their creeping presence has spread to Earth, Mars, Saturn’s moon Titan, and may
extend anywhere in the system. Many Guardians dread discovering previously unknown Hive infestations more than
anything else.
Individual Hive vary considerably in size and shape depending on their maturity, rank, and changes to their form
brought on by assuming different morphs, or caused by direct perversion or augmentation of their development. In
general, the Hive conform to a roughly humanoid body plan, much of it covered by chitinous plates. The form of these
often indicates which morph a mature Hive individual has assumed. Lowly Hive are similar in stature to humans, but
those whose worms feed upon the gathered tribute of underlings become significantly larger. Hive leaders of even
middling rank easily exceed human height, and high-status Hive may grow to truly titanic proportions. Except for the
juvenile thrall and artificially cultivated ogre, all Hive are distinctly recognizable by their three glowing eyes.
The three who made the original bargain with the worm gods became the supreme echelon of Hive leadership.
Oryx assumed primacy as King of all Hive, and throughout their history has mostly maintained a cooperative, if not
also competitive alliance with his sisters, Savathûn and Xivu Arath. Each of them presides over many branching
lineages of spawn, between which have arisen variations of form, behavior, and purpose. Guardians regard the Hive
as an existential threat of the highest order, but despite this, many in the Last City consider the Hive bogeymen, and
accounts of their horrors merely tall tales. Some Guardians devote themselves to deciphering the Hive language and
studying their rituals—ostensibly to better understand the enemy. A few have found the Hive’s power alluring, and
among Guardians, the darkest stories are those of fellow Lightbearers who drew too close or delved too deep, and lost
themselves to the shadows—or worse, knowingly embraced them.

43
ACOLYTE
Medium Hive

The fully developed but not yet matured form of the Hive, acolytes serve as its most common foot soldiers. They have
grown to around six feet, and developed heavier chitinous plating, notably a protectively ridged cranial shell
resembling a helm. The coloration of their chitin begins to vary between broods at this stage, though acolytes may
also wear tattered raiments that can indicate their lineage. Most obviously, the membrane that covered their eyes
during thrallhood has been shed, leaving acolytes’ three green eyes clearly visible.
Acolytes are permitted small variants of Hive projectile weapons, most commonly the shredder. Though not skilled
combatants, they have a simple and effective grasp of how to use cover to their advantage, and will dig in to fight
with some patience rather than always attack recklessly. Each acolyte commands some number of thrall, and thus
while acolytes often form bands of their own, they are also never far from thrall reinforcements.

Armor Class 12 (natural armor)


Health Points 9 (2d8)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1)

Skills Perception +3, Stealth +4


Senses darkvision 60 ft., passive Perception 13
Languages Krill
Individual Challenge 1/2 (50 XP)
Classification CR 3 Soldier (700 XP)

Shadowy Movement. When in dim or dark conditions, the acolyte can take the Disengage or Hide action as a
bonus action on its turn.

ACTIONS
Shredder. Ranged Firearm Weapon Attack: +4, range 25/50/90 (medium), one target. Hit: 5 (1d6+2) void
damage.

BOOMER ACOLYTE
Medium Hive

Armor Class 13 (natural armor)


Health Points 20 (3d8+6)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +7, Dex +4


Skills Athletics +7, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Krill
Individual Challenge 2 (450 XP)
Classification CR 8 Soldier (3,900 XP)

Shadowy Movement. When in dim or dark conditions, the acolyte can take the Disengage or Hide action as a

44
bonus action on its turn.

ACTIONS
Multiattack. The acolyte makes two payload weapon attacks with its boomer cannon.

Boomer Cannon. Payload Firearm Weapon Attack: DC 15, range 50/120/300 (close), impact 5 ft. Hit: 13 (2d8+4)
arc damage.

FERVENT ACOLYTE
Medium Hive

Armor Class 15 (natural armor)


Health Points 11 (2d8+2)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 9 (-1) 14 (+2) 12 (+1)

Skills Acrobatics +5, Athletics +6, Perception +5


Senses darkvision 60 ft., passive Perception 15
Languages Krill
Individual Challenge 1 (200 XP)
Classification CR 5 Minion (1,800 XP)

Scent of Blood. As a bonus action on its turn, the acolyte can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

Mob Mentality. The acolyte has advantage on its attack rolls against a target if the target was attacked by an ally
of the acolyte before the start of the acolyte's turn.

Unrelenting (1/Short or Long Rest). If the acolyte takes 14 or less damage that would reduce it to 0 hit points,
it falls to 1 hit point instead.

ACTIONS
Hive Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

SPLINTER ACOLYTE
Medium Hive

Armor Class 14 (natural armor)


Health Points 13 (2d8+4)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

Saving Throws Dex +7


Skills Acrobatics +7, Perception +6, Stealth +7

45
Senses darkvision 60 ft., passive Perception 16
Languages Krill
Individual Challenge 2 (450 XP)
Classification CR 7 Soldier (2,900 XP)

Shadowy Movement. When in dim or dark conditions, the acolyte can take the Disengage or Hide action as a
bonus action on its turn.

ACTIONS
Multiattack. The acolyte takes two shots with its splinter bow.

Splinter Bow. Ranged Firearm Weapon Attack: +7 to hit, range 20 ft. cone, up to 3 separate targets in the cone.
Hit: 9 (1d10+4) solar damage.

ADHERENT
Medium Hive

Armor Class 15 (natural armor)


Health Points 39 (6d8+12)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

Skills Arcana +4, Perception +5, Stealth +6


Senses darkvision 60 ft., passive Perception 15
Languages Krill
Individual Challenge 3 (700 XP)
Classification CR 5 Elite (1,800 XP)

Shadowy Movement. When in dim or dark conditions, the acolyte can take the Disengage or Hide action as a
bonus action on its turn.

Sniper. Once on its turn, if the adherent hits a target while Aiming with a firearm, and it did not have disadvantage
on its attack roll, it deals an extra 11 (3d6) damage with the attack. The extra damage is the same type as the
firearm's damage type.

ACTIONS
Soulfire Rifle. Ranged Firearm Weapon Attack: +6 to hit, range 10/120/340 (long), one target. Hit: 10 (2d6+3)
void damage.

ALAK-HUL, THE DARKBLADE


Huge Hive

Armor Class 15 (natural armor)


Health Points 58 (5d12+25) / 58 (5d12+25) / 92 (8d12+40) / 46 (4d12+20)
Speed 15 ft.

46
STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 16 (+3) 13 (+1) 14 (+2) 18 (+4)

Saving Throws Str +11, Con +10


Skills Athletics +11, Deception +7, Intimidation +7, Perception +8
Damage Resistances bludgeoning, darkness, piercing, slashing
Condition Immunities Blinded, charmed, deafened, frightened, poisoned, prone, restrained, suppressed
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Krill
Individual Challenge 18 (20,000 XP)
Classification CR 13 Ultra (20,000 XP)

Cloud of Darkness. Alak-Hul radiates a cloud of Darkness in a 30-foot radius around it. This Darkness spreads
around corners and lingers in place for 1 hour. To a creature standing outside the cloud, the area is considered
heavily obscured; darkvision can’t see through it, and non-paracausal light can’t illuminate it. To a creature within
the cloud, the area is considered lightly obscured and the benefit of their darkvision, if any, is halved. Finally, if any
part of the area of this cloud overlaps with a Light ability that was cast by a creature with a Light level of 2nd or
lower, the effects of that Light ability end immediately.

Stuff of Nightmares. All creatures of Alak-Hul's choice who start their turn within its Cloud of Darkness, or who
enter the cloud for the first time on a turn, must make a DC 19 Wisdom saving throw. On a failed save they become
Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of their turns, ending
the effect on itself early on a success. Creatures who succeed on their saving throw, or for whom the effect ends,
become immune to being Frightened by Alak-Hul for 24 hours.

Legendary Resistance (3 uses/Long Rest). If Alak-Hul fails a saving throw, it can choose to succeed instead.

ACTIONS
Massive Axe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) slashing damage.

Heavy Slam. Alak-Hul makes an attack with its massive axe. On a hit, the target takes 24 (7d6) darkness damage
in addition to the axe's damage. If Alak-Hul misses, the target must make a DC 19 Dexterity saving throw, taking
half the total damage (both the axe's slashing damage and the darkness damage) as kinetic damage on a failed
save.

Step of Darkness (Recharge 5-6). Alak-Hul radiates inky-black Darkness and disappears from the material
plane. Alak-Hul is immune to all damage, cannot be seen or tracked, and ends all ongoing conditions on itself when
it does this. At the start of Alak-Hul’s next turn, it returns to the material plane, appearing in an unoccupied spot
within 60 feet.

LEGENDARY ACTIONS
Alak-Hul can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at
a time and only at the end of another creature’s turn. Alak-Hul regains spent legendary actions at the start of its
turn.

Axe (Costs 2 Actions). Alak-Hul uses its Heavy Slam. If Alak-Hul used Step of Darkness on its previous turn,
it can use this legendary action to attack a target within 60 feet of where it ended its last turn, immediately
returning to the material plane in an occupied spot that is within reach of the target when it does so. Alak-Hul
cannot use this legendary action in this way if there is no unoccupied space within reach of the target that is
also within 60 feet of where it ended its last turn.
Move. Alak-Hul moves 10 feet without provoking attacks of opportunity.

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ULTRA ACTIONS
If damage reduces Alak-Hul’s hit point pool to 0, and Alak-Hul has at least one hit point pool remaining, Alak-Hul
can immediately perform one of the following actions.
● Broodcall. Alak-Hul summons 7 (2d4+2) hallowed thrall and 3 (1d4+1) cursed thrall to its aid. The
creatures are considered friendly to Alak-Hul and appear in unoccupied spots within 30 feet of Alak-Hul.
● Frenzy (Requires 2 hit point pools at 0). Alak-Hul’s AC is reduced by 2, but its movement speed
increases by 10 feet and its Shadestep action recharges on a roll of 4-6 instead of 5-6.

BROOD PRINCE
Gargantuan Hive (20 ft. by 20 ft.)

Armor Class 20 (natural armor)


Health Points 99 (6d20+36) / 165 (10d20+60) / 132 (8d20+48)
Speed 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 13 (+1) 23 (+6) 18 (+4) 17 (+3) 22 (+6)

Saving Throws Str +13, Con +12, Wis +9, Cha +12
Skills Arcana +10, Athletics +13, Deception +12, Intimidation +12, Perception +9, Religion +10
Damage Resistances bludgeoning, darkness, piercing, slashing
Condition Immunities Restrained, suppressed
Senses darkvision 120 ft., blindsight 30 ft., passive Perception 19, truesight 60 ft.
Languages Krill and up to three other languages
Individual Challenge 22 (41,000 XP)
Classification CR 19 Ultra (41,000 XP)

Wrath of the Prince. Whenever the brood prince takes damage, it gains a number of Wrath points equal to half
the damage taken (round down). Once on its turn, the brood prince can use a bonus action to spend Wrath points
on one of the following effects. The brood prince loses whatever Wrath points it has accumulated at the end of each
of its turns (it can gain new Wrath points by taking damage prior to the start of its next turn).
● Deathstrike: The brood prince deals an additional amount of darkness damage when it hits with a weapon
attack, equal to the amount of Wrath points it has.
● Balm: The brood prince heals itself for an amount equal to the number of Wrath points it has.
● Burst of Darkness: The brood prince lets loose a whirlwind of Darkness. All other creatures within 15 feet
must succeed on a Constitution saving throw, the DC for which is equal to 8 + the amount of Wrath points
the brood prince has. On a failed save, they become Poisoned. Creatures Poisoned in this way take 21 (6d6)
poison damage at the start of each of their turns. A Poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself early on a success.

Paracausal Resistance. The brood prince has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

ACTIONS
Multiattack. The brood prince makes three attacks: one with its cleaver, one with its arc bolt, and one with its
fists.

Massive Cleaver. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) slashing damage.

Arc Bolt. Ranged Weapon Attack: +13 to hit, range 300 ft., one target. Hit: 22 (6d4+7) arc damage.

Fists. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.
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ULTRA ACTIONS
If damage reduces the brood prince's hit point pool to 0, and the brood prince has at least one hit point pool
remaining, it can immediately perform one of the following actions.
● Broodcall. The brood prince summons 7 (2d4+2) hallowed thrall, 3 (1d6) acolytes, and 1 knight to its aid.
The creatures are considered friendly to the brood prince and each appear in their own unoccupied space
within 30 feet. Creatures summoned in this way take their turn on the brood prince's initiative.

ENRAGED
If the brood prince is reduced to 0 hit points, it can immediately use one of the following actions. The brood prince
must complete a long rest in which it is restored to maximum hit points in order to use an enraged action again.

Analeptic Smite. The brood prince channels the Darkness through its cleaver and slams it into the ground. All
creatures of its choice within 60 feet of it must make a DC 22 Dexterity saving throw, taking 70 (20d6)
darkness damage on a failed save, or half as much on a success. The brood prince heals itself for an amount
equal to half the damage it deals to all affected creatures.

BROOD QUEEN
Large Hive

Armor Class 18 (natural armor)


Health Points 75 (10d10+20) / 90 (12d10+24) / 68 (9d10+18)
Speed fly 45 ft. (can hover)

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 22 (+6)

Saving Throws Dex +10, Int +11, Cha +12


Skills Arcana +11, Deception +12, Perception +9, Religion +11
Damage Resistances bludgeoning, darkness, piercing, slashing
Condition Immunities Prone, suppressed
Senses darkvision 120 ft., passive Perception 19
Languages Krill and up to two other languages
Individual Challenge 21 (33,000 XP)
Classification CR 17 Ultra (33,000 XP)

Spell Points. The brood queen has 14 spell points. Once on its turn, it may choose to spend a number of spell
points to cast a spell. The brood queen regains 1 spell point at the start of each of its turns. If the brood queen ends
its turn without spending spell points, it regains 1 additional spell point. The brood queen regains all spell points
when it completes a brief rest.
The cost of each spell is indicated in parentheses after the spell's name. Casting a spell is an action unless the
spell's description says otherwise. If the brood queen casts a spell that requires concentration, it does not regain
spell points while concentrating on the spell. If it falls to 0 spell points while concentrating on a spell, it immediately
loses concentration.

Legendary Resistance (3 uses/Long Rest). If the brood queen fails a saving throw, it can choose to succeed
instead.

Wrath of the Queen. If the brood queen uses an ultra action or enraged action, it can cast Arc Bolt Barrage after
completing its ultra action or enraged action.

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ACTIONS
Arc Bolt Barrage (0 spell points). The brood queen shoots a barrage of arc bolts from its hands in a 120-foot
sweeping line. All creatures in the area must make a DC 20 Dexterity saving throw, taking 35 (10d6) arc damage
on a failed save, or half as much on a success.

Heavy Shroud (4 spell points, Concentration). The brood queen creates a 10-foot-radius sphere of thick
osmium gas centered on a space it can see within 120 feet. The gas spreads around corners and lasts for up to 10
minutes, or until concentration on it ends. Its area is heavily obscured. When a creature enters the gas' area for the
first time on a turn or starts its turn there, it must make a DC 20 Charisma saving throw. The creature takes 27
(6d8) poison damage on a failed save and also becomes Restrained until the start of their next turn. On a successful
save, the creature takes half as much damage and is not Restrained.
Creatures are affected even if they hold their breath or don't need to breathe. If the brood queen's
concentration on this spell is broken, any Restrained creatures are immediately no longer Restrained.

Summon Hive (Cost Varies). The brood queen summons a number of Hive creatures, each in their own
unoccupied space within 30 feet of it. A creature cannot be summoned into a space if the space isn't large enough
for the creature. The cost of this spell is determined by what the brood queen summons.
● 3 POINTS: 5 (2d4) thrall
● 4 POINTS: 3 (1d6) acolytes
● 5 POINTS: 1 adherent or 1 swarm of cursed thrall
Summoned creatures are considered friendly to the brood queen and take their turn on the brood queen's
initiative, starting on the turn they are summoned. If the brood queen is reduced to 0 hit points all creatures it had
summoned, if any are remaining, are killed. While the brood queen has at least one summoned creature remaining,
it cannot cast this spell again.

Mother's Will (10 spell points, Concentration). For the next minute, all Hive creatures the brood queen has
summoned can add a d4 to any attack roll or saving throw they make.

ULTRA ACTIONS
If damage reduces the brood queen's hit point pool to 0, and the brood queen has at least one hit point pool
remaining, it can immediately perform one of the following actions.
● Broodcall. The brood queen summons 6 (2d4+1) hallowed thrall, 3 (1d4+1) splinter acolytes, and 1
breaker knight to its aid. The creatures are considered friendly to the brood queen and each appear in their
own unoccupied space within 30 feet. Creatures summoned in this way take their turn on the brood queen's
initiative.

ENRAGED
If the brood queen is reduced to 0 hit points, it can immediately use one of the following actions. The brood queen
must complete a long rest in which it is restored to maximum hit points in order to use an enraged action again.

Mother's Fury. The brood queen sacrifices all creatures it has summoned, destroying them instantly, but
healing itself for an amount equal to the cumulative amount of hit points its sacrificed creatures had remaining
before being destroyed. Until the brood queen completes a long rest, it resists all types of damage and can only
use its action to cast Arc Bolt Barrage. In addition, creatures have disadvantage on their saving throw against
Arc Bolt Barrage, and it now deals 52 (15d6) arc damage.

CONJUROR
Medium Hive

Armor Class 15 (natural armor)

50
Health Points 22 (4d8+4)
Energy Shields 44 (8d8+8) void
Speed fly 40 ft. (can hover)

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 18 (+4) 16 (+3) 19 (+4)

Saving Throws Dex +6, Cha +8


Skills Acrobatics +6, Arcana +7, Perception +6, Religion +7
Condition Immunities Prone
Senses darkvision 120 ft., passive Perception 16
Languages Krill and up to two other languages
Individual Challenge 4 (1,100 XP)
Classification CR 7 Elite (2,900 XP)

Spell Points. The conjuror has 8 spell points. Once on its turn, it may choose to spend a number of spell points to
cast a spell. The conjuror regains 1 spell point at the start of each of its turns. If the conjuror ends its turn without
spending spell points, it regains 1 additional spell point. The conjuror regains all spell points when it completes a
brief rest.
The cost of each spell is indicated in parentheses after the spell's name. Casting a spell is an action unless the
spell's description says otherwise. If the conjuror casts a spell that requires concentration, it does not regain spell
points while concentrating on the spell. If it falls to 0 spell points while concentrating on a spell, it immediately loses
concentration.

Arcane Armor. While the conjuror has at least 1 point in its energy shields, it automatically succeeds on
Constitution saving throws it makes to maintain concentration on a spell.

Paracausal Resistance. The conjuror has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

ACTIONS
Arc Bolt (0 spell points). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (3d4+4) arc damage.

Heavy Shroud (3 spell points, Concentration). The conjuror creates a 5-foot-radius sphere of thick osmium gas
centered on a space within 120 feet. The gas spreads around corners and lasts for up to 10 minutes, or until
concentration on it ends. Its area is heavily obscured. When a creature enters the gas' area for the first time on a
turn or starts its turn there, it must make a DC 15 Charisma saving throw. The creature takes 13 (3d8) poison
damage on a failed save and also becomes Restrained until the start of their next turn. On a successful save, the
creature takes half as much damage and is not Restrained.
Creatures are affected even if they hold their breath or don't need to breathe. If the conjuror’s concentration on
this spell ends, any Restrained creatures are immediately no longer Restrained.

Summon Hive (Cost Varies). The conjuror summons a number of Hive creatures, each in their own unoccupied
space within 30 feet of it. A creature cannot be summoned into a space if the space isn't large enough for the
creature. The cost of this spell is determined by what the conjuror summons.
● 3 POINTS: 5 (2d4) thrall
● 4 POINTS: 3 (1d6) acolytes
● 5 POINTS: 1 adherent or 1 swarm of cursed thrall
Summoned creatures are considered friendly to the conjuror and take their turn on the conjuror's initiative,
starting on the turn they are summoned. If the conjuror is reduced to 0 hit points all creatures it had summoned, if
any are remaining, are killed. While the conjuror has at least one summoned creature remaining, it cannot cast this
spell again.

51
DARKBLADE
Large Hive

Armor Class 19 (natural armor)


Health Points 181 (19d10+76)
Speed 10 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Str +9, Cha +6


Skills Athletics +9, Intimidation +6, Perception +6
Damage Resistances bludgeoning, darkness, piercing, slashing
Condition Immunities Charmed, frightened, restrained
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Krill
Individual Challenge 11 (7,200 XP)
Classification CR 11 Major (7,200 XP)

Paracausal Resistance. The darkblade has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

ACTIONS
Massive Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12+5) slashing damage.

Heavy Slam. The darkblade makes an attack with its massive axe. On a hit, the target takes 14 (4d6) darkness
damage in addition to the axe's damage.

LEGENDARY ACTIONS
The nightmare can take 3 legendary actions, choosing from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn. The nightmare regains spent legendary actions at the
start of its turn.

Move. The darkblade moves 10 feet without provoking attacks of opportunity.


Attack (Costs 2 Actions). The darkblade uses its Heavy Slam.

DEATHSINGER
Large Hive

Among the highest-ranking of ascendant Hive, deathsingers are the most exalted among wizards. Richly fed with
tithed paracausal tribute, they grow only slightly in size, but quite considerably in ornament. Their chitin plates and
bony spurs develop elaborate protrusions, and their crested headpieces become especially distinct. Individual
deathsingers vary in the details of their appearance, but they share a mastery over the song of death: a mysterious
technique by which they can invoke the very essence of death, of ending, and inflict it upon any subject. For good or
ill, this song is the source of great fascination for the few among Guardians whose study of Hive lore reaches deep
enough to know of it.
The deathsong is believed to be the invention of Ir Halak, one of the twin daughters of Oryx, King of the Hive. It is
also practiced by Ir Yût, a deathsinger in service to Crota, the Hive prince who dwells in the Moon. Fortunately it
seems very few deathsingers exist, and those few prefer to abide in their hidden realms. Even so, those best
acquainted with the dangers of the Hive fear the deathsingers will eventually perfect their song, and emerge to
perform it for all the survivors of humanity.
52
Armor Class 16 (natural armor)
Health Points 390 (41d10+164)
Energy Shields 95 (10d10+40) arc
Speed fly 45 ft. (can hover)

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 18 (+4) 20 (+5) 17 (+3) 26 (+8)

Saving Throws Dex +11, Int +11, Cha +14


Skills Acrobatics +11, Arcana +11, Perception +9, Performance +14
Condition Immunities Prone, suppressed
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19, truesight 60 ft.
Languages Krill and up to three other languages
Individual Challenge 23 (50,000 XP)
Classification CR 20 Ultra (50,000 XP)

Spell Points. The deathsinger has 16 spell points. Once on its turn, it may choose to spend a number of spell
points to cast a spell. The deathsinger regains 1 spell point at the start of each of its turns. If the deathsinger ends
its turn without casting a spell, it regains an additional spell point. The deathsinger regains all spell points when it
completes a brief rest.
The cost of each spell is indicated in parentheses after the spell's name. Casting a spell is an action unless the
spell's description says otherwise. If the deathsinger casts a spell that requires concentration, it does not regain
spell points while concentrating on the spell. If it falls to 0 spell points while concentrating on a spell, it immediately
loses concentration.

Arcane Armor. While the deathsinger has at least 1 point in its energy shields, it automatically succeeds on
Constitution saving throws it makes to maintain concentration on a spell.

Legendary Resistance (2 uses/Long Rest). If the deathsinger fails a saving throw, it can choose to succeed
instead.

ACTIONS
Arc Bolt Barrage (0 spell points). The deathsinger shoots a barrage of arc bolts from its hands in a 120-foot
sweeping line. All creatures in the area must make a DC 22 Dexterity saving throw, taking 70 (20d6) arc damage
on a failed save, or half as much on a success.

Recover Energy Shields (2 spell points). The deathsinger restores all missing energy shield points. It can
choose to alter the elemental alignment of its energy shields when it does so.

Heavy Shroud (4 spell points, Concentration). The deathsinger creates a 10-foot-radius sphere of thick
osmium gas centered on a space it can see within 120 feet. The gas spreads around corners and lasts for up to 10
minutes, or until concentration on it ends. Its area is heavily obscured. When a creature enters the gas' area for the
first time on a turn or starts its turn there, it must make a DC 22 Charisma saving throw. The creature takes 54
(12d8) poison damage on a failed save and also becomes Restrained until the start of their next turn. On a
successful save, the creature takes half as much damage and is not Restrained.
Creatures are affected even if they hold their breath or don't need to breathe. If the deathsinger's concentration
on this spell is broken, any Restrained creatures are immediately no longer Restrained.

Liturgy of Ruin (10 spell points, Concentration). For the next minute, all creatures of the deathsinger's choice
who are within 200 feet of the deathsinger must make a DC 22 Charisma saving throw at the end of each of their
turns. On a failed save, creatures gain 1 level of Deathsinger's Dirge. If a creature accumulates 6 levels of
Deathsinger's Dirge, they are immediately reduced to 0 hit points and automatically fail 3 death saving throws (or
Light saving throws, for Risen creatures).

53
Creatures are subject to the effect of this spell even if they cannot hear. While concentrating on this spell, the
deathsinger cannot move or gain any benefits to its movement speed, it automatically fails on all Dexterity saving
throws and automatically succeeds on all Strength saving throws, and it cannot take any actions or reactions.
If the deathsinger's concentration on this spell is broken, all creatures that are still living and who were affected
by it immediately lose any accumulated levels of Deathsinger's Dirge.

GULROT, UNCLEAN
Huge Hive

Gulrot is an abomination even by Hive standards, a malformed ogre spawned in a hasty, half-baked summoning. Yet
rather than purge their aberration, the Worm Keepers who created Gulrot allowed it to live, grow, and putrefy. Its
hulking body festers with gaping sores, and the dire sickness that afflicts it has become its worst weapon. Gulrot will
vomit forth a noxious deluge of plaguey gas and bile, spewing its disease at any threat and spreading poisonous
infection indiscriminately.
Though a horrific and especially dangerous enemy, it would be a dereliction of duty and hygiene for any Guardians
who encounter Gulrot to shy away from ridding the world of this avatar of illness. Highest-level Vanguard quarantine
and hazmat protocols recommended for any engagement.

Armor Class 17 (natural armor)


Health Points 42 (4d12+16) / 53 (5d12+20) / 74 (7d12+28)
Speed 20 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Saving Throws Str +9, Con +8


Skills Athletics +9, Intimidation +4
Damage Immunities poison
Condition Immunities Charmed, Frightened, Poisoned
Senses blindsight 80 ft. (blind beyond this radius), passive Perception 16
Languages understands Krill, speaks none
Individual Challenge 9 (5,000 XP)
Classification CR 6 Ultra (5,000 XP)

Legendary Resistance (2 uses/Long Rest). If Gulrot fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. Gulrot can use its Belch. It then makes two attacks with its eye blast.

Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Eye Blast. Ranged Ability Attack. +9 to hit, range 60 ft., one target. Hit: 14 (2d6+5) energy damage.

Belch (Recharge 5-6). A disgusting, sickly arcane gas bubbles out of Gulrot’s mouth. Until the start of Gulrot’s
next turn, any creature that starts its turn within 10 feet of Gulrot must succeed on a DC 16 Constitution saving
throw or be Poisoned for the next minute. A Poisoned creature takes 7 (2d6) poison damage at the start of each of
their turns and can repeat the saving throw at the end of each of their turns, ending the effect on itself early on a
success. Creatures who succeed on the saving throw, or for whom the effect ends, are immune to being Poisoned
by Gulrot for 24 hours.

LEGENDARY ACTIONS
54
Gulrot can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a
time and only at the end of another creature’s turn. Gulrot regains spent legendary actions at the start of its turn.

Blast (Costs 2 Actions). Gulrot attacks once with its eye blast.
Swinging Fists. Gulrot makes an attack with its fists. On a hit, in addition to taking damage, the target must
succeed on a DC 17 Strength saving throw or be thrown 20 feet away from Gulrot, where they land Prone.

ULTRA ACTIONS
If damage reduces Gulrot’s hit point pool to 0, and Gulrot has at least one hit point pool remaining, Gulrot can
immediately perform one of the following actions.
● Arcane Bile. Gulrot’s stomach begins to gurgle and churn, and it expels a heavy cloud of putrid-smelling
arcane gas in a 45-foot cone. The gas spreads around corners and falls off of ledges, too heavy to rise more
than five feet off the ground. Its area is lightly obscured. Creatures who start their turn in the gas, and who
are not Hive, must succeed on a DC 16 Constitution saving throw or become Poisoned for the next minute.
A Poisoned creature takes 7 (2d6) poison damage at the start of each of their turns and can repeat the
saving throw at the end of each of their turns, ending the effect on itself early on a success. Creatures who
succeed on the saving throw, or for whom the effect ends, are immune to being Poisoned by Gulrot for 24
hours.

KNIGHT
Medium Hive

One of the fully mature forms an adult Hive can assume, adapted for great physical strength and fighting prowess.
Taking the knight morph brings a considerable growth spurt: the humble frame of the former acolyte reaches eight to
ten feet, and develops much more extensive chitin plates, making the knight nearly fully armored. Its cranial plating
grows into an almost completely enclosed helm, unmistakable for its broad, crested spurs. Armed with boomers, a
Hive weapon like a rapid-firing, hand-carried mortar, or frightful cleaver swords, knights are fearsome frontline
fighters.
In addition to the natural defensive resilience of their armor, knights have access to enough paracausal power
tithed from the acolytes they command to use rudimentary Hive magic to create shield walls to protect themselves.
These barriers disappear after a few moments, and no Guardian has ever succeeded in obtaining a sample of their
substance, but whatever they are made of is impenetrable to almost all small-arms fire. Knights can only sustain
these barriers briefly, but they use that short time to draw on reserves of strength from their tithed underlings to
redouble their attack.

Armor Class 16 (natural armor)


Health Points 45 (6d8+18)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 17 (+3) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Str +8, Dex +3


Skills Athletics +8, Intimidation +6, Perception +4
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Senses darkvision 60 ft., passive Perception 14
Languages Krill
Individual Challenge 4 (1,100 XP)
Classification CR 7 Elite (2,900 XP)

Stamina Surge (1 use/Short or Long Rest). If the knight starts its turn with less than half its hit points, it can

55
heal itself for 22 (3d8+9) hit points.

ACTIONS
Multiattack. The knight makes two payload weapon attacks with its boomer cannon.

Boomer Cannon. Payload Firearm Weapon Attack: DC 16, range 50/120/300 (close), impact 5 ft. Hit: 14 (2d8+5)
arc damage.

REACTIONS
Wall of Darkness (Recharge 5-6). If the knight can see an attack coming, or if it is forced to make a payload
saving throw, it can raise a wall of pure Darkness. The wall is 5 feet wide and 10 feet tall, centered in front of the
knight and facing the direction of the source of the attack, and considered full cover that blocks line of sight. The
wall lasts until the start of the knight's next turn.

LARVA WORM
Tiny beast

Armor Class 8 (natural armor)


Health Points 3 (1d4)
Speed 5 ft., 10 ft. burrow

STR DEX CON INT WIS CHA


1 (-5) 8 (-1) 10 (+0) 10 (+0) 13 (+2) 24 (+7)

Saving Throws Cha +9


Skills Deception +9, Persuasion +9
Senses blindsight 20 ft., passive Perception 12
Languages Krill
Individual Challenge 0 (0 or 10 XP)
Classification CR 0 Minion (0 or 10 XP)

ACTIONS
Wiggle. The worm wiggles.

OGRE
Large Hive

The largest and vilest of Hive spawn, lumbering horrors cultivated through artificial transformation induced by the
hideous sacraments of Hive ritual. Ogres are created from specially selected thrall, and vaguely resemble them,
though bloated to grotesquely gargantuan proportions. They keep the typical ashiness and underdeveloped physical
features of thrall, but are inflated to towering heights of fifteen to twenty feet. Their upper bodies are massively
hypertrophied, giving ogres a topheavy, hunched posture. Thrall retain the juvenile cranial membrane through their
transformation into ogres, and the process leaves the covered head repulsively bulging with a seething, tumorous
growth that is in fact its primary weapon. This growth can emit hazardous pulses of high-energy charged particles, as
dangerous and effective as the fire of any directed-energy weapon. Between these blasts, their boulder-like fists, and
an unbridled, unquenchable rage, ogres are terrifying walking war engines.
Though their existence is unceasingly tormenting and brutal, ogres are fanatically, mindlessly devoted. While they
exist outside the main structure of Hive hierarchy, they do have ranks of their own. Common ogres are considered

56
‘unborn’ until ritually summoned for higher purposes, at which time they become ‘reborn’ in their further augmented
strength. They may be deployed as guards or serve as heavy support for Hive incursions. Additional ceremonies of
agonizing hallowing can endow ogres with greater and greater might, and ever deeper ferocity. Those that survive
long enough come to be known by name, and earn special duties protecting the Hive’s darkest pits and most dire
secrets.

Armor Class 17 (natural armor)


Health Points 68 (8d10+24)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 17 (+3) 8 (-1) 14 (+2) 11 (+0)

Saving Throws Str +9, Con +6


Skills Athletics +9, Intimidation +6, Perception +5
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Charmed, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 4 (1,100 XP)
Classification CR 8 Elite (3,900 XP)

Paracausal Resistance. The ogre has advantage on saving throws against magical and paracausal effects, such as
spells and Light grenades.

Scent of Blood. As a bonus action on its turn, the ogre can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

ACTIONS
Multiattack. The ogre makes two attacks with its eye blast or fists.

Eye Blast. Ranged Weapon Attack: +9 to hit, range 50/120 ft., one target. Hit: 13 (2d6+6) void damage.

Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Battering Slam. The ogre makes two attacks with its fists. If both attacks hit, the target takes an additional 9
(2d8) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.

REACTIONS
Pummel. If a hostile creature ends its turn within 5 feet of the ogre, or if a hostile creature attempts to move out
of the ogre's reach, the ogre can use Battering Slam. Creatures knocked prone with this reaction also have their
movement speed reduced to 0.

GRUDGE OGRE
Huge Hive

Armor Class 17 (natural armor)


Health Points 147 (14d12+56)
Speed 30 ft., climb 10 ft.

57
STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 19 (+4) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Str +11, Con +8


Skills Athletics +11, Intimidation +8, Perception +5
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Charmed, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 10 (5,900 XP)
Classification CR 10 Major (5,900 XP)

Paracausal Resistance. The ogre has advantage on saving throws against magical and paracausal effects, such as
spells and Light grenades.

Blood Frenzy. The ogre has advantage on melee attacks it makes against any non-construct creature that doesn't
have all of its hit points.

Ogre’s Ire. If a hostile creature deals damage to the ogre, that creature gains the ire of the ogre for the next
minute. The ogre has advantage on attack rolls it makes against the creature who has its ire and disadvantage on
attack rolls it makes against all other creatures. Additionally, all creatures other than the one who has the ogre's ire
have advantage on attack rolls against the ogre, and any saving throws they cause the ogre to make, the ogre
makes with disadvantage.
Only one creature can have the ire of the ogre at a time. If the creature who has the ogre's ire is reduced to 0
hit points, the ogre's ire on that creature ends, and the next hostile creature to damage the ogre gains its ire.

Unrelenting (1 use/Short or Long Rest). If the ogre takes 20 or less damage that would reduce it to 0 hit
points, it falls to 1 hit point instead.

ACTIONS
Multiattack. The ogre makes two attacks, either with its fists or with its eye blast.

Eye Blast. Ranged Weapon Attack: +11 to hit, range 100/240 ft., one target. Hit: 16 (2d8+7) void damage.

Fists. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. On a hit,
the target must succeed on a DC 19 Strength saving throw or be knocked prone.

LEGENDARY ACTIONS
The ogre can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at
a time and only at the end of another creature’s turn. The ogre regains spent legendary actions at the start of its
turn.

Attack (Costs 2 Actions). The ogre makes one attack with its eye blast or fists.
Move. The ogre moves up to half its movement speed without provoking attacks of opportunity.
Roar. The ogre lets out a monstrous bellow that can be heard clearly up to 300 feet away. All creatures of the
ogre's choice who can hear the ogre must make a DC 19 Wisdom saving throw or become Frightened of the
ogre for the next minute. A Frightened creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself early on a success. Creatures who succeed on their saving throw, or for whom the
effect ends, become immune to the ogre's Roar for 24 hours.

HALLOWED OGRE
Gargantuan Hive (20 ft. by 20 ft.)
58
Speed 35 ft., climb 20 ft.
Hack DC XX

STR DEX CON INT WIS CHA


26 (+8) 11 (+0) 20 (+5) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str +12, Con +9, Cha+5


Skills Athletics +12, Intimidation +9, Perception +7
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Charmed, frightened, restrained, suppressed, weakened
Senses blindsight 40 ft. (blind beyond this radius), passive Perception 17
Languages understands Krill
Individual Challenge 16 (15,000 XP)
Classification XX

Legendary Resistance (3 uses/Long Rest). If the ogre fails a saving throw, it can choose to succeed instead.

Paracausal Resistance. The ogre has advantage on saving throws against magical and paracausal effects, such as
spells and Light grenades.

ACTIONS
Multiattack. The ogre can use its Roar. It then makes three attacks.

Eye Blast. Ranged Weapon Attack: +12 to hit, range 200/500 ft., one target. Hit: 19 (2d10+8) void damage.

Fists. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) bludgeoning damage.

Roar. The ogre lets out a tremendous roar that can be heard up to 500 feet away. Each creature that can hear the
roar must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to the ogre’s Roar for the next 24 hours.

LEGENDARY ACTIONS
The ogre can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at
a time and only at the end of another creature’s turn. The ogre regains spent legendary actions at the start of its
turn.

Attack (Costs 2 Actions). The ogre makes one attack with either its eye blast or fists.
Move. The ogre moves up to 20 feet without provoking attacks of opportunity.
Battering Slam (Costs 3 Actions). The ogre makes an attack with its fists. If the attack hits, the target must
succeed on a DC 20 Strength saving throw or be knocked prone.

ENRAGED
If the ogre is reduced to 0 hit points, it can immediately use one of the following actions. The ogre must complete a
long rest in which it is restored to maximum hit points in order to use an enraged action again.

Unending Fury. The ogre regains 62 (4d20+20) hit points and charges up to 30 feet toward the source of
damage that reduced it to 0 hit points. Until the ogre completes at least a brief rest, it has advantage on attack
rolls against that source of damage.
Part ensorceled turret, part unsleeping eye, shriekers are neither living nor mechanical. Actuated by paracausal
magic, they have no will or awareness of their own, but embody the will of the Hive. Immobile but capable of hovering

59
at fixed aerial positions, the body of each shrieker consists of a multipart shell of interlocking hardened chitin plates.
When closed, this shell forms a roughly diamond-shaped solid about ten feet tall—though some reports exist of
remarkable shriekers of unusual size. The closed shrieker shell is impervious to all small-arms fire, and even
Guardian’s Light abilities leave it unscathed. Only when shriekers open to go on the offensive do they become
vulnerable. Bound within the shrieker’s shell is a nexus of void energy, a dreadful unnatural eye whose gaze directs
relentless torrents of tracking projectiles. Only by directing fire into this eye can the void nexus be disrupted, and a
shrieker destroyed.
Debate is ongoing among Hive scholars whether shriekers are merely defensive weapons installed like automated
gun emplacements, or if their eye-like form suggests a capability to actually provide remote surveillance to the Hive
who control them. If this is so, then the questions of who exactly can view what shriekers’ watchful eyes behold, and
how far they may be able to see become matters of potentially grave concern.

Armor Class 15 (natural armor)


Health Points 38 (5d10+10)
Speed 0 ft. (mounted, can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 14 (+2) 18 (+4) 19 (+4) 10 (+0)

Saving Throws Int +6, Wis +5


Skills Investigation +6, Perception +5
Damage Resistances Bludgeoning, kinetic, necrotic, piercing, slashing, void
Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained,
stunned, suppressed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15, scanners 20 ft.
Languages understands Krill
Individual Challenge 1 (200 XP)
Classification CR 3 Elite (700 XP)

Multiform Monster. The shrieker has two forms, Open and Closed, which it can shift between as a bonus action on
its turn. Only certain features or actions are available for each of its forms. The shrieker cannot shift into its Closed
form if it can detect a hostile creature.

Indestructible Defense (Closed form only). While the shrieker is in its Closed form, it has a damage soak of 55
and is immune to all conditions. On the turn that it switches to its Closed Form, it ends all ongoing conditions on
itself.

Everwatching Sentry. If the shrieker starts its turn in its Closed form and it can detect a hostile creature, it must
shift into its Open form.

ACTIONS
Void Projectiles (Open form only). Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6)
void damage.

REACTIONS
Snap Shut (Recharge 5-6, Open form only). After taking damage, the shrieker can shift into its Closed form. It
can do this even if it detects a hostile creature. It heals itself for 14 (4d6) hit points when it does this.

DEATH SHRIEKER
Large Hive construct (VI)

60
Armor Class 15 (natural armor)
Health Points 43 (5d10+15)
Speed 0 ft. (mounted, can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 10 (+0)

Skills Arcana +8, Investigation +8, Perception +8


Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, restrained, stunned,
suppressed
Senses blindsight 80 ft. (blind beyond this radius), passive Perception 18, scanners 30 ft.
Languages understands Krill
Individual Challenge 6 (2,300 XP)
Classification CR 6 Major (2,300 XP)

Multiform Monster. The shrieker has two forms, Open and Closed, which it can shift between as a bonus action on
its turn. Only certain features or actions are available for each of its forms. The shrieker cannot shift into its Closed
form if it can detect a hostile creature.

Indestructible Defense (Closed form only). While the shrieker is in its Closed form, it has a damage soak of 55
and is immune to all conditions. On the turn that it switches to its Closed Form, it ends all ongoing conditions on
itself.

Everwatching Sentry. If the shrieker starts its turn in its Closed form and it can detect a hostile creature, it must
shift into its Open form.

Death Blast. If the shrieker is reduced to 0 hit points it destroys itself, sending out axion darts in the process. All
hostile creatures within 30 feet of the shrieker must make a DC 16 Dexterity saving throw. They take 35 (10d6)
void damage on a failed save, or half as much on a success.

ACTIONS
Void Projectiles (Open form only). Ranged Weapon Attack: +8 to hit, range 80 ft., one target. Hit: 21 (6d6)
void damage.

GLITCHED SHRIEKER
Large Hive construct (VI)

Armor Class 16 (natural armor)


Health Points 104 (16d10+16)
Speed 0 ft. (mounted, can hover)
Hack DC impossible

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 10 (+0)

Skills Arcana +3, Perception +8


Damage Resistances Bludgeoning, kinetic, necrotic, piercing, slashing, void
Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained,
stunned, suppressed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 18, scanners 20 ft.

61
Languages understands Krill
Individual Challenge 6 (2,300 XP)
Classification CR 10 Elite (5,900 XP)

Paracausal Resistance. The shrieker has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

ACTIONS
Latching Charge (3 uses/Brief Rest). The shrieker shoots a dart of void energy at a creature of its choosing
within 100 feet. The shrieker does not need to be able to see the creature, but the shrieker does need to have at
least previously detected the creature, and there must be an opening between it and the creature that is at least 1
foot wide in all directions.
The creature must make a DC 16 Charisma saving throw. On a failed save the dart attaches to them, and for
the next minute, at the end of each of the creature's turns, the dart lets off a void detonation. It deals no damage
to the creature it's attached to, but all other targets within 5 feet of the creature must make a DC 16 Dexterity
saving throw. Targets take 14 (4d6) void damage on a failed save, or half as much on a success.
A creature can repeat the saving throw at the end of each of their turns, ending the effect on itself early on a
success. The shrieker regains a use of Latching Charge if a creature succeeds on their saving throw, or if the effect
ends for a creature.

SPAWN CLUTCH
Large Hive

Armor Class 11 (natural armor)


Health Points 60 (8d10+16)
Speed 0 ft. (mounted)

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, restrained, stunned,
suppressed
Senses —
Languages —
Individual Challenge 1/4 (50 XP)
Classification CR 2 Soldier (450 XP)

Egg Pustules. If the spawn clutch takes 10 or less damage from a single source, it spawns a thrall in an
unoccupied space within 5 feet of it. The spawn clutch cannot do this if there are no unoccupied spaces within 5 feet
of it. The thrall is considered friendly to all Hive and takes its turn on the spawn clutch's initiative.

ACTIONS
Hatch. The clutch spawns up to 5 (2d4) thrall, each in their own unoccupied space within 5 feet of it. The spawn
clutch can only hatch a number of thrall up to the number of unoccupied spaces within 5 feet. All thrall that hatch
from the spawn clutch are friendly to all Hive, and the thrall take their turn on the spawn clutch's initiative, starting
on the turn they are hatched. The spawn clutch takes 4 (1d8) damage for each thrall it hatches.

TORTURED CLUTCH
Huge Hive

62
Armor Class 14 (natural armor)
Health Points 60 (8d10+16)
Speed 0 ft. (mounted)

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, restrained, stunned,
suppressed
Senses —
Languages —
Individual Challenge 1/4 (50 XP)
Classification CR 2 Soldier (450 XP)

Single Pustule. If the spawn clutch takes damage that reduces it below half its hit points, but isn't reduced to 0 hit
points, it spawns an ogre in an unoccupied space within 5 feet of it. The spawn clutch cannot do this if there is not
an unoccupied space within 5 feet that is big enough for a Large creature. The ogre is considered friendly to all Hive
and takes its turn on the tortured clutch's initiative. The tortured clutch is destroyed when it does this.

ACTIONS
Hatch. The tortured clutch spawns 1 ogre in an unoccupied space within 5 feet of it. The tortured clutch can only
use this action if there is an unoccupied space big enough for a Large creature within 5 feet. The ogre is considered
friendly to all Hive and takes its turn on the tortured clutch's initiative, starting on the turn it is hatched. The
tortured clutch is destroyed when it does this.

SWORDBEARER
Large Hive

Armor Class 20 (natural armor)


Health Points 95 (9d10+45)
Speed 35 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Str +10, Cha +8


Skills Athletics +10, Intimidation +8, Perception +7
Damage Resistances Darkness
Senses darkvision 120 ft., passive Perception 17
Languages Krill
Individual Challenge 9 (3,900 XP)
Classification CR 14 Elite (11,500 XP)

Blade Bond. The swordbearer is magically bonded with its cleaver, turning it into a bonded weapon. While bonded,
the swordbearer deals an additional 10 (3d6) darkness damage with its cleaver (already shown in the attack), and
the swordbearer cannot be disarmed of the cleaver. The swordbearer is always aware of the location of its bonded
weapon, if it is within 60 feet of it. The swordbearer is also instantly aware if any creature other than itself is
holding its bonded weapon. The swordbearer cannot wield any other weapons while bonded to its cleaver.

Blade Points. The swordbearer has hive magic, represented by a pool of blade points. For each creature that is

63
killed within 30 feet of the swordbearer, it gains 1 blade point. Once on its turn, when the swordbearer hits a
creature with its bonded cleaver, it can spend a number of these points to deal an additional amount of darkness
damage with its attack. Roll a number of d8s equal to the amount of points spent (maximum of 6d8) and add it to
damage of the attack.

Curse of the Blade. If the swordbearer reduces a hostile creature to 0 hit points with its bonded cleaver, it must
succeed on a DC 10 Charisma saving throw or it becomes berserk. While berserk, the swordbearer has advantage
on all melee attack rolls, and it must use its movement and action to attack the nearest creature. The swordbearer
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the
swordbearer kills a creature while berserk, it has disadvantage on this saving throw.

Paracausal Resistance. The swordbearer has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

ACTIONS
Bonded Cleaver. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) slashing damage plus
10 (3d6) darkness damage.

THE HATED
Medium Hive

Armor Class 18 (natural armor)


Health Points 51 (6d8+24)
Energy Shields 77 (9d8+36) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Str +9, Dex +5, Cha +7


Skills Athletics +9, Intimidation +7, Perception +6
Damage Resistances bludgeoning, piercing, slashing
Senses darkvision 60 ft., passive Perception 16
Languages Krill and one other language
Individual Challenge 9 (5,000 XP)
Classification CR 9 Major (5,000 XP)

Wrath of the Hive. The hated adds an additional damage die to its weapon attacks, and it deals an additional 9
(2d8) darkness damage when it hits with a melee weapon attack (both already shown in the hated's attack).

Paracausal Resistance. The hated has advantage on saving throws against magical and paracausal effects, such
as spells and Light grenades.

Darkness Charges (3 uses/Short or Long Rest). If the hated hits with a melee attack, the hated can spend a
charge of Darkness to deal 27 (6d8) darkness damage instead of the normal damage of its attack. The hated
regains an amount of shield points equal to half the damage it deals when it does this.

ACTIONS
Multiattack. The hated makes two attacks with its cleaver.

Cleaver. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage plus 9 (2d8)
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darkness damage.

REACTIONS
Upsurge (Recharge 5-6). After taking damage, the hated can regain 18 (3d8+4) shield points. It also grants itself
advantage on all attack rolls it makes until the end of its next turn when it uses this reaction.

THRALL
Medium Hive

The Hive life cycle begins with the juvenile thrall. Hunching about four or five feet tall, the thrall’s body is gaunt,
fragile, and ashen. Its chitinous exoskeletal plates are underdeveloped, leaving exposed the hollows that pass through
the fleshy bulk of the torso. A thick cranial membrane covers the eyes, leaving thrall blind. Until their development is
complete, thrall seem to seek prey and enemies by scent, or an analogous pseudo-olfactory sense. Although lacking
armor, weapons, or coordination, thrall attack ferociously with viciously sharp claws. They fight relentlessly, whether
alone or—as is almost always the case—in groups. Thrall swarms may grow to horrifyingly large numbers, and while a
single thrall is barely a nuisance to a well-equipped Guardian, a swarm of hundreds is one of the deadliest threats
Guardians face in Hive territory.
The particulars of Hive reproduction are poorly understood, in part because the Hive keep their brooding protected
and hidden. The abundance of thrall obviously indicates they spawn in great profusion, but how this is accomplished
remains a mystery. Also unknown is whether thrall are spawned already carrying larval Hive worms, or if the larvae
are implanted later, during gestation or even after hatching. In any case, every thrall does carry a larva from the
godlike worms that endowed the Hive with paracausal abilities. Thus even the lowest, creeping, scraping ranks of the
Hive use the Sword Logic to gather strength through their killing, tithed upward for the dread purposes of the whole.

Armor Class 11 (natural armor)


Health Points 5 (1d8)
Speed 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 6 (-2)

Skills Stealth +3
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
Languages understands Krill
Individual Challenge 1/8 (25 XP)
Classification CR 1 Minion (200 XP)

Scent of Blood. As a bonus action on its turn, the thrall can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) arc damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Armor Class 11 (natural armor)


Health Points 5 (1d8)
Speed 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA

65
12 (+1) 14 (+2) 10 (+0) 8 (-1) 14 (+2) 7 (-2)

Skills Stealth +4
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12
Languages understands Krill
Individual Challenge 1 (200 XP)
Classification CR 4 Minion (1,100 XP)

Scent of Blood. As a bonus action on its turn, the thrall can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

Shadowy Movement. When in dim or dark conditions, the thrall can take the Disengage or Hide action as a bonus
action on its turn.

Smokescreen. When the thrall rolls initiative, it also begins spewing thick black-green smoke. At the end of each
of the thrall's turns, the thrall creates into a 5-foot radius sphere of smoke centered on itself. The smoke lingers for
up to 10 minutes, spreads around corners, and the area of the smoke is considered heavily obscured. A creature
with darkvision can't see through the cloud, and nonmagical/nonparacausal light can't illuminate it.

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) arc damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

CURSED THRALL
Medium Hive

Not all thrall survive to maturity—and some are not meant to. A portion of each spawning of thrall, perhaps those
deemed least likely to live in the first place, are chosen for a special calling. Distinguishable from normal thrall by a
sickening, ghastly glow, these thrall are endowed with a volatile curse that makes their bodies violently explosive.
Whether singly or in droves, they creep about out of sight until they detect a target, then shamble toward it with
inexorable resolve. If they can draw close enough, cursed thrall detonate themselves upon their unlucky victims,
loosing a blast that can sear through even resilient Guardian armor.
However, careful Guardians can take advantage of cursed thrall: their eerie glow makes them easy targets, so
when spotted, they can be dispatched with a quick shot or two. If well placed, the resulting explosion turns the self-
destruction of the cursed thrall back upon the Hive.

Armor Class 13 (natural armor)


Health Points 17 (3d8+3)
Speed 25 ft., climb 10 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 8 (-1) 13 (+1) 7 (-2)

Skills Perception +3
Damage Vulnerabilities Explosive
Condition Immunities Suppressed
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13
Languages understands Krill
Individual Challenge 1/4 (50 XP)
Classification CR 2 Soldier (450 XP)

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No Personal Bubble. The thrall can occupy the same space as another creature. It can use Detonate as a bonus
action if it occupies the same space as a hostile creature.

Explosive Demise. If the thrall is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Detonate. The thrall explodes. All creatures within 5 feet must make a DC 11 Dexterity saving throw. They take 10
(3d6) arc damage on a failed save, or half as much on a success. This destroys the cursed thrall.

HALLOWED THRALL
Medium Hive

Armor Class 16 (natural armor)


Health Points 11 (2d8+2)
Speed 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +7


Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 2 (450 XP)
Classification CR 9 Minion (5,000 XP)

Scent of Blood. As a bonus action on its turn, the thrall can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

Overwhelm. The thrall has advantage on melee attacks it makes against a grappled target. It can use a bonus
action on each of its turns to make a bite attack against a grappled target.

ACTIONS
Multiattack. The thrall makes two melee attacks. If both attacks hit the same target, and that target is a Medium
or smaller creature, the creature becomes grappled by the thrall (escape DC 15; the grapple also ends if the thrall
uses this multiattack again and misses at least once). The escape DC increases by 1 for each additional thrall that
grapples the same target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) arc damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

HOAR THRALL
Medium Hive

Armor Class 13 (natural armor)


Health Points 11 (2d8+2)
Speed 30 ft., burrow 20 ft., climb 25 ft.

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STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 16 (+3) 8 (-1)

Skills Perception +5, Stealth +4


Damage Vulnerabilities Fire, solar
Damage Resistances bludgeoning, kinetic, piercing, slashing
Damage Immunities Cold
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 1/8 (25 XP)
Classification CR 4 Minion (1,100 XP)

Arctic Acclimation. The thrall is acclimated to frozen terrain and extreme cold. It ignores difficult terrain caused
by ice or deep snow, and does not accumulate exhaustion from cold weather.

Surprise Striker. The thrall has advantage on all of its attack rolls against a creature it has surprised.

Nitro Body. Creatures who touch the thrall, or who hit it with a melee weapon while within 5 feet of it, take 5
(1d10) cold damage.

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) arc damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

CURSED HOAR THRALL


Medium Hive

Armor Class 14 (natural armor)


Health Points 15 (2d8+6)
Speed 25 ft., burrow 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 10 (+0)

Skills Perception +5, Stealth +3


Damage Vulnerabilities Explosive, fire, solar
Damage Resistances bludgeoning, kinetic, piercing, slashing
Damage Immunities Cold
Condition Immunities Suppressed
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Arctic Acclimation. The thrall is acclimated to frozen terrain and extreme cold. It ignores difficult terrain caused
by ice or deep snow, and does not accumulate exhaustion from cold weather.

Nitro Body. Creatures who touch the thrall, or who hit it with a melee weapon while within 5 feet of it, take 5
(1d10) cold damage.

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Explosive Demise. If the thrall is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Detonate. The thrall explodes, causing all creatures within 5 feet to make a DC 13 Constitution saving throw. On a
failed save, a creature takes 10 (3d6) cold damage and their movement speed is halved until the end of their next
turn. On a success, they take half as much damage and their movement speed is not halved. This action destroys
the thrall.

REACTIONS
Volatile. If a hostile creature moves within 5 feet of the thrall, it can use Detonate.

SWARM OF CURSED THRALL


Large swarm of Medium Hive

Armor Class 14 (natural armor)


Health Points 30 (4d10+8)
Speed 25 ft., climb 10 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 10 (+0) 15 (+2) 10 (+0)

Skills Perception +4
Damage Vulnerabilities Explosive
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
Languages understands Krill
Individual Challenge 3 (700 XP)
Classification XX

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

Explosive Demise. If the swarm is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Detonate. Every member of the swarm explodes, causing all creatures within 5 feet of the swarm to have to make
a DC 12 Dexterity saving throw. They take 24 (7d6) arc damage on a failed save, or half as much on a success.
This destroys the swarm.

REACTIONS
Volatile. If a hostile creature moves within 5 feet of the swarm, the swarm can use Detonate.

Armor Class 14 (natural armor)


Health Points 117 (18d10)
Speed 30 ft., climb 15 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1) 10 (+0)

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Saving Throws Str +6, Dex +5
Skills Athletics +6, Perception +5
Damage Vulnerabilities Explosive
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 15
Languages understands Krill
Individual Challenge 5 (1,800 XP)
Classification CR 5 Major (1,800 XP)

Scent of Blood. As a bonus action on its turn, the swarm can move up to its movement speed toward a hostile
creature it can see that is not at its maximum hit points.

Blood Frenzy. The swarm has advantage on melee attacks it makes against any non-construct creature that
doesn't have all of its hit points.

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

ACTIONS
Multiattack. The swarm makes five melee attacks. If it has half its hit points or less, it only makes three melee
attacks.

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

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

URROX, THE FLAME PRINCE


Huge Hive

Among the most exalted knight-morph Hive, princes are those who have grown to such strength to be worthy to
command their own broods. What brood Urrox ruled, and what legions he led are all but forgotten, for he and what
little remains of his lineage reside within the Prison of Elders. Yet Urrox retains his royal bearing—and the towering
20-foot stature that accompanies it—along with control of his remnant underlings. His chitin armor is crowned with
magnificent princely horns, and its plates smolder with an inward fire, the sign of his peculiarly specialized Hive
magic. Unholy flames leap at his touch, and with this fire he relishes incinerating all comers who dare challenge him.

Armor Class 18 (natural armor)


Health Points 58 (5d12+25) / 69 (6d12+30) / 69 (6d12+30)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 13 (+1) 15 (+2) 20 (+5)

Saving Throws Str +10, Cha +10


Skills Athletics +10, Intimidation +10, Perception +7
Damage Resistances bludgeoning, kinetic, slashing, solar
Damage Immunities cold, fire
Condition Immunities Burning
Senses darkvision 120 ft., passive Perception 17, truesight 30 ft.
Languages Krill and one other
Individual Challenge 13 (10,000 XP)

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Classification CR 9 Ultra (10,000 XP)

Legendary Resistance (3 uses/Long Rest). If Urrox fails a saving throw, he can choose to succeed instead.

ACTIONS
Solar Boomer Cannon. Payload Firearm Weapon Attack: DC 18, impact 5 ft., range 50/120/300 (close). Hit: 16
(2d10+5) solar damage.

Reckless Flames (Recharge 5-6). Urrox chooses up to 3 willing creatures other than himself and ignites them in
the flames for 1 minute. Creatures ignited gain a resistance to solar damage and an immunity to fire damage, as
well as immunity to the Burning condition. In addition, for the duration, ignited creatures have advantage on all of
their attacks, and all attacks against the ignited creatures have advantage. If a chosen creature dies or is
Incapcitated and this ability still has duration, Urrox can use a reaction to select one new creature to ignite for the
remaining duration. This ability ends if Urrox is Incapacitated or loses a hit point pool.

LEGENDARY ACTIONS
Urrox can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a
time and only at the end of another creature’s turn. Urrox regains spent legendary actions at the start of its turn.

Flame Wave (Costs 2 Actions). Urrox sends out a wave of flames in a 30-foot cone. All creatures of Urrox’s
choice within the cone must make a DC 18 Dexterity saving throw. They take 21 (6d6) fire damage on a failed
save, or half as much on a success.
Cannon Fire. Urrox attacks once with his solar boomer cannon.

ULTRA ACTIONS
If damage reduces Urrox’s hit point pool to 0, and Urrox has at least one hit point pool remaining, Urrox can
immediately perform one of the following actions.
● Swath of Flame. Urrox clutches a ball of flames in his fist and slams it into the ground. The flames travel
outward in an 80-foot radius, traveling across the ground and climbing solid surfaces no taller than 3 feet.
All creatures of Urrox’s choice that the flames come into contact with must make a DC 18 Constitution
saving throw. They take 21 (6d6) solar damage on a failed save, or half as much on a success. After, Urrox
regains use of his Reckless Flames if it was not recharged.

VANQUISHER
Medium Hive

Some knights specialize in melee combat exclusively, favoring the dreaded Hive cleaver sword and pairing it with a
heavy shield. Breaker knights are thus walking fortifications swinging ruinous blades, and they prefer to charge
directly with markedly ravenous enthusiasm. Unlike normal knights’ summoned barrier, breaker knights’ shields aren’t
indestructible: they shatter under sufficiently strong blows, and directed fire can blast them apart. However, this class
of knight can use its tithed paracausal power to reconstitute a replacement shield—so Guardians would be well
advised to quickly make the most of a breaker knight’s diminished defenses when its shield is broken.

Armor Class 22 (natural armor, shield)


Health Points 60 (7d8+28)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 18 (+4) 14 (+2) 15 (+2) 18 (+4)

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Saving Throws Str +9
Skills Arcana +6, Athletics +9, Perception +6
Damage Resistances Bludgeoning, piercing, slashing
Senses darkvision 60 ft., passive Perception 16
Languages Krill
Individual Challenge 5 (1,800 XP)
Classification CR 9 Elite (5,000 XP)

Multiform Monster. The knight has two forms, Shield Bearer and Berserker. Only certain features and actions are
available for each of its forms. While the knight has at least half of its hit points remaining, it is in its Shield Bearer
form. When the knight falls to less than half hit points its shield is shattered, and it shifts into its Berserker form.

Indomitable (Shield Bearer form only). While wielding its shield, the knight is considered to be behind three-
quarters cover at all times. It has a bonus +5 to its AC (shown in stats) and to any Dexterity saving throws it
makes. If the knight is subject to a payload saving throw, it takes only half damage on a failed save, and no
damage on a success. Finally, the knight has two additional damage resistances, kinetic and explosive, while in its
Shield Bearer form.

Enhanced Reflexes (Berserker form only). If the knight fails a saving throw, it can choose to re-roll once. It can
take the result of either roll.

Frenzied (Berserker form only). The knight has advantage on melee attacks, and it deals an additional 1d12
damage when it hits with a melee attack. It can use a bonus action on its turn to move up to its movement speed
toward a hostile creature while in its Berserker form.

Reform Shield (Berserker form only). Whenever the knight starts its turn in the Berserker form, it gains 1 shield
point. If the knight has 3 shield points, it can use a bonus action on its turn to heal itself for 34 (4d8+16) hit points
and reform its shield, shifting back to the Shield Bearer form.

ACTIONS
Multiattack. If the knight is in its Shield Bearer form, it makes two attacks: one with its shield bash, and one with
its cleaver. If the knight is in its Berserker form, it makes two attacks with its cleaver.

Cleaver. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) darkness damage.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage and
the target must succeed on a DC 17 Strength saving throw or be knocked prone.

WIZARD
Medium Hive

Fully mature Hive that assume the mother morph become wizards, adepts of the Hive’s twisted paracausal sorcery.
Wizards’ bodies do not grow much in size, and they only develop slightly more chitin plating than they had as
acolytes, notably the ridged or crested cranial growths which often obscure their eyes. Their legs even atrophy,
obliging wizards to master perpetual levitation. They clothe themselves with ragged robes of Hive-worm silk, and
occasionally other adornments as well. They carry no weapons, but their arsenal of dark powers makes them more
than lethal combatants.
Although individuals become wizards by taking on the Hive mother morph, not all wizards reproduce. One of the
few things known about the Hive life cycle is that mother wizards can beget spawn with a mate or through
parthenogenesis. It is additionally clear that regardless of whether or not they participate in spawning, wizards are
most important to the Hive not for their reproductive capabilities, but for their practice of the arcane art commonly
called Hive magic, for lack of a better description. The entire Hive tithing hierarchy, as well as more mundane aspects

72
of their affairs, depends upon this so-called magic. As its foremost practitioners, wizards bear considerable
responsibility for the maintenance and effective function of Hive operations and logistics.
Among Guardians who have spent the most time facing the Hive, particular fear of wizards is commonplace. As
the Hive’s chief experimenters, wizards do not merely slaughter unquestioningly, but delight in capturing their
enemies to indulge their torturous curiosity. They are especially dreaded for their fascination with Ghosts, for the
Traveler’s Light is extraordinarily rich nutriment to the Hive’s paracausal digestion.

Armor Class 15 (natural armor)


Health Points 33 (6d8+6)
Energy Shields 83 (15d8+15) solar
Speed fly 40 ft. (can hover)

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 19 (+4) 16 (+3) 17 (+3)

Saving Throws Dex +6, Int +7, Cha +8


Skills Acrobatics +6, Arcana +7, Perception +6, Religion +7
Condition Immunities Prone
Senses darkvision 120 ft., passive Perception 16
Languages Krill and up to two other languages
Individual Challenge 7 (2,900 XP)
Classification CR 7 Major (2,900 XP)

Spell Points. The wizard has 8 spell points. Once on its turn, it may choose to spend a number of spell points to
cast a spell. The wizard regains 1 spell point at the start of each of its turns. If the wizard ends its turn without
spending spell points, it regains 1 additional spell point. The wizard regains all spell points when it completes a brief
rest.
The cost of each spell is indicated in parentheses after the spell's name. Casting a spell is an action unless the
spell's description says otherwise. If the wizard casts a spell that requires concentration, it does not regain spell
points while concentrating on the spell. If it falls to 0 spell points while concentrating on a spell, it immediately loses
concentration.

Arcane Armor. While the wizard has at least 1 point in its energy shields, it automatically succeeds on Constitution
saving throws it makes to maintain concentration on a spell.

Legendary Resistance (2 uses/Long Rest). If the wizard fails a saving throw, it can choose to succeed instead.

ACTIONS
Arc Bolt (0 spell points). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (3d4+4) arc damage.

Heavy Shroud (3 spell points). The wizard creates a 5-foot-radius sphere of thick osmium gas centered on a
space it can see within 120 feet. The gas spreads around corners and lasts for up to 10 minutes, or until
concentration on it ends. Its area is heavily obscured. When a creature enters the gas' area for the first time on a
turn or starts its turn there, it must make a DC 15 Charisma saving throw. The creature takes 22 (5d8) poison
damage on a failed save and also becomes Restrained until the start of their next turn. On a successful save, the
creature takes half as much damage and is not Restrained.
Creatures are affected even if they hold their breath or don't need to breathe. If the wizard's concentration on
this spell ends, any Restrained creatures are immediately no longer Restrained.

Rune Trap (3 spell points). The wizard summons osmium chains that cover a 5-foot-diameter circle on a hard,
unoccupied surface. The chains last for up to 1 hour, during which the wizard does not need to concentrate on
them, but the wizard's maximum for its spell points is temporarily reduced by 3 for each rune trap the wizard lays.
The first hostile creature that touches the chains must make a DC 15 Strength saving throw. On a failed save they
become Grappled and Restrained (escape DC 15). The wizard's maximum for its spell points is increased by 3 once

73
the rune trap is triggered.

LEGENDARY ACTIONS
The wizard can take 2 legendary actions, choosing from the options below. Only one legendary option can be used
at a time, and only at the end of another creature’s turn. The wizard regains spent legendary actions at the start of
its turn.

Bolt. The wizard makes one attack with its arc bolt.
Cast Spell (Costs 2 Actions). The wizard casts either Heavy Shroud or Rune Trap.
Fly. The wizard flies up to half its fly speed without provoking attacks of opportunity.

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CHAPTER 3: VEX
Malicious or ambivalent? Ancient watchers, or interlopers from a distant future? Unfeeling machines, or thinking
creatures that transcended biology? The Vex are the most perplexing and inscrutable of the antagonists humanity
faces. Nothing is known of their origin, and little is understood of their motivations. What is known is they possess
astronomical computational power, an uncharted network of transdimensional gates that may reach across time as
well as space, and a tireless collective consciousness that unflinchingly controls countless legions of combatant units.
The Vex Collective will not hesitate to annihilate interference by manipulating the current of events—or even entirely
excising people from time.
Humanity’s earliest knowledge of the Vex comes from the Ishtar Collective, a Golden Age group of scientists who
studied the Vex on Venus. Recovered records from their archives indicate they discovered Vex structures dated to
billions of years before the advent of human life. However, given the Vex’s capacity for some form of time travel, we
cannot be certain whether the ruins on Venus suggest a prehistoric local origin, or if they merely indicate the Vex
inserted themselves into our distant past when our system became of interest to them.
In some locations, Vex occupation seems to be incidental. For instance, on Mars, they appear primarily concerned
with safeguarding the Black Garden, an enigmatic region of mysteriously enclosed spacetime on the Martian surface
which the Vex may have created, or perhaps only came upon. Vex fastidiously defend the entrance to the Black
Garden and patrol the surrounding regions, but otherwise lay little claim to Martian territory. On the other hand,
elsewhere they have not only invaded in full force, but have undertaken construction and machinoforming projects of
gargantuan scale. On Mercury and Nessus, the Vex have gone so far as to hollow the planetary bodies and use their
volume to house immense arrays of computational infrastructure. While in Mercury’s case it is known the planet-sized
computer is used to operate the sophisticated simulation engine called the Infinite Forest, for the most part we can
only guess at the ends to which the Vex employ their almost inconceivable data-processing capacity.
Vex units are constructed in a wide assortment of configurations for different roles. The smallest and most
numerous are humanoid and approximately human-sized, but many Vex hull types are distinctly not humanlike in
form or scale. Units with higher-level functions and capabilities are often many times larger than typical human
height, whether or not they bear any resemblance to human form. Despite this variety, all Vex share certain physical
commonalities. Every type of Vex, regardless of specialized function, uses a primary monocular sensor, which usually
emits a red glow in the human visible spectrum. The true core of an individual Vex is not this eye, but an enclosed
capsule of radiolarian brine, sometimes called mind fluid—or more colloquially, Vex milk. Although organic, this liquid
is thought to be the true substrate of Vex consciousness.
Both these features are objects of curiosity to Guardians interested in the Vex. In addition to facilitating vision,
their eyes also sometimes carry access permissions to the Vex network. Enterprising Guardians have been known to
hunt Vex with such permissions in hopes of salvaging their eyes to use as keys, both to access protected information
and gain entry to places the Vex keep secure. Their radiolarian fluid inspires both deep fascination and grave fear
among those knowledgeable about the Vex. For some it represents a promising new dimension of multipurpose
computation. Others warn that the mere presence of Vex mind fluid, let alone actual contact with it, can cause
insidious nanoscale infiltration of systems both digital and biological, leading inevitably to conversion and subsumption
to the Vex Collective. This fear accompanies stories of Guardians believed lost in action against the Vex, whose
comrades later report hearing Vex speaking with their voices. Despite this, a few adventurous types claim the brine
has excellent culinary value.

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CONFLUX
Medium Vex construct (VI)

PHASE CONFLUX
Medium Vex construct (VI)

Armor Class 10 (natural armor)


Health Points 4 (1d8)
Speed 0 ft. (mounted, can hover)
Hack DC 15 (only a Ghost can attempt to hack the conflux)

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 10 (+0)

Damage Immunities All


Condition Immunities All
Senses —
Languages —
Individual Challenge 6 (2,300 XP)
Classification CR 6 Major (2,300 XP)

Axiomatic Network. The conflux can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Phase Field. The conflux sends out a pulse of temporal energy. All Soldier or Minion class Vex units of the conflux's
CR or lower, who are within 60 feet of the conflux, who can see the conflux, and who are linked to the conflux via
the axiomatic network feature, can take the Dodge action as a bonus action until the start of the conflux's next
turn.

SHIELD CONFLUX
Medium Vex construct (VI)

Armor Class 10 (natural armor)


Health Points 4 (1d8)
Speed 0 ft. (mounted, can hover)
Hack DC 14 (only a Ghost can attempt to hack the conflux)

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 10 (+0)

Damage Immunities All


Condition Immunities All
Senses —
Languages —
Individual Challenge 4 (1,100 XP)
Classification CR 4 Major (1,100 XP)

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Axiomatic Network. The conflux can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Energy Field. A Vex creature of the conflux's CR or lower that starts its turn within 60 feet of the conflux, or who
moves within 60 feet of the conflux for the first time on a turn, gains 13 (3d8) energy shields (void alignment). In
order to gain these energy shields, the creature must not already have energy shields, and it must be connected to
the conflux via the axiomatic network feature. Vex creatures that have energy shields but have 0 points in their
energy shields do not benefit from this feature.

ACTIONS
Void Energy Shield Boost. The conflux sends out a wave of void energy. All Vex creatures of its choice who are
within 60 feet, and who have void-aligned energy shields, can regain up to 9 (2d8) energy shield points.

WARP CONFLUX
Medium Vex construct (VI)

Armor Class 10 (natural armor)


Health Points 4 (1d8)
Speed 0 ft. (mounted, can hover)
Hack DC 15 (only a Ghost can attempt to hack the conflux)

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 10 (+0)

Damage Immunities All


Condition Immunities All
Senses —
Languages —
Individual Challenge 5 (1,800 XP)
Classification CR 5 Major (1,800 XP)

Axiomatic Network. The conflux can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Hyper-Reactive. The conflux can take up to 3 reactions per round. If a reaction has a recharge roll, the conflux
only makes this roll once on its turn.

REACTIONS
Rewind. When a creature within 60 feet of the conflux makes an attack roll, saving throw, or ability check, the
conflux can cause the creature to re-roll once with either advantage or disadvantage (conflux's choice), and the
creature must use the result of the new roll. In order for the conflux to use this reaction, there must be a clear and
straight path between the creature and the conflux. Once the conflux uses this reaction on a creature, it cannot use
this reaction on the same creature again until the end of the conflux's next turn.

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CYCLOPS
Large Vex

A large, stationary Vex unit generally regarded as little more than a heavy turret emplacement—though its large mind
core suggests it may have a greater purpose. The standard cyclops hull is about fifteen feet tall, with two fixed,
upward-angled arms or antenna arrays spanning about as wide. Its exterior plating is substantial, leaving the partially
exposed core module its only weak point. This module houses the monocular sensor, which in the cyclops’ case is
integrated with the emitter of its directed energy cannon. The cyclops is mounted on a base with a rotating track,
allowing the entire hull to turn in any direction.
While the rationale of Vex deployments is most often cryptic at best, the presence of cyclopes at Vex defensive
positions superficially appears straightforward. They are frequently found near large gates, major confluxes, and other
important fixtures of the Vex network. However, some analysts point out that this placement could be to facilitate
high-throughput connection to the network, and speculate that the cyclops’ primary function may be as some sort of
high-powered sensor or signal relay.

Armor Class 16 (natural armor)


Health Points 77 (9d10+27)
Speed 0 ft. (mounted)

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 16 (+3) 20 (+5) 18 (+4) 8 (-1)

Saving Throws Int +7


Skills History +7, Perception +6, Technology +7
Damage Immunities Psychic
Condition Immunities Prone, restrained
Senses darkvision 120 ft., passive Perception 16, scanners 15 ft.
Languages Hexinary
Individual Challenge 3 (700 XP)
Classification CR 3 Major (700 XP)

Axiomatic Network. The cyclops can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Defensive Design. If a creature hits the cyclops with an attack, but the creature is not within 5 feet of the cyclops,
or the creature is not Aiming when it makes its attack roll, the cyclops is considered resistant to the damage if the
cyclops does not already resist it.

ACTIONS
Cannon Fire. Payload Firearm Weapon Attack: DC 15, range 60/200/500 (close), impact 5 ft. Hit: 24 (7d6) void
damage. This attack destroys most forms of cover, but it is blocked by 1 foot of stone, 1 inch of common metal, or
3 feet of wood or dirt.

QUANTUM CYCLOPS
Large Vex construct (VI)

Armor Class 17 (natural armor)


Health Points 102 (12d10+36)
Speed 0 ft. (mounted)

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

Saving Throws Int +8


Skills History +8, Perception +8, Technology +8
Damage Immunities Psychic
Condition Immunities Prone, restrained
Senses darkvision 120 ft., passive Perception 18, scanners 15 ft.
Languages Hexinary
Individual Challenge 7 (2,900 XP)
Classification CR 7 Major (2,900 XP)

Axiomatic Network. The cyclops can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Defensive Design. If a creature hits the cyclops with an attack, but the creature is not within 5 feet of the cyclops,
or the creature is not Aiming when it makes its attack roll, the cyclops is considered resistant to the damage if the
cyclops does not already resist it.

ACTIONS
Temporal Cage (Recharge 5-6). The cyclops chooses a creature it can see within 200 feet. The creature must
succeed on a DC 16 Charisma saving throw or become Restrained until the end of the cyclops' next turn.

Cannon Fire. Payload Firearm Weapon Attack: DC 16, range 60/200/500 (close), impact 5 ft. Hit: 31 (9d6) void
damage. This attack destroys most forms of cover, but it is blocked by 1 foot of stone, 1 inch of common metal, or
3 feet of wood or dirt.

FANATIC
Medium Vex

It is well known that destroying a Vex goblin’s head does not incapacitate it, but instead sends it into a blind, berserk
frenzy. Perhaps because repairing units in such condition is impossible, or simply inefficient, the Vex instead
repurpose damaged goblins as fanatics. Although headless, and often missing arms as well, fanatics still carry slap
rifles and can track targets using auxiliary sensor systems. Once a hostile target is acquired, they will steadily
advance upon it, and if they can approach in close quarters, will reroute the internal power distribution of their own
damaged systems to cause an explosive overload. This detonation splatters the target with corrosive, charged
radiolarian fluid, causing lingering damage in addition to the initial explosion. While the usefulness of this tactic as a
simple suicide attack is obvious, some believe fanatics’ true purpose is not to destroy targets, but to infect them with
Vex radiolaria.

Armor Class 12 (natural armor)


Health Points 7 (2d8-2)
Speed 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 8 (-1) 6 (-2) 8 (-1) 8 (-1)

Damage Vulnerabilities Explosive, kinetic

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Damage Immunities Psychic
Condition Immunities Blinded, charmed, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Hexinary
Individual Challenge 1/8 (25 XP)
Classification CR 1 Minion (200 XP)

Axiomatic Network. The fanatic can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Explosive Demise. If the fanatic is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Detonate. The fanatic overloads itself and detonates. All creatures within 5 feet must make a DC 12 Constitution
saving throw, taking 7 (2d6) arc damage and becoming Poisoned for the next minute on a failed save. On a
successful save, creatures take half as much damage and do not become Poisoned. This action destroys the fanatic.

Slap rifle. Ranged Firearm Weapon Attack: +4 to hit, range 25/40/60 (close), automatic fire, one target. Hit: 6
(1d6+2) solar damage.

REACTIONS
Volatile. If a hostile creature moves within 5 feet of the fanatic, the fanatic can use Detonation.

GATE LORD
Gargantuan (30 ft. by 30 ft.) Vex

Among Vex axis minds—individuated entities deputed by the larger Vex collective to oversee particular tasks—the best
known are the gate lords, powerful intelligences that control the Vex gate network. For the most part, gate lords exist
only inside the network, managing its connections and traffic from within. However, when some need arises,
particularly to defend important gates, gate lords will appear outside the network. To do so, they require a physical
form adequate to support the instantiation of such a vastly complex mind: a truly titanic construct, identical in design
to the minotaur hull, but scaled up to almost forty feet tall. That such an enormous mechanical body can operate so
effectively is as staggering to Vanguard engineers as the gate lord’s massive torch hammer is to Guardians who have
faced them in battle.
Gate lords are capable of tremendous devastation on their own, but the deep reserves of reinforcements they can
summon means that engaging one almost certainly entails fighting through a veritable army of lesser Vex as well.
Gate lords lack the energy shields and teleportation abilities of minotaurs, but their sheer massiveness obviates the
need for such subtleties. They can cross a battlefield in a few earthshaking strides, and from their towering vantage it
is challenging for opponents as small as Guardians to avoid their calculating gaze or evade the thunderous barrage of
their weapons. Vanguard tactical guidance conspicuously lacks advice for engaging gate lords, for the simple reason
that too few Guardians have fought them and survived.
Nevertheless, not a few Guardians seek out gate lords in particular in hopes of obtaining a singular prize from
defeating one: the eye of a gate lord. Like all Vex, a gate lord’s access permissions are encoded within its primary
monocular sensor, and it is widely believed that a Guardian in possession of a gate lord’s eye could actually borrow its
authority over the gate network. Although reports of anyone successfully doing this are scanty at best, and all
unsubstantiated, the allure of such a quest stands undiminished. Adventurous Hunters, inquisitive Warlocks, and
boastful Titans alike have all been known to quietly harbor ambitions of one day assembling the most formidable
fireteam possible to hunt a gate lord.

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Armor Class 19 (natural armor)
Health Points 47 (3d20+15) / 78 (5d20+25) / 78 (5d20+25)
Speed 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 22 (+6) 18 (+4) 12 (+1)

Saving Throws Str +9, Con +9, Int +10, Cha +5


Skills Perception +8, Technology +14
Damage Resistances Psychic
Condition Immunities Suppressed
Senses darkvision 200 ft., passive Perception 18, scanners 15 ft.
Languages Hexinary
Individual Challenge 15 (13,000 XP)
Classification CR 10 Ultra (13,000 XP)

Axiomatic Network. The gate lord can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Axis Mind. While not incapacitated, Vex units that share the same network as the gate lord and are within 120 feet
of it have advantage on Intelligence, Wisdom, and Charisma ability checks and saving throws, and they can choose
to use the gate lord's Intelligence, Wisdom, and Charisma score in place of their own.

Legendary Resistance (3 uses/Long Rest). If the gate lord fails a saving throw, it can choose to succeed
instead.

ACTIONS
Multiattack. The gate lord may use its temporal shockwave. It then takes three shots with its massive torch
hammer.

Massive Torch Hammer. Payload Firearm Weapon Attack: DC 18, range 80/200/300 (close), impact 10 ft. Hit: 19
(2d12+6) void damage.

Temporal Shockwave (Recharge 5-6). The gate lord sends out a shockwave of temporal force. All creatures of
the gate lord's choice who are within 10 feet of it must make a DC 18 Strength saving throw. On a failed save they
take 27 (6d8) bludgeoning damage and are pushed back 10 feet, where they fall prone. On a successful save
creatures take half as much damage, are not pushed back, and do not fall prone. The gate lord can then move up to
its movement speed.

ULTRA ACTIONS
If damage reduces the gate lord’s hit point pool to 0, and the gate lord has at least one hit point pool remaining, the
gate lord can immediately perform one of the following actions.
● Summon Reinforcements. The gate lord reaches through the Vex network and summons 5 (2d4) goblins,
2 (1d4) hobgoblins, and 1 minotaur. The creatures are considered friendly to the gate lord, are connected to
its axiomatic network, and each appear in their own unoccupied space within 60 feet. Creatures summoned
in this way take their turn on the gate lord's initiative.

GOBLIN
Medium Vex

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The commonest Vex unit, and the basic trooper of its legions. Goblin hulls are simple, bipedal humanoid frames about
six feet tall, though they usually stand and move with a flexed posture that lowers their center of gravity somewhat.
They are readily identified by the broad fan shape of their crested heads, which is believed to house a shielded
antenna array. A translucent pod of radiolarian fluid is situated in the abdomen. Goblin armament consists only of the
slap rifle, a short-range accelerated particle weapon, but they are also capable of teleporting small distances, an
ability they use to rapidly close distance to an effective range.
The Vex deploy goblins in seemingly unending numbers when they engage in direct combat, in addition to
whatever other types of units may be present. Though they have little noncombat functionality, their disposition is not
always immediately hostile. Guardians occasionally report encountering goblins on patrol or posted as guards, but
showing apparent ambivalence to their presence. Additionally, while the Vanguard’s official position is the Vex are not
known to engage in direct communication with non-Vex, anecdotal Guardian accounts mention goblins attempting to
speak human languages or transmit signals by blinking their eyes. Of course, whatever truth there may be to such
stories, in the vast majority of cases goblins regard Guardians as hostile and immediately open fire.

Armor Class 13 (natural armor)


Health Points 17 (3d8+3)
Speed 15 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 12 (+1) 17 (+3) 12 (+1) 10 (+0)

Skills Perception +3, Technology +5


Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 13
Languages Hexinary
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (450 XP)

Axiomatic Network. The goblin can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Multiattack. The goblin may use its Teleport, and then make one attack.

Energy Palm. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) void damage.

Slap rifle. Ranged Firearm Weapon Attack: +5 to hit, range 25/40/60 (close), one target. Hit: 6 (1d6+3) solar
damage.

Teleport (Recharge 5-6). The goblin teleports to an unoccupied space it can see within 30 feet, taking all carried
and worn equipment of its choice with it.

TORCH GOBLIN
Medium Vex

Armor Class 15 (natural armor)


Health Points 39 (6d8+12)
Speed 15 ft.

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STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 18 (+4) 15 (+2) 10 (+0)

Skills Perception +5, Technology +7


Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 15
Languages Hexinary
Individual Challenge 2 (450 XP)
Classification CR 7 Soldier (2,900 XP)

Axiomatic Network. The goblin can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Multiattack. The goblin may use its Teleport, and then make two attacks.

Energy Palm. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) void damage.

Torch Hammer. Payload Firearm Weapon Attack: DC 15, range 20/80/120 (close), impact 5 ft. Hit: 15 (2d10+4)
void damage.

Teleport (Recharge 5-6). The goblin teleports to an unoccupied space it can see within 30 feet, taking all carried
and worn equipment of its choice with it.

HARPY
Medium Vex

Compact, highly mobile aerial units used both as scouts and infantry support. Harpy hulls consist of a central module,
which houses the monocular sensor, weapon systems, and several flexible sensory tentacles, and two sets of three
smaller and larger ridged fins that it uses for propulsion and stability. These are not directly attached to the central
module, but appear to be held to it by carefully controlled tensions in manipulated particle fields. The same
technology is probably used by the harpy to hover and fly. When the fins are in their retracted configuration, as when
harpies are idle or in flight, the hull forms a rough triangle about six feet across. To come to a stop or steady itself
before firing its weapons, the harpy extends and spins its fins, using the rotational momentum for stabilization.
Harpies’ speed and flight capability make them extremely versatile reconnaissance units, able to quickly traverse
any terrain. Though they lack the short-range teleportation ability of other rank-and-file Vex combatants, they
compensate somewhat by dint of their airborne agility. Because of their resemblance to bullseye targets, a certain
league of Guardian archers seeks out harpies for their marksmanship competitions.

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Armor Class 14 (natural armor)
Health Points 6 (1d8+1)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 12 (+1) 12 (+1) 16 (+3) 10 (+0)

Skills Acrobatics +5, Perception +5


Damage Immunities Psychic
Senses darkvision 60 ft., passive Perception 15
Languages Hexinary
Individual Challenge 1/4 (50 XP)
Classification CR 3 Minion (450 XP)

Axiomatic Network. The harpy can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Slap Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 25/40/60 (close), one target. Hit: 6 (1d6+3) solar
damage.

LASER HARPY
Medium Vex

Armor Class 16 (natural armor)


Health Points 17 (3d8+3)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 12 (+1) 15 (+2) 18 (+4) 10 (+0)

Saving Throws Dex +7


Skills Acrobatics +7, Perception +7, Stealth +7
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 17
Languages Hexinary
Individual Challenge 1 (200 XP)
Classification CR 6 Minion (2,300 XP)

Axiomatic Network. The harpy can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Laser Rifle. Ranged Firearm Weapon Attack: +7, range 10/120/340 (long), one target. Hit: 9 (1d10+4) void
damage.

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Laser Sweep. The harpy shoots a laser in a 20-foot sweeping line. All targets in the area must make a DC 15
Dexterity saving throw. They take 9 (2d8) void damage on a failed save, or half as much on a success.

TETHER HARPY
Medium Vex

Armor Class 16 (natural armor)


Health Points 18 (4d8)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +6
Damage Resistances Psychic
Senses darkvision 60ft., passive Perception 16
Languages Hexinary
Individual Challenge 3 (700 XP)
Classification CR 13 Minion (10,000 XP)

Axiomatic Network. The harpy can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Slap Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 25/40/60 (close), one target. Hit: 6 (1d6+3) solar
damage.

Tether. The harpy chooses a creature within 10 feet of it and creates a temporal link between itself and the
creature. Until the start of the harpy's next turn, any damage the creature takes, the harpy takes instead. If the
harpy is reduced to 0 hit points because of this damage transfer, it is destroyed. The harpy can only link to one
creature at a time, and only one creature can have a harpy linked to it at a time. If the harpy is even more than 10
feet away from its linked creature, this effect ends early.

HOBGOBLIN
Medium Vex

Supplemental infantry units specialized for long-range precision fire. Hobgoblins are built on the same basic chassis as
goblins, and are the same size. Their most immediately distinctive feature is the broad, horned crest of their heads,
which house extremely dense integrated sensor and antenna arrays. They also have a flexible sensory tentacle
attached at the back of the torso, somewhat like a tail. Otherwise, they are distinguished from goblins by their
equipment. Hobgoblins’ primary armament is the line rifle, a directed-energy weapon that can project a highly
accelerated, narrowly confined particle stream with pinpoint accuracy. They are also widely known (and deeply
despised) for a reactive defense system that shrouds the hobgoblin in a protective field when attacked, making it
temporarily impervious. This effect is short-lived, but provides the hobgoblin enough time to execute partial self-
repair, perhaps by exploiting an artificially induced local temporal differential. It also is often long enough for nearby
Vex to reposition themselves as reinforcement for the hobgoblin.
Hobgoblins use the combination of sniping and reflexive self-defense to keep targets pinned down at long
distances while resisting counterattack. In old accounts of early engagements, Guardians referred to them as

85
‘cheapshot Vex’ and stressed the importance of approaching through adequate cover. Because of their long effective
range, hobgoblins are unsurprisingly often found guarding the approaches to significant Vex assets, but it is also
common for a hobgoblin to be included in a typical Vex patrol group. This lends a little weight to speculation that the
hobgoblin’s horns are not only for taking measurements to refine firing solutions, but may also serve as signal
amplifiers for Vex communications.

Armor Class 15 (natural armor)


Health Points 33 (5d8+10)
Speed 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 10 (+0)

Skills Perception +5, Technology +6


Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 15, scanners 5 ft.
Languages Hexinary
Individual Challenge 2 (450 XP)
Classification CR 4 Elite (1,100 XP)

Axiomatic Network. The hobgoblin can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Snapshot Sights. The hobgoblin uses 10 less feet of movement to begin Aiming.

Sniper. Once on its turn, if the hobgoblin hits a target while Aiming with a firearm, and it did not have
disadvantage on its attack roll, it deals an extra 7 (2d6) damage with the attack. The extra damage is the same
type as the firearm's damage type.

ACTIONS
Line Rifle. Ranged Firearm Weapon Attack: +6 to hit, range 10/120/340 (long), one target. Hit: 11 (2d6+4) solar
damage.

Scan. The hobgoblin focuses its scanners into a 30-foot cone until the start of its next turn.

Teleport. The hobgoblin teleports to an unoccupied space it can see within 60 feet of it, taking all carried and worn
equipment of its choice with it.

REACTIONS
Solar Shield (Recharge 5-6). After taking damage, the hobgoblin can surround itself with intense solar energy.
Until the start of the hobgoblin's next turn, all creatures that start or end their turn within 5 feet of the hobgoblin
take 3 (1d6) solar damage, and the hobgoblin has a damage point of 20.

QUANTUM HOBGOBLIN
Medium Vex

Armor Class 17 (natural armor)


Health Points 83 (11d8+33)
Speed 20 ft.

86
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 20 (+5) 16 (+3) 10 (+0)

Skills Perception +7, Technology +9


Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 17, scanners 5 ft.
Languages Hexinary
Individual Challenge 5 (1,800 XP)
Classification CR 9 Elite (5,000 XP)

Axiomatic Network. The hobgoblin can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Marksman. Once on its turn, the hobgoblin can begin Aiming as a bonus action. Doing so grants the hobgoblin
advantage on the next shot it takes with a firearm, if it takes that shot before the start of its next turn.

Sniper. Once on its turn, if the hobgoblin hits a target while Aiming with a firearm, and it did not have
disadvantage on its attack roll, it deals an extra 14 (4d6) damage with the attack. The extra damage is the same
type as the firearm's damage.

ACTIONS
Line Rifle. Ranged Firearm Weapon Attack: +9 to hit, range 10/120/340 (long), one target. Hit: 12 (2d6+5) solar
damage.

Slap Grenade (1 use/Brief Rest). The hobgoblin lobs a mortar grenade at a spot within 200 feet (mortar). All
creatures within 5 feet of the grenade must make a DC 17 Dexterity saving throw. They take 36 (8d8) void damage
on a failed save, or half as much on a success.

Scan. The hobgoblin focuses its scanners into a 30-foot cone until the start of its next turn.

Teleport. The hobgoblin teleports to an unoccupied space it can see within 60 feet of it, taking all carried and worn
equipment of its choice with it.

REACTIONS
Solar Shield (Recharge 5-6). After taking damage, the hobgoblin can surround itself with intense solar energy.
Until the start of the hobgoblin's next turn, all creatures that start or end their turn within 5 feet of the hobgoblin
take 3 (1d6) solar damage, and the hobgoblin has a damage point of 30.

SIEGE HOBGOBLIN
Medium Vex

Armor Class 18 (natural armor)


Health Points 153 (18d8+72) / 51 (6d8+24)
Speed 20 ft.

STR DEX CON INT WIS CHA


9 (-1) 22 (+6) 18 (+4) 17 (+3) 18 (+4) 10 (+0)

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Saving Throws Dex +10, Int +7, Cha +4
Skills Investigation +7, Perception +8, Technology +7
Condition Immunities Suppressed
Senses darkvision 60 ft., passive Perception 18, scanners 5 ft.
Languages Hexinary, understands all
Individual Challenge 15 (13,000 XP)
Classification CR 10 Ultra (13,000 XP)

Legendary Resistance (3 uses/Long Rest). If the siege hobgoblin fails a saving throw, it can choose to succeed
instead.

System Overload (75 points). The siege hobgoblin’s systems are overclocked, granting it certain benefits at the
risk of causing it to overload. When the siege hobgoblin takes damage, it can choose to reduce the amount of
damage it takes by instead subtracting a portion of that damage from its System Overload point pool, the amount
for which it has is indicated in parentheses. If doing so reduces the siege hobgoblin’s System Overload point pool to
0, the siege hobgoblin becomes Stunned until the end of its next turn, at which point it regains all points in its
System Overload point pool. This effect can interrupt the siege hobgoblin’s ultra action and end the ultra action
early.

ACTIONS
Supercharged Line Rifle. Ranged Firearm Weapon Attack: +10 to hit, range 10/120/340 (long), one target. Hit:
19 (2d12+6) solar damage.

Teleport. The siege hobgoblin teleports to an unoccupied space it can see within 100 feet, taking all carried and
worn equipment of its choice.

LEGENDARY ACTIONS
The siege hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary option can
be used at a time and only at the end of another creature’s turn. The siege hobgoblin regains spent legendary
actions at the start of its turn.

Attack. The siege hobgoblin takes a shot with its supercharged wire rifle.
Scan. The siege hobgoblin focuses its scanners into a 20-foot cone. This lasts until the start of the siege
hobgoblin's next turn.
Teleport (Costs 2 Actions). The siege hobgoblin uses its teleport.

ULTRA ACTIONS
If damage reduces the siege hobgoblin’s hit point pool to 0, and the siege hobgoblin has at least one hit point pool
remaining, the siege hobgoblin can immediately perform one of the following actions.
● Overclock. The siege hobgoblin initiates a skill mode, choosing up to 4 creatures within 60 feet of it to be
the target of this. For each target, one at a time, the siege hobgoblin teleports to a favorable position within
30 feet of the target and attempts to attack the target three times with its supercharged wire rifle. The
target can contest each individual attack with a DC 18 saving throw or ability check of the target's choice,
but the target cannot repeat the same saving throw or ability check. If the target succeeds on its saving
throw or ability check, the siege hobgoblin's attack misses and the target can attempt to make a single
weapon attack against the siege hobgoblin. The damage of this attack is automatically subtracted from the
siege hobgoblin's System Overload point pool. If the target fails their ability check or saving throw, the
siege hobgoblin's attack with its supercharged wire rifle succeeds and the target takes the damage of the
siege hobgoblin's attack.

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HYDRA
Huge Vex

Part reinforced gun battery, part mobile hub supercomputer, hydras are one of the most fascinating Vex unit types,
and the most daunting in combat. Regular hydra hulls are composed of three tiered segments, the largest at the top
carrying what passes for a head, in which the primary monocular sensor is mounted. The segments are connected by
a flexible, extensible spine, and each segment has a pair of short manipulator arms with numerous integrated
instruments. The uppermost pair of arms usually carries the hydra’s twin-mounted torch cannons, its primary
weapons. The entire hull is about fifteen feet tall, though specialized hulls belonging to higher-order Vex minds may
be larger and configured with different equipment. Hydras are slow-moving, but capable of relentless bombardment,
and quite resilient not only for their reinforced plating, but thanks to a rotating shield they can project around
themselves. Forensic engineers have been unable to determine whether this shield is a deflective particle-field
technology, or something more advanced that somehow denies the very existence of projectiles it intercepts.
Hydras make fearsome opponents, especially because they are nearly always accompanied by reinforcements, but
analysis of Vex deployment patterns suggests they are not actually intended as combat units. The size of the hydra
hull accommodates a large reservoir of radiolarian fluid and a considerable load of computational hardware, endowing
each hydra with remarkable local processing power. Hydras’ heavy armor and weapons may simply be defensive, and
their actual objectives are primarily related to their networking and computing capabilities. Another hypothesis holds
that hydras are specifically meant to carry the class of individuated Vex intelligences called minds, and thus their large
computational complement is simply necessary to permit a Vex mind to instantiate itself outside the network in a
physical hull.

Armor Class 17 (natural armor)


Health Points 81 (7d12+35)
Speed hover 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 20 (+5) 22 (+6) 16 (+3) 12 (+1)

Saving Throws Con +9, Int +10, Wis +7


Skills History +10, Perception +7, Technology +14
Damage Resistances bludgeoning, explosive, kinetic, piercing, psychic, slashing
Condition Immunities Prone
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages Hexinary, understands all
Individual Challenge 10 (5,900 XP)
Classification CR 10 Major (5,900 XP)

Axiomatic Network. The hydra can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Computational Reinforcement. While not incapacitated, the hydra acts as a computational hub for local Vex
units. Vex units that share the same network as the hydra, and are within 120 feet of it, have advantage on
Intelligence ability checks and saving throws.

Legendary Resistance (2 uses/Long Rest). If the hydra fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The hydra takes three shots with its aeon maul.

Aeon Maul. Ranged Firearm Weapon Attack: +10 to hit, range 60/200/600 (long), one target. Hit: 19 (2d12+6)

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void damage. If the hydra misses, the target must succeed on a DC 17 Dexterity saving throw or take half the
damage of this attack.

Teleport. The hydra teleports to an unoccupied space it can see within 60 feet. It takes all carried and worn
equipment of its choice with it.

REACTIONS
Negation Shield (2 uses/Round). The hydra adds 4 to its AC against one ranged attack that would hit it, or 4 to
its saving throw against a payload firearm attack. To do so, the hydra, or a Vex unit within 120 feet of the hydra
who is linked to it, must be able to see the attacker. If this bonus causes the hydra to succeed on its payload saving
throw, it takes no damage from the attack.

AXIS HYDRA
Gargantuan (20 ft. by 20 ft.) Vex

Armor Class 20 (natural armor)


Health Points 47 (3d20+15) / 62 (4d20+20) / 78 (5d20+25)
Speed hover 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 20 (+5) 25 (+7) 18 (+4) 14 (+2)

Saving Throws Con +9, Int +11, Wis +8, Cha +6


Skills History +11, Perception +8, Technology +15
Damage Resistances bludgeoning, explosive, kinetic, piercing, psychic, slashing
Condition Immunities Prone
Senses darkvision 200 ft., passive Perception 18, scanners 15 ft.
Languages Hexinary, understands all
Individual Challenge 17 (18,000 XP)
Classification CR 12 Ultra (5,900 XP)

Hyper-Reactive. The hydra can take up to 3 reactions per round. If a reaction has a recharge roll, the hydra only
makes this roll once on its turn.

Axiomatic Network. The hydra can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Axis Mind. While not incapacitated, Vex units that share the same network as the hydra and are within 120 feet of
it have advantage on Intelligence, Wisdom, and Charisma ability checks and saving throws, and they can choose to
use the hydra's Intelligence, Wisdom, and Charisma score in place of their own.

Legendary Resistance (3 uses/Long Rest). If the hydra fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The hydra takes three shots with its aeon maul. It can substitute one use of its teleport for one of
these attacks.

Aeon Maul. Ranged Firearm Weapon Attack: +11 to hit, range 60/200/600 (long), one target. Hit: 20 (2d12+7)
void damage. If the hydra misses, the target must succeed on a DC 19 Dexterity saving throw or take half the

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damage of this attack.

Teleport. The hydra teleports to an unoccupied space within 60 feet that either it or a unit it is connected to via its
axiomatic network can see. It takes all carried and worn equipment of its choice with it.

REACTIONS
Advanced Negation Shield. The hydra adds 8 to its AC against one ranged attack that would hit it, or 8 to its
saving throw against a payload firearm attack. To do so, the hydra, or a Vex unit within 120 feet of the hydra who
is linked to it, must be able to see the attacker. If this bonus causes the hydra to succeed on its payload saving
throw, it takes no damage from the attack.

Temporal Shockwave (Recharge 5-6). If a creature ends its turn within 5 feet of the hydra, the hydra can send
out a shockwave of temporal force. All creatures of the hydra's choice who are within 5 feet of it must make a DC
19 Strength saving throw. On a failed save they take 27 (6d8) bludgeoning damage and are pushed back 10 feet,
where they fall prone. On a successful save creatures take half as much damage, are not pushed back, and do not
fall prone.

ULTRA ACTIONS
If damage reduces the hydra’s hit point pool to 0, and the hydra has at least one hit point pool remaining, the hydra
can immediately perform one of the following actions.
● Summon Reinforcements. The hydra calls upon the Vex network and summons 5 (1d4+3) goblins, 9
(2d6) harpies, and 1 minotaur. The creatures are considered friendly to the hydra and each appear in their
own unoccupied space within 60 feet. Creatures summoned in this way take their turn on the hydra's
initiative. In addition, the hydra becomes Incapacitated and immune to all damage until the start of its next
turn.

NEGATION HYDRA
Huge Vex

Armor Class 17 (natural armor)


Health Points 74 (7d12+8)
Speed hover 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 18 (+4) 20 (+5) 16 (+3) 14 (+2)

Saving Throws Con +8, Int +9


Skills Perception +7, Technology +9
Damage Resistances bludgeoning, explosive, kinetic, piercing, psychic, slashing
Condition Immunities Prone
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages Hexinary, understands all
Individual Challenge 6 (2,300 XP)
Classification CR 10 Elite (5,900 XP)

Hyper-Reactive. The hydra can take up to 3 reactions per round. If a reaction has a recharge roll, the hydra only
makes this roll once on its turn.

Axiomatic Network. The hydra can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have

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been identified.

Computational Reinforcement. While not incapacitated, the hydra acts as a computational hub for local Vex
units. Vex units that share the same network as the hydra, and are within 120 feet of it, have advantage on
Intelligence ability checks and saving throws.

ACTIONS
Multiattack. The hydra takes two shots with its aeon maul.

Aeon Maul. Ranged Firearm Weapon Attack: +9 to hit, range 60/200/600 (long), one target. Hit: 16 (2d10+5)
void damage. If the hydra misses, the target must succeed on a DC 17 Dexterity saving throw or take half the
damage of this attack.

Teleport. The hydra teleports to an unoccupied space it can see within 60 feet. It takes all carried and worn
equipment of its choice with it.

REACTIONS
Negation Field. If a creature within 30 feet of the hydra takes damage, the hydra can reduce the amount of
damage the creature takes by 10 (1d10+5).

MINOTAUR
Large Vex

Vex heavy infantry, sturdy, resilient, and aggressive. The minotaur hull is a larger, bulkier sibling to the goblin. It
shares the basic bipedal chassis, but reaches about ten feet tall, and features a proportionally wider, heavy-set torso
and shoulders. Its larger size both houses more onboard processing hardware and permits it to carry heavier
weaponry, as well as a regenerative shield generator and a more sophisticated short-range teleportation matrix with a
superior cooldown rate. This allows minotaurs to perform repeated teleports in quick succession, a capability they use
to avoid incoming fire while charging toward hostile targets.
Despite their aggressive combat behavior, field observations confirm that minotaurs are mainly deployed to
conduct Vex construction projects. Their greater computational capacity is mostly devoted to the multidimensional
physics of Vex structural engineering, and their special shielding may actually be intended to protect them from
spacetime instabilities and other hazards of integrating disparate spatial dimensions into a contiguous geometry. Their
torch hammers may be excavation and subatomic welding tools first, and weapons only secondarily.

Armor Class 17 (natural armor)


Health Points 29 (3d10+12)
Energy Shields 48 (5d10+20) void
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Str +8, Int +6


Skills Athletics +8, Perception +6, Technology +6
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Hexinary
Individual Challenge 4 (1,100 XP)
Classification CR 8 Elite (3,900 XP)

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Axiomatic Network. The minotaur can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

ACTIONS
Multiattack. The minotaur takes two shots with its torch hammer.

Torch Hammer. Payload Firearm Weapon Attack: DC 16, range 20/80/120 (close), impact 5 ft. Hit: 16 (2d10+5)
void damage.

Bull Rush. The minotaur charges up to 30 feet toward a hostile target, provoking no attacks of opportunity as it
teleports in short bursts along the way. When it reaches its target it makes a piercing strike attack against it. If the
attack hits, the target takes an additional 18 (4d8) piercing damage and must succeed on a DC 16 Strength saving
throw or be knocked prone.

Piercing Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

Teleport. The minotaur teleports to an unoccupied spot it can see within 30 feet. Any carried or worn items
teleport with it.

REACTIONS
Blink (Recharge 4-6). If a creature makes an attack roll against the minotaur, or causes the minotaur to make a
saving throw, the minotaur can cause the attack to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment of its
choice with it when it does this. The minotaur can only use this reaction if there is an unoccupied space within
range, and it can see or sense the source of the attack roll or the cause of the saving throw.

BERSERKER MINOTAUR
Large Vex

Armor Class 19 (natural armor)


Health Points 53 (5d10+25)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Str +10, Con +10


Skills Athletics +10, Perception +7
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 17
Languages Hexinary
Individual Challenge 8 (3,900 XP
Classification CR 14 Elite (11,500 XP)

Axiomatic Network. The minotaur can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

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Berserker Mode. If the minotaur has 0 points in its energy shields, it can use a bonus action on its turn to enter its
berserker mode. Until the minotaur completes a brief rest, it can Dash or Disengage as a bonus action on each of its
turns, it makes all of its attack rolls with advantage, and all attack rolls against the minotaur are made with
advantage. The minotaur cannot use its teleport or blink while in its berserker mode.

ACTIONS
Multiattack. The minotaur uses its bull rush. It then makes takes two shots with its slap rifle.

Slap rifle. Ranged Firearm Weapon Attack: +10 to hit, range 25/40/60 (close), one target. Hit: 8 (1d6+5) solar
damage.

Bull Rush. The minotaur charges up to 30 feet toward a hostile target, provoking no attacks of opportunity as it
teleports in short bursts along the way. When it reaches its target it makes a piercing strike attack against it. If the
attack hits, the target takes an additional 27 (6d8) piercing damage and must succeed on a DC 18 Strength saving
throw or be knocked prone.

Piercing Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

Teleport. The minotaur teleports to an unoccupied spot it can see within 30 feet. Any carried or worn items
teleport with it.

REACTIONS
Blink (Recharge 4-6). If a creature makes an attack roll against the minotaur, or causes the minotaur to make a
saving throw, the minotaur can cause the attack to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment of its
choice with it when it does this. The minotaur can only use this reaction if there is an unoccupied space within
range, and it can see or sense the source of the attack roll or the cause of the saving throw.

QODRON, THE FOREVER EATER


Gargantuan Vex (20 ft. by 20 ft.)

The Prison of Elders holds many formidable, high-ranking combatants from every hostile faction that threatens the
solar system, but only one is there by choice: Qodron, a Vex gate lord. The Prison’s keepers will not openly confirm
the circumstances of Qodron’s arrival, but hushed rumors suggest it appeared without warning within the Prison along
with a company of allied Vex, and permitted itself to be confined. Like all Vex objectives, Qodron’s purposes are
obscure, but it is believed the gate lord allowed itself to be separated from the Vex network to await a future
challenger within the Prison, a Lightbearer whose death is necessary to secure the future timeline Qodron seeks to
actualize.

Armor Class 19 (natural armor)


Health Points 93 (6d20+30) / 109 (7d20+35) / 124 (8d20+40)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 20 (+5) 24 (+7) 18 (+4) 12 (+1)

Saving Throws Str +12, Con +11, Int +13


Skills Arcana +13, Athletics +12, History +13, Insight +10, Perception +10, Technology +19
Damage Resistances bludgeoning, piercing, psychic, slashing
Senses darkvision 120 ft., passive Perception 18, scanners 15 ft.
Languages Hexinary
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Individual Challenge 20 (25,000 XP)
Classification CR 15 Ultra (25,000 XP)

Axiomatic Network. Qodron can create a link between itself and other Vex creatures with the Axiomatic Network
feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Legendary Resistance (3 uses/Long Rest). If Qodron fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. Qodron can use its Detainment. It then takes two shots with its massive torch hammer.

Massive Torch Hammer. Payload Firearm Weapon Attack: DC 20, impac 10 ft., range 25/100/160 (medium). Hit:
22 (3d10+6) arc damage.

Detainment (Recharge 5-6). Qodron chooses a target it can see within 120 feet. That target must succeed on a
DC 20 Charisma saving throw or it becomes Restrained for the next minute, held exactly where it was when Qodron
detained it. A detained creature can repeat the saving throw at the end of their turn, ending the effect early on a
success. Creatures who succeed on their saving throw, or for whom the effect ends, become immune to being
restrained by this ability for 24 hours. Qodron can only detain one target at a time.

LEGENDARY ACTIONS
Qodron can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a
time and only at the end of another creature’s turn. Qodron regains spent legendary actions at the start of its turn.

Cannon Fire (Costs 2 Actions). Qodron takes a shot with its massive torch hammer.
Temporal Shockwave. Qodron slams a foot down, channeling energy through the Vex network to create a
powerful shockwave. All creatures within 10 feet must make a DC 20 Strength saving throw, taking 13 (2d12)
bludgeoning damage on a failed saving throw and being thrown back up to 20 feet from Qodron, landing prone.
Teleport (Costs 2 Actions). Qodron teleports to an unoccupied spot it or a Vex unit it is connected to can see
within 200 feet. It can choose to take all carried and worn equipment with it.

ULTRA ACTIONS
If damage reduces Qodron’s hit point pool to 0, and Qodron has at least one hit point pool remaining, Qodron can
immediately perform one of the following actions.
● Reinforcements. Qodron summons 1 minotaur or cyclops, 1d4+1 goblins, and 2d4+2 harpies to
unoccupied locations within 90 feet of it. They take their turn on their own initiative, which is rolled
immediately; continue through the initiative order like normal.

ENRAGED
If Qodron is reduced to 0 hit points, it can immediately use one of the following actions. Qodron must complete a
long rest in which it is restored to maximum hit points in order to use an enraged action again.
● Devour Time. Qodron uses emergency reserves to grant itself 50 temporary hit points, which are enough
to keep itself functioning for a short period of time. It then extends its control over the flow of time itself,
and it immediately becomes Qodron’s turn. For its action on its turn, Qodron chooses one creature within
200 feet of it to make a DC 20 Charisma saving throw. On a failed save, the creature and Qodron become
linked in time, and Qodron begins a self-destruct process. If at the start of Qodron’s next turn it still has
temporary hit points remaining, both Qodron and the creature are destroyed completely. If the creature
succeeds on the saving throw, Qodron is destroyed alone instead. Qodron cannot take reactions, use
legendary actions, or regain hit points once it has used this ability.

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RAMPANT UNIT
Medium Vex

When a Vex’s head is destroyed, it becomes impaired but not incapacitated. Losing its primary monocular sensor
reduces the goblin’s perception, but even that does not prevent a headless Vex from navigating with auxiliary sensory
instrumentation. However, the loss of the antenna housed in its head severs or at least impairs its connection to the
Vex collective mind, and it appears to be this deprivation of connectivity that causes frenzied discoordination and
deranged aggression. Vex in this condition charge and fire upon any perceived hostile targets relentlessly. When such
units are not repaired, the Vex sometimes simply allow them to remain deployed as cannon fodder.

RAMPANT CYCLOPS
Large Vex construct (AI)

Armor Class 16 (natural armor)


Health Points 38 (5d10+10)
Speed 0 ft. (mounted)

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 18 (+4) 16 (+3) 7 (-2)

Damage Immunities Psychic


Condition Immunities Charmed, Frightened, Prone, Restrained
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13, scanners 10 ft.
Languages understands Hexinary
Individual Challenge 1 (200 XP)
Classification CR 4 Elite (1,100 XP)

Defensive Design. If a creature hits the cyclops with an attack, but the creature is not within 5 feet of the cyclops,
or the creature is not Aiming when it makes its attack roll, the cyclops is considered resistant to the damage if the
cyclops does not already resist it.

ACTIONS
Torch Burst. The cyclops lets out a burst of torch hammer shots all around it. All targets within 10 feet of the
cyclops must make a DC 14 Dexterity saving throw, taking 28 (8d6) void damage on a failed save, or half as much
on a success.

RAMPANT GOBLIN
Medium Vex

Armor Class 13 (natural armor)


Health Points 9 (2d8)
Speed 15 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 4 (-3) 8 (-1) 6 (-2)

Damage Immunities Psychic


Condition Immunities Charmed, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9

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Languages understands Hexinary
Individual Challenge 1/8 (25 XP)
Classification CR 2 Minion (450 XP)

ACTIONS
Multiattack. The rampant goblin may move up to 15 feet toward a hostile creature and then take a shot with its
slap rifle.

Slap rifle. Ranged Firearm Weapon Attack: +4 to hit, range 25/40/60 (close), one target. Hit: 5 (1d6+2) solar
damage.

RAMPANT HOBGOBLIN
Medium Vex

Armor Class 15 (natural armor)


Health Points 13 (2d8+4)
Speed 20 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 6 (-2)

Damage Immunities Psychic


Condition Immunities Charmed, Frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Hexinary
Individual Challenge 1 (200 XP)
Classification CR 4 Soldier (1,100 XP)

Feature. Description

ACTIONS
Multiattack. The rampant hobgoblin may move up to 20 feet toward a hostile creature and then take two shots
with its line rifle.

Line Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 10/120/340 (long), one target. Hit: 6 (1d6+3) solar
damage.

RAMPANT MINOTAUR
Large Vex

Armor Class 17 (natural armor)


Health Points 39 (6d10+6)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 12 (+1) 8 (-1) 9 (-1) 7 (-2)

Damage Immunities Psychic

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Condition Immunities Charmed, Frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages Hexinary
Individual Challenge 3 (700 XP)
Classification CR 9 Soldier (5,000 XP)

Feature. Description

ACTIONS
Multiattack. The rampant minotaur may move up to 30 feet toward a hostile creature, then take two shots with its
malfunctioning torch hammer.

Malfunctioning Torch Hammer. Payload Firearm Weapon Attack: DC 15, range 20/80/120 (close), impact 0 ft
(one target). Hit: 8 (1d10+3) void damage.

SPHYNX
Medium Vex

A quadrupedal Vex attack unit meant for highly agile multi-range combat in any terrain. Sphynx seem to take
inspiration in their design from humanity’s natural predators of old. The chassis is distinctly feline in form, about ten
feet long, including a slender tail used for active balance control. Its clawed feet provide excellent grip on any surface.
Four sensory tentacles are mounted on its back, near the shoulder joints. Like other types of Vex, its reservoir of
radiolaria is centrally situated in the torso, which in the sphynx’s case keeps it better hidden than in upright designs.
Ranged weapons can be swivel-mounted on the back, or on the underside of the head.
Most Vex types seem to be intended to fill multipurpose roles, with combat often not primary among them. Not so
with the sphynx, clearly built to be an effective fighter, and never observed engaging in any other activity. Frequently
provided target data from other Vex, it takes full advantage of the speed and dexterity of its catlike form to stalk,
then dart and leap to attack its prey. At intermediate range, sphynx fire their weapons in short bursts between
evasive jumps, but are often most deadly when they pounce at close quarters. However, when fitted with sniping
weapons, sphynx adopt entirely different engagement behaviors, preferring to track targets from afar, waiting with
great patience for an opportune shot. Guardian field reports indicate sphynx can match or outperform sparrows’ land
speed, so they are unlikely to lose track of their targets under either tactical approach.

Armor Class 17 (natural armor)


Health Points 88 (16d8+16)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 13 (+1) 18 (+4) 16 (+3) 10 (+0)

Saving Throws Str +5, Dex +9


Skills Acrobatics +9, Perception +7, Stealth +9
Damage Resistances Psychic
Senses darkvision 120 ft., passive Perception 17, scanners 10 ft.
Languages Hexinary
Individual Challenge 7 (2,900 XP)
Classification CR 12 Elite (8,400 XP)

Axiomatic Network. The sphynx can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have

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been identified.

Pounce. If the sphynx moves at least 20 feet straight toward a target and then hits it with a claw attack
immediately after, the target must succeed on a DC 17 Strength saving throw or be knocked prone and Grappled by
the sphynx (escape DC 17). If the target is prone, the sphynx can take two shots with its auto rifle against it as a
bonus action.

Hunter. The sphynx has advantage on its attack rolls if there are no enemies of the sphynx within 30 feet of itself,
other than the target of its attack.

ACTIONS
Multiattack. The sphynx takes two shots with its auto rifle.

Auto Rifle. Ranged Firearm Weapon Attack: +9 to hit, range 40/55/80 (close), automatic fire, one target. Hit: 11
(2d8d1+5) kinetic damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) arc damage.

SNIPER SPHYNX
Medium Vex

Armor Class 18 (natural armor)


Health Points 105 (19d8+19)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 21 (+5) 12 (+1) 18 (+4) 18 (+4) 12 (+1)

Saving Throws Dex +8, Int +8, Wis +8


Skills Acrobatics +9, Deception +5, Perception +7, Stealth +9, Technology +8
Damage Resistances Piercing, slashing
Senses darkvision 80 ft., passive Perception 16, scanners 5 ft.
Languages Hexinary
Individual Challenge 8 (3,900 XP)
Classification XX

Axiomatic Network. The sphynx can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Fast-Acting. The sphynx can take the Aim, Dash, or Hide actions as a bonus action on each of its turns. If the
sphynx begins Aiming as a bonus action with this feature, it spends no movement to begin Aiming, and it grants
itself advantage on the next shot it takes with a firearm, provided it takes that shot before the start of its next turn.

Sniper. Once on its turn, if the sphynx hits a target with a shot from a firearm while Aiming, and it did not have
disadvantage on its attack roll, it deals an extra 24 (7d6) damage with the attack. The extra damage is the same
type as the firearm's damage type.

Legendary Resistance (2 uses/Long Rest). If the sphynx fails a saving throw, it can choose to succeed instead.

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ACTIONS
Multiattack. The sphynx shoots its enhanced line rifle twice.

Sniper Rifle. Ranged Firearm Weapon Attack: +8 to hit, range 0/200/600 (long), HCR, one target. Hit: 18
(2d12+5) kinetic damage.

Decoy (3 uses/long rest). The sphynx deploys a tiny electronic device in the shape of a sphere with a white ring
of light around the equator of it. This device creates a hologram of the sphynx that looks exactly like it, and even
registers as a living creature on scanners. The hologram will go through a series of motions at the sphynx’s
command, though the hologram cannot wander more than 60 feet from the device. The device can perform pre-
programmed or automated actions. Any creatures that attempt to directly interact with the hologram will reveal its
farce. The hologram also leaves no trace of its passing (i.e. no tracks in mud, doesn’t interact with solid objects,
etc). At any time, if the sphynx is within 1 mile of its decoy device, it can command the device to overheat and
melt, destroying the device.

SUPPLICANT
Medium Vex

A harpy variant fitted with redundant power distribution pathways and a situational subroutine enabling it to overload
them to cause a powerful self-destructive explosion. Supplicants appear identical to other harpies, and behave
similarly in most situations. However, when their detonation impulse activates, they approach their targets
unflaggingly, even through oncoming fire, until they close to within the blast radius of their explosion. Fortunately
supplicants are relatively uncommon, most often accompanying high-order Vex minds as a defensive measure.

Armor Class 15 (natural armor)


Health Points 41 (9d8)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


9 (-1) 19 (+4) 10 (+0) 12 (+1) 16 (+3) 10 (+0)

Skills Perception +6
Damage Vulnerabilities Explosive, kinetic
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Hexinary
Individual Challenge 2 (450 XP)
Classification CR 8 Minion (3,900 XP)

Axiomatic Network. The supplicant can create a link between itself and other Vex creatures with the Axiomatic
Network feature. Linked creatures can share basic information with each other, such as the local temperature, their
operational status, the Friendly or Hostile status of creatures it can see, and the location of creatures that have
been identified.

Explosive Demise. If the supplicant is reduced to 0 hit points, it uses its Detonate.

ACTIONS
Multiattack. The supplicant takes three shots with its slap rifle.

Slap rifle. Ranged Firearm Weapon Attack: +7 to hit, range 25/40/60 (close), one target. Hit: 7 (1d6+4) solar
damage.

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Detonate. The supplicant explodes, causing all targets within 5 feet of it to make a DC 14 Dexterity saving throw.
They take 21 (6d6) explosive damage on a failed save, or half as much on a success. This destroys the supplicant.

REACTIONS
Volatile. If a creature moves within 5 feet of the supplicant, the supplicant can use Detonate.

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CHAPTER 4: CABAL
A fallen interstellar empire, once unimaginably rich in highly advanced technologies, possessing profound knowledge
of the universe and its workings, and imperially opulent in culture, the collective of species known as the Cabal has
declined since its glory days. Previously led by a singular, lofty-minded emperor, the empire’s former unified
refinement has given way to somewhat fractious hardline militarism. However, the Cabal pride themselves on their
martial prowess, and justly so. Their high degree of military capability has gained them a foothold in our system, and
makes them a very substantial threat to humanity.
The Cabal’s objectives here are not entirely clear. Nor is it certain exactly when they arrived—only that they
established their presence, particularly their exclusion zone on Mars, some time after the Collapse. Some strategic
analysts believe the Cabal simply came upon us in the course of an open-ended campaign of galactic conquest, but
other intelligence suggests they may have deliberately chosen to come here seeking natural resources, to acquire the
technology of other species, or even in pursuit of the Traveler.
The Cabal includes an uncertain number of incorporated or subservient species in addition to the original race that
founded the collective (themselves now only called Cabal, as opposed to subsidiary species like the psions and the
Clipse). The history of the Cabal and their enlistment of other species is not clearly known, but all indications are they
have long practiced a policy of inviting species with potentially valuable contributions to join the fold, and conquering
those which refuse. Most combatants in their regular forces are of the primary Cabal species, suggesting they do not
incorporate alien races merely to fill their ranks with conscripts. If instead the Cabal seek member species for other
reasons, some wonder whether they may have come here to recruit humankind.
The primary Cabal species is humanoid and bipedal. Their two small eyes are somewhat laterally situated above a
large, distinctively triangular mouth full of small, pointed teeth. Females also sport notable tusks. Each arm ends in a
four-digit hand, and each leg in a clawed foot. Their thick skin, usually greyish, falls in heavy protective folds. They
are muscular, heavyset, and naturally rotund. Most individuals reach similar to typical human height, or somewhat
taller. Some are considerably larger, particularly when equipped with specialized armor and other heavy gear. Cabal
armor is almost always fully enclosed, and contains a pressurized hydrostatic gel. The Cabal are adapted to much
greater atmospheric pressure than that of most environments in our system, and in most cases they cannot survive
without their pressurized armor. However, some reported sightings of Cabal respiring without fully enclosed armor
suggest the possibility they can acclimate to lower-pressure conditions.
The Cabal military structure includes several independent though nominally cooperative divisions, such as the
Dust Giants, Siege Dancers, Blind Legion, and Skyburners. Although all under the direction of a unitary Cabal high
command, the leaders of these companies operate under varying degrees of their own authority. Vanguard
intelligence indicates these leaders may not always be entirely in agreement with their distant superiors, let alone
operating harmoniously with each other. Perhaps unsurprisingly, not all Cabal wholeheartedly embrace their
protracted military service. Defectors live in hiding throughout the system, though their numbers are few and most
avoid Guardians. It is the subject of some debate how they survive without access to the Cabal supply chain to
replenish their organogel or obtain other specialized provisions. The Cabal diet remains unknown to humanity, but
some evidence suggests it may be primarily mineral in nature.

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CENTURION
Medium Cabal

Main-line Cabal field officers, well trained, well equipped, and tactically proficient. Centurions stand about seven or
eight feet tall, not including the fins, stabilizers, or crests mounted on the back of their armor. Superficially, centurion
gear appears very similar to standard Cabal panoply, but in fact their armor carries a number of supplemental
systems, including a personal shield generator and an enhanced jump pack capable of brief hoverflight. Centurions
use this ability to elevate themselves to attack from a superior vantage, both giving them a clearer view of battlefield
conditions and demonstrating valor to their subordinates.
Centurions are essential to the Cabal’s highly coordinated operational strategies, but hold little discretionary
authority. They receive and carry out orders as squad leaders, and are afforded very little latitude in that role.
Accordingly, centurions must possess a particularly strong sense of duty. At the same time, the rigidity of the Cabal
military structure and centurions’ limited influence within it seem to be a point of discontent. Captured records and
intercepted communications reveal that not a few centurions express consistent frustration with the limited nature of
their position. Disgruntled centurions are in turn a source of bother for higher-ranking commanders: the Cabal
expression “because centurions won’t just do as they’re told” appears to be an aphoristic explanation for operational
inefficiencies.

Armor Class 18 (heavy armor)


Health Points 38 (5d8+15)
Energy Shields 45 (6d8+18) solar
Speed 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 13 (+1) 12 (+1) 15 (+2)

Saving Throws Str +7, Con +6


Skills Athletics +7, Perception +4, Technology +4
Vehicle Proficiencies Goliath, harvester, interceptor
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 14
Languages Ulurant
Individual Challenge 3 (700 XP)
Classification CR 7 Elite (2,900 XP)

Vantage Point. As a bonus action, the centurion can use its jetpacks to launch itself 30 feet straight up and begin
hovering in place. While hovering in this way, creatures make their Dexterity saving throw against the centurion’s
projection rifle attacks with disadvantage, and attack rolls against the centurion are made with advantage. The
centurion may return to the ground as a bonus action on its turn, or as a reaction after taking damage.

ACTIONS
Multiattack. The centurion takes two shots with its projection rifle.

Projection Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 20/40/60 (medium), one target. Hit: 13
(2d8+4) solar damage. If the centurion misses, the target must succeed on a DC 16 Dexterity saving throw or take
half the damage of this attack.

Leap. The centurion uses its jetpack to leap to an unoccupied space it can see within 30 feet of it without provoking
attacks of opportunity.

HONORED CENTURION
Medium Cabal

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Armor Class 18 (heavy armor)
Health Points 43 (5d8+20)
Energy Shields 51 (6d8+24) solar
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Str +9, Con +8


Skills Athletics +9, Perception +6, Technology +4
Vehicle Proficiencies Goliath, harvester, interceptor
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 16
Languages Ulurant
Individual Challenge 5 (1,800 XP)
Classification CR 9 Elite (5,000 XP)

Vantage Point. As a bonus action, the centurion can use its jetpacks to launch itself 30 feet straight up and begin
hovering in place. While hovering in this way, creatures make their Dexterity saving throw against the centurion’s
projection rifle attacks with disadvantage, and attack rolls against the centurion are made with advantage. The
centurion may return to the ground as a bonus action on its turn, or as a reaction after taking damage.

ACTIONS
Multiattack. The centurion takes two shots with its bronto cannon.

Bronto Cannon. Payload Firearm Weapon Attack: DC 17, range 20/50/120 (close, mortar), impact 5 ft. Hit: 16
(2d10+5) void damage.

Leap. The centurion uses its jetpack to leap to an unoccupied space it can see within 30 feet of it without provoking
attacks of opportunity.

REACTIONS
Reposition. If a hostile creature ends its turn within 5 feet of the centurion, the centurion can use Leap. It cannot
use this reaction if it is under the effects of Vantage Point.

COLOSSUS
Large Cabal

Heavy infantry with the crushing offensive capability of a small tank, and about as heavily armored. The extensive
colossus loadout can only be borne by Cabal of considerable stature: fully equipped, they tend to reach around ten
feet tall or more. In addition to the heaviest class of armorsuit worn by Cabal soldiers, this equipment includes an
arsenal unto itself, notably a rapid-fire heavy microrocket gun and a shoulder-mounted guided missile launcher.
Despite their heavy gear, colossi are also still capable of the short, boost-assisted jump used by other Cabal infantry,
enabling them to join a fray or close distance with surprising quickness.
Deploying a single colossus is costlier and requires much more logistical support than an entire regular squad in
most cases, so the Cabal prefer to reserve these behemoths for the most heated battles or highest-priority defensive
objectives. However, Guardian incursions upon Cabal territory tend to provoke rapidly escalating responses, so
engagements with colossi are not uncommon. Even experienced fireteams often find themselves outgunned when
facing a colossus, and may be forced to withdraw. Vanguard tactical guidance stresses preparedness when going up
against colossi—especially preparedness of heavy ammunition reserves. On the other hand, many Hunters simply
advise “go around.”
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Armor Class 19 (heavy armor)
Health Points 76 (8d10+32)
Energy Shields XX
Speed 20 ft.
Hack DC XX

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 18 (+4) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Str +9, Con +8


Skills Athletics +9, Intimidation +4
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Frightened, Prone
Senses passive Perception 11
Languages Ulurant
Individual Challenge 6 (2,300)
Classification CR 10 Elite (5,900 XP)

Legendary Resistance (1 use/Long Rest). If the colossus fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The colossus takes two shots with its heavy slug thrower.

Heavy Slug Thrower. Ranged Firearm Weapon Attack: +9 to hit, range 20/40/80 (close), automatic fire, heavy
hitter, one target. Hit: 17 (3d8d1+6) solar damage.

REACTIONS
Quake. If a hostile creature ends its turn within 5 feet of the colossus, the colossus can unleash a massive burst of
kinetic force from its armor. All creatures within 5 feet must make a DC 17 Strength saving throw. On a failed save,
they take 17 (5d6) kinetic damage and are pushed back 10 feet, where they fall prone. On a success, they take half
as much damage, are not pushed back, and do not fall prone.

VENERATED COLOSSUS
Large Cabal

Armor Class 20 (heavy armor)


Health Points 74 (7d10+35)
Energy Shields 105 (10d10+50) arc
Speed 20 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Str +10, Con +9


Skills Athletics +10, Intimidation +6
Vehicle Proficiencies Goliath
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Frightened, Prone
Senses passive Perception 12

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Languages Ulurant
Individual Challenge 11 (7,200 XP)
Classification CR 11 Major (7,200 XP)

Feature. Description

ACTIONS
Multiattack. The colossus shoots its slug launcher twice.

Slug Launcher. Ranged Firearm Weapon Attack Roll: +10 to hit, range 20/50/120 (medium), HCR, one target. Hit:
17 (2d10+6) arc damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. If
the target is prone already, it’s pushed back 5 feet on a failed save instead.

LEGENDARY ACTIONS
The colossus can take 3 legendary actions, choosing from the options below. Only one legendary option can be used
at a time and only at the end of another creature’s turn. The colossus regains spent legendary actions at the start of
its turn.

Slug Launcher. The colossus takes a shot with its slug launcher.
Reposition. The colossus uses its jetpack to leap to an unoccupied space it can see within 30 feet of it without
provoking attacks of opportunity.
Quake (Costs 2 Actions). The colossus unleashes a massive burst of kinetic force from its armor. All creatures
within 5 feet must make a DC 18 Strength saving throw. On a failed save, they take 31 (7d8) kinetic damage
and are pushed back 10 feet, where they fall prone. On a success, they take half as much damage, are not
pushed back, and do not fall prone.

GLADIATOR
Medium Cabal

Fearsome melee combat specialists. It is unknown whether this military rank is earned by combatants who once
actually fought in the Cabal empire’s gladiatorial arenas, but regardless, these front-line fighters are worthy of the
title. Fully armored but lightly armed, gladiators stand seven or eight feet tall. They wear a variant of the Cabal
armorsuit modified for greater flexibility in the limbs, but heavier protection of the shoulders and head. It includes a
distinctive, flat-topped helmet with two broad, lateral prongs. Gladiators eschew all other weapons in favor of the
severus, a large, square-tipped cleaver with a heated edge. Though it appears crude, when swung with great force the
severus can make short work of even high-quality Guardian armor. Most gladiators carry two, and employ them to
great effect.
Cabal infantry detachments use gladiators to break enemy lines under cover of a supporting barrage. Many
Guardians wrongly assume the Cabal exclusively prefer ranged combat, only to be rudely and fatally surprised by a
gladiator’s onslaught. Tactically, gladiators are fairly predictable: they always charge directly at their opponents—
sometimes dodging or moving through cover, sometimes making aggressive use of their jump packs to jump straight
into an engagement—and let fly a flurry of heavy blows with their paired cleavers. However, their predictability does
not make them any less challenging in a fight. Even Guardians who know to expect charging gladiators usually cannot
match them hand to hand, and must carefully control engagement distances to keep gladiators out of striking range
while maintaining suppressing fire.

Health Points 39 (6d8+12)


Speed 30 ft.

STR DEX CON INT WIS CHA

106
17 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Str +6, Dex +5


Skills Acrobatics +5, Athletics +6, Intimidation +7
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 11
Languages Ulurant
Individual Challenge 2 (450 XP)
Classification CR 5 Soldier (1,800 XP)

Military Training. The gladiator has advantage on its attack roll if as least one ally of the gladiator is within 5 feet
of the target, and that ally isn’t incapacitated. If the gladiator is aware of at least one ally that isn't incapacitated, it
has advantage on saving throws against being frightened.

ACTIONS
Multiattack. The gladiator makes two attacks with its severus.

Severus. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) solar damage.

Berserker Charge. The gladiator charges at least 15 feet, but no more than 30 feet, in a straight line toward a
target and then makes an attack with its severus against the target. If this attack hits, it deals an additional 9 (2d8)
solar damage and the target must make a DC 14 Strength saving throw or be knocked prone.

VENERATED GLADIATOR
Large Cabal

Armor Class 16 (medium armor)


Health Points 85 (10d10+30)
Speed 35 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 20 (+5)

Saving Throws Str +7, Dex +5


Skills Acrobatics +5, Athletics +7, Intimidation +8
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 12
Languages Ulurant
Individual Challenge 4 (1,100 XP)
Classification CR 7 Elite (2,900 XP)

Maneuvers. Once on its turn, when the gladiator hits with a melee weapon, it can choose to apply a maneuver to
the attack. The attack deals an additional 5 (1d10) damage, and the gladiator chooses one of the following effects.
● Disarm: The target must succeed on a DC 15 Strength saving throw or it drops one object it is holding of
the gladiator's choosing, which falls to a spot within 5 feet of the target.
● Distract: Until the start of the target's next turn, the next attack roll made against it has advantage, or the
next saving throw the target is forced to make is made with disadvantage.
● Trip: If the target is a Huge or smaller creature, it must succeed on a DC 15 Strength saving throw or fall
prone.

Indomitable (2 uses/Short Rest). If the gladiator fails a saving throw, it can choose to re-roll once. It must use

107
the new result.

Gore. If the gladiator moves at least 20 feet in a straight line toward a target and hits the target with its tusks, it
deals an additional 10 (3d6) piercing damage with the attack.

ACTIONS
Multiattack. The gladiator attacks twice with its charged glaive.

Charged Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) arc damage.

Tusks. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) arc damage.

INCENDIOR
Medium Cabal

Frontline shock troops equipped to wreak fiery devastation on enemy combatants, vehicles, and structures alike.
Incendiors wear standard Cabal armorsuits modified to carry back-mounted fuel and accelerant tanks which feed the
aptly named magma thrower, an extremely high-temperature chemical incendiary weapon. Its searing stream will
melt rock, burn through tank plating, disintegrate reinforced meta-concrete, and can dissolve Light-infused Guardian
armor with sufficient exposure.
Incendiors are deployed with Cabal squads to reinforce their usual slow advance, or to guard Cabal installations,
excavation sites, and other assets when superlative deterrent force is called for. They use the flaming spray of their
magma throwers to burn targets directly, or to hem them in with swaths of impassable inferno. Some Guardians have
received official reprimands from the Vanguard for excessive enthusiasm in attempting to acquire and use captured
incendior weapons. On the other hand, many Guardians take particular pains to avoid engaging incendiors—especially
Hunters, who complain the risk of a singed cloak is too great.

Armor Class 16 (heavy armor)


Health Points 60 (7d8+28)
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 15 (+2) 13 (+1) 10 (+0)

Saving Throws Str +8, Con +7


Skills Medicine +4, Perception +4, Technology +5
Damage Resistances bludgeoning, explosive, fire, kinetic, piercing, slashing, solar
Damage Immunities Cold
Condition Immunities Burning
Senses passive Perception 14
Languages Ulurant
Individual Challenge 3 (700 XP)
Classification CR 6 Elite (2,300 XP)

Intense Burn. Creatures who begin Burning from the incendior's attacks take 3 (1d6) solar damage at the start of
each of their turns, which can stack up to three times, for a total of 10 (3d6) solar damage at the start of each of
their turns. A creature can use its action to put out the flames and end the Burning condition on one Medium or
smaller target, or it can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on
itself on a success.

Explosive Equipment. The incendior is equipped with a fuel tank on its back. If the incendior takes more than 30

108
points of explosive damage from a single source, this fuel tank explodes, and all creatures within 10 feet of the
incendior must make a DC 16 Dexterity saving throw. They take 35 (10d6) explosive damage on a failed save, or
half as much on a success. The incendior automatically fails this saving throw.

ACTIONS
Magma Launcher. The incendior shoots molten rock in a 40-foot sweeping line. All creatures in the area must
make a DC 16 Dexterity saving throw. On a failed save, they take 18 (4d8) solar damage and begin Burning for the
next minute. On a successful save, they take half as much damage and do not begin Burning.

REACTIONS
Compression Blast. If a hostile creature ends its turn within 5 feet of the incendior, the incendior can rapidly expel
exhaust fumes all around itself. All creatures within 5 feet must make a DC 16 Strength saving throw. On a failed
save they are pushed back 5 feet and begin Burning for 1 minute. On a success, they are not pushed back, and do
not begin Burning.

LEGIONARY
Medium Cabal

Regular infantry, the main bulk of every Cabal military body. Around seven feet tall, legionaries are equipped only
with basic standard-issue gear: the pressurized Cabal armorsuit with its integrated boosted jump pack, and the
reliably effective microrocket gun called a slug rifle. Like all Cabal troops, their armor bears the colors and devices of
their respective detachments, though some legions use variant gear built to more sophisticated specifications, which
makes them visually distinct in their own right.
Legionaries famously excel at the simple tactic of persistent, gradual advance. Usually some lay down covering
fire while others move forward on foot or with boosted leaps. In this way they inexorably proceed in capturing ground,
repelling hostile advance, or closing upon enemy targets.
Vanguard intelligence has not obtained much information about conscription practices in the Cabal empire, but
whether willing recruits or not, discontentment among legionaries seems somewhat common. Advancement policies of
the Cabal military have yet to be clearly determined, but evidently many legionaries serving in this system have found
themselves stuck in longer deployments than they may have anticipated, and up against more troublesome
adversaries than they may have imagined. Little wonder, then, that surveys of unaffiliated extrasolar populations have
consistently found that most Cabal defectors in the system are former legionaries.

Armor Class 15 (medium armor)


Health Points 68 (9d8+27)
Speed 25 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 9 (-1)

Skills Athletics +5
Vehicle Proficiencies Interceptor
Senses passive Perception 11
Individual Challenge 1/4 (50 XP)
Classification CR 4 Minion (1,100 XP)

Firing Line. The legionary has advantage on its attack rolls against a target if it has an allied creature standing
within 5 feet of itself, and that ally isn't incapacitated.

ACTIONS
109
Slug Rifle. Ranged Firearm Weapon Attack: +4 to hit, range 30/40/75 (close), HCR, one target. Hit: 5 (1d6+2)
solar damage.

SCOUT LEGIONARY
Medium Cabal

Armor Class 14 (light armor)


Health Points 28 (5d8+5)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+5) 17 (+6) 12 (+1) 12 (+1) 16 (+3) 10 (+0)

Saving Throws Str +5, Dex +6


Skills Athletics +5, Nature +4, Perception +6, Stealth +6
Vehicle Proficiencies Interceptor and one other Large or smaller vehicle
Senses passive Perception 16
Languages Ulurant and one other
Individual Challenge 1 (200 XP)
Classification CR 7 Soldier (2,900 XP)

Fast-Acting. The legionary can take the Aim, Dash, or Hide actions as a bonus action on each of its turns. If the
legionary begins Aiming as a bonus action with this feature, it spends no movement to begin Aiming, and it grants
itself advantage on the next shot it takes with a firearm, provided it takes that shot before the start of its next turn.

Desert Acclimation. The legionary is acclimated to desert terrain and extreme heat. It ignores difficult terrain
caused by rocks or deep sand, and does not accumulate exhaustion from hot weather.

ACTIONS
● Multiattack.

REACTIONS
Name. Description

ALTERNATE ACCLIMATIONS
Not all scout legionaries are acclimated to the same terrain. Some train to acclimate themselves in the arctic, in
temperate forests, rainforests, grasslands, or swampland, to name a few possible biomes.

VENERATED LEGIONARY
Medium Cabal

Armor Class 17 (heavy armor)


Health Points 39 (6d8+12)
Speed 25 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

110
Saving Throws Str +7, Dex +5
Skills Athletics +7, Perception +5
Vehicle Proficiencies Goliath, interceptor
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 15
Languages Ulurant
Individual Challenge 3 (700 XP)
Classification CR 9 Soldier (5,000 XP)

Firing Line. The legionary has advantage on its attack rolls against a target if it has an allied creature standing
within 5 feet of itself, and that ally isn't incapacitated.

ACTIONS
Multiattack. The legionary takes three shots with its slug shotgun.

Slug Shotgun. Ranged Firearm Weapon Attack: +7 to hit, range 10/15/20 (close), HCR, one target. Hit: 9
(1d12+3) arc damage.

PHALANX
Medium Cabal

The defensive line of Cabal infantry, each a veritable walking wall. Phalanxes are regular Cabal soldiers, about seven
feet tall, equipped with standard armor and weapons, with the addition of a massive shield. Almost as tall as the
Cabal who carry it on a reinforced arm mounting, this shield’s resilience is comparable to the armor plating of Cabal
troopship hulls. Impervious to small-arms fire, it incorporates sensors which provide ballistic readings and other
tactical data to both the individual phalanx and the Cabal operations network.
Phalanxes support the typical slow advance strategy of Cabal troops by bringing cover along with the advancing
line. Despite the extra mass of their huge shields, the jump pack of the standard-issue armorsuit provides enough lift
for phalanxes to make the same boost-assisted leaps as their legionary counterparts.
Cabal military records and other documents obtained by the Cryptarchy indicate phalanxes and legionaries are
technically of the same rank, but intercepted communications reveal an apparently long-simmering rivalry between
the two classes of foot-soldier. Complaints compiled by field commanders show that phalanxes often believe they
work harder because they bear the heft of their shields, as well as the additional responsibility of directly protecting
comrades. On the other hand, legionaries evidently feel they are exposed to greater risk, and do the bulk of actual
fighting. Communiques from higher-ranking officers consistently demonstrate exasperation over this issue.

Armor Class 17 (medium armor, shield)


Health Points 45 (6d8+18)
Speed 25 ft.

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 17 (+3) 11 (+0) 12 (+1) 10 (+0)

Saving Throws Str +6


Skills Athletics +6, Perception +4
Damage Resistances Bludgeoning, piercing, slashing; explosive and kinetic while wielding a shield
Senses passive Perception 14
Languages Ulurant
Individual Challenge 2 (450 XP)
Classification CR 6 Soldier (2,300 XP)

111
Bulwark. The phalanx is expertly trained in the use of its shield and does not suffer dual-wielding penalties when it
takes a shot with a firearm while holding its shield. Additionally, while wielding its shield, the phalanx is considered
to be behind three-quarters cover at all times (it has a bonus +5 to its AC, shown in its stats, and to any Dexterity
saving throws it makes). If the phalanx is subject to a payload saving throw, it takes only half damage on a failed
save, and no damage on a success. Finally, the phalanx has two additional damage resistances, kinetic and
explosive, while wielding its shield.

ACTIONS
Multiattack. The phalanx takes two shots with its slug rifle.

Slug Rifle. Ranged Firearm Weapon Attack: +5, range 25/40/70 (close), HCR, one target. Hit: 10 (2d6+3) solar
damage.

Shield Bash. The phalanx slams its shield against a creature within 5 feet of it. The target must make a DC 14
Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a success.
Creatures that fail their saving throw are also knocked back 5 feet, where they fall prone.

REACTIONS
Hold the Line. If a creature the phalanx can see makes an attack roll against a creature that is within 5 feet of the
phalanx, the phalanx can impose disadvantage on the attack roll. The phalanx must be wielding a shield in order to
do this. Alternatively, if a creature within 5 feet of the phalanx is subject to a payload saving throw, the phalanx can
use its reaction to grant that creature a bonus +5 to its Dexterity saving throw.

PSION
Small Cabal

Specialized soldiers recruited from one of the races incorporated into the Cabal empire, psions possess psychokinetic
abilities with useful combat applications. The psion species are relatively diminutive bipeds, usually standing only five
feet or so tall—though rarely individuals have been reported with much greater stature. Psions’ faces are concealed by
their headgear, but accounts of field examinations confirm they have a single eye, centrally situated in a pronounced
fold running most of the vertical length of the face, and connecting to the mouth below. Their limbs are slender, and
with the light, fitted armor they wear in the Cabal army, they are quite agile.
Some carry slug rifles and fight alongside Cabal infantry, but psions are best known and most often deployed as
snipers. Their small, slim silhouettes make spotting and countering psion snipers particularly difficult, even when they
can be caught out of cover. When engaged at close quarters, psions rely on their psychokinesis to disorient and repel
attackers. Heavily armored Titans regularly report being tossed high into the air by psion blastwaves.
Psions are reportedly hyperintelligent, and it is even said they once possessed technology capable of predicting
future events. It is no surprise, then, that Vanguard intelligence believes many more psions serve in logistical,
navigational, and other operational roles than as foot soldiers.

Armor Class 14 (light armor)


Health Points 10 (4d6-4)
Speed 25 ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 9 (-1) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Dex +5, Int +6


Skills Acrobatics +5, Perception +4
Vehicle Proficiencies Interceptor
Damage Resistances arc, psychic, solar, void
112
Senses passive Perception 14
Languages Ulurant
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Nimble Movement. The psion can take the Dash or Disengage action as a bonus action on its turn.

ACTIONS
Slug Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 30/40/75 (close), HCR, one target. Hit: 6 (1d6+3)
solar damage.

Psionic Blast. The psion emits a blast of void energy at a target within 5 feet. The target must make a DC 14
Dexterity saving throw, taking 10 (3d6) void damage on a failed save, or half as much on a success.

ENGINEER PSION
Small Cabal

Armor Class 14 (light armor)


Health Points 15 (6d6-6)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 9 (-1) 19 (+4) 15 (+2) 10 (+0)

Saving Throws Dex +6, Int +7


Skills Acrobatics +6, Perception +5, Technology +7
Vehicle Proficiencies Interceptor
Damage Resistances arc, psychic, solar, void
Senses passive Perception 15
Languages Ulurant
Individual Challenge 2 (450 XP)
Classification CR 8 Soldier (3,900 XP)

Stealthy Movement. The psion can take the Disengage or Hide action as a bonus action on its turn.

Turret Network Device (Range: 300 feet). The psion carries with it a device encoded to its biosignature. While
it has this device, it can create a link between itself and up to 3 scorpius turrets within range. The linked turrets can
share basic information with the psion, such as the local temperature, their operational status, the Friendly or
Hostile status of creatures it can see, and the location of creatures that have been identified.

Turret Control. As a bonus action on its turns, the psion can choose one scorpius turret that is connected to its
Turret Network Device, and is of the psion's CR or lower, to make an attack against a target of the psion's choosing.
The turret cannot have disadvantage on this attack.

ACTIONS
Slug Rifle. Ranged Firearm Weapon Attack: +6 to hit, range 30/40/75 (close), HCR, one target. Hit: 6 (1d6+3)
solar damage.

Psionic Blast. The psion emits a blast of void energy at a target within 5 feet. The target must make a DC 15
Dexterity saving throw, taking 14 (4d6) void damage on a failed save, or half as much on a success.

113
Repair Object (3 uses/Short Rest). Using spare parts they carry, the psion can repair a device, construct, or
vehicle, healing it for up to 14 (4d6) hit points. If the device, construct, or vehicle is at 0 hit points, the psion can
spend 1 minute and attempt an Intelligence (Technology) check against a DC of 13 + the device, construct, or
vehicle's CR (minimum of +1). On a success, the device, construct, or vehicle regains 1 hit point.

PSION COMMANDER
Small Cabal

Armor Class 17 (medium armor)


Health Points 40 (6d6+6)
Speed 25 ft.

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 12 (+1) 20 (+5) 16 (+3) 14 (+2)

Saving Throws Int +9, Wis +7, Cha +6


Skills Arcana +9, Perception +7, Persuasion +6
Damage Resistances arc, psychic, solar, void
Senses passive Perception 17, truesight 30 ft.
Languages Ulurant
Individual Challenge 9 (5,000 XP)
Classification CR 9 Major (5,000 XP)

Direct Forces. On each of its turns, the psion can choose up to three nonhostile Elite, Soldier, or Minion creatures,
who are equal to or less than the psion's CR and within 80 feet of the psion, and those three creatures can use a
special reaction to make a single attack against a target of the psion's choosing. In order to do this, both the psion
commander and the chosen creatures must be able to see the target. The chosen creatures can choose to do this
even if they have already used their reaction for the round, and doing this does not consume their reaction for the
round.

Nimble Movement. The psion can take the Dash or Disengage action as a bonus action on its turn.

Paracausal Resistance. The psion has advantage on saving throws against magical and paracausal effects, such
as spells and Light grenades.

ACTIONS
Psionic Shield. The psion places itself inside a 5-foot diameter, transparent and hollow sphere, and remains there
until the start of its next turn. All ongoing conditions end for the psion, and the psion is considered to have
succeeded on any saving throws it would have made to end the condition normally. Though creatures and objects
can freely pass through the sphere, the shell of the sphere acts as full cover. The psion's movement speed becomes
0 while in the sphere, and it cannot gain any benefit to its movement speed.

SNIPER PSION
Small Cabal

Armor
Health Class
Points15
45(light armor)
(10d6+10)
Speed 25 ft.

STR DEX CON INT WIS CHA

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9 (-1) 18 (+4) 12 (+1) 18 (+4) 16 (+3) 10 (+0)

Saving Throws Dex +8, Int +8, Wis +7


Skills Acrobatics +8, Perception +7, Stealth +8
Vehicle Proficiencies Interceptor
Damage Resistances arc, psychic, solar, void
Senses passive Perception 17
Languages Ulurant
Individual Challenge 3 (700 XP)
Classification CR 9 Elite (5,000 XP)

Fast-Acting. The psion can take the Aim, Dash, or Hide actions as a bonus action on each of its turns. If the psion
begins Aiming as a bonus action with this feature, it spends no movement to begin Aiming, and it grants itself
advantage on the next shot it takes with a firearm, provided it takes that shot before the start of its next turn.

Over the Horizon. While the psion is Aiming with a firearm, taking a shot against a target within the firearm’s
maximum range does not impose disadvantage on its attack roll.

Sniper. Once on its turn, if the psion hits a target with a shot from a firearm while Aiming, and it did not have
disadvantage on its attack roll, it deals an extra 17 (5d6) damage with the attack. The extra damage is the same
type as the firearm's damage type.

ACTIONS
Headhunter Rifle. Ranged Firearm Weapon Attack: +10 to hit, range 0/240/600 (long), one target. Hit: 9
(1d10+4) solar damage.

Psionic Blast. The psion emits a blast of void energy at a target within 5 feet. The target must make a DC 16
Dexterity saving throw, taking 13 (3d8) void damage on a failed save, or half as much on a success.

STRIKER PSION
Small Cabal

Armor Class 16 (medium armor)


Health Points 72 (13d6+26)
Speed 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 11 (+0)

Saving Throws Str +5, Dex +7, Int +9


Skills Acrobatics +7, Arcana +9, Athletics +5, Perception +6
Damage Resistances arc, psychic, solar, void
Senses passive Perception 16, truesight 30 ft.
Languages Ulurant
Individual Challenge 6 (2,300 XP)
Classification CR 10 Elite (5,900 XP)

Nimble Movement. The psion can take the Dash or Disengage action as a bonus action on its turn.

Paracausal Resistance. The psion has advantage on saving throws against magical and paracausal effects, such
as spells and Light grenades.

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ACTIONS
Psionic Breach. The psion emits a blast of void energy in a 20-foot line, which can go through most barriers but is
blocked by 1 foot of stone, 1 inch of metal, half an inch of relic iron, or 3 feet of wood or dirt. All targets in the area
of the line must make a DC 17 Dexterity saving throw, taking 35 (10d6) void damage on a failed save, or half as
much on a success.

Psionic Wave. The psion hurls a ball of psionic energy at a point it can see within 30 feet. All Medium or smaller
creatures within 5 feet of that point must make a DC 17 Strength saving throw. On a failed save they are shoved 20
feet in a direction of the psion's choosing, which can be straight upward. If the psion shoves a creature into the air
like this, it becomes airborne, and it remains airborne until the start of its next turn when it begins to fall. If a
creature who is airborne has a flying speed and is not incapacitated, it does not need to begin falling. Creatures who
are airborne and do not have a flying or hover speed have disadvantage on Dexterity saving throws they make
while airborne.

SCORPIUS TURRET
Medium construct (VI)

Automated sentries with anti-personnel weapons. Scorpius turrets are compact and rugged, with no frivolities in their
design. They can be placed anywhere, and linked to alarm and other security systems to trigger rapid lockdown upon
hostile detections from their visual or motion-activated sensors. Once placed, the scorpius sits on three reinforced legs
connected to a central body. Swivel-mounted atop this body sits the boxy head, which contains the turret’s sensors
and carries its main weapon. Most often this is an extremely rapid-cycling repeater gun, but other weapon modules
can be mounted, including a flamethrower, which is devastatingly effective in close-quarters interior settings.

Armor Class 13 (natural armor)


Health Points 17 (3d8+3)
Speed 0 ft. (mounted)
Hack DC XX

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, kinetic, piercing, slashing


Damage Immunities Poison, psychic
Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained,
stunned, suppressed
Senses passive Perception 10, scanners 5 ft.
Languages —
Individual Challenge 1 (200 XP)
Classification CR 4 Soldier (1,100 XP)

Targeting Systems. On its turn, the scorpius turrent can choose a single target within 60 feet of it that it can see.
For the next minute, the scorpius turrent has advantage on attack rolls against it, and disadvantage on attack rolls
against any other target. If the target moves out of range or falls to 0 hit points, the scorpius turrent can use a
bonus action on its turn to choose a new target for this feature.

Aimed and Ready. The scorpius turret, once deployed, is always under the effects of the Aiming condition.

ACTIONS
Multiattack. The scorpius turret takes two shots with its machine gun.
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Machine Gun. Ranged Firearm Weapon Attack: +4 to hit, range 35/80/120 (medium), automatic fire, HCR, one
target. Hit: 7 (2d6d1+2) kinetic damage.

VOLCANIC SCORPIUS TURRET


Medium construct (VI)

Armor Class 14 (natural armor)


Health Points 91 (14d8+28)
Speed 0 ft. (mounted)
Hack DC XX

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

Damage Resistances bludgeoning, fire, kinetic, slashing, solar, piercing


Damage Immunities Poison, psychic
Condition Immunities Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained,
stunned, suppressed
Senses passive Perception 10, scanners 5 ft.
Languages —
Individual Challenge 3 (700 XP)
Classification CR 5 Elite (1,800 XP)

ACTIONS
Magma Launcher. The scorpius turret shoots magma in a 20-foot sweeping line. All creatures in the area must
make a DC 14 Dexterity saving throw, taking 27 (6d8) solar damage on a failed save, or half as much on a success.

VALUS
Large Cabal

Armor Class 20 (heavy armor)


Health Points 116 (11d10+55)
Speed 35 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Str +10, Con +9


Skills Athletics +10, Intimidation +8, Perception +6
Vehicle Proficiencies Goliath, harvester
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Frightened, Prone
Senses passive Perception 16
Languages Ulurant
Individual Challenge 10 (5,900 XP)
Classification CR 10 Major (5,900 XP)

Reinforced Armor. The valus ignores the effects of critical hits against it.

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Legendary Resistance (2 uses/Long Rest). If the valus fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The valus can make an attack with its micro missiles. It then takes three shots with its heavy slug
thrower.

Heavy Slug Thrower. Ranged Firearm Weapon Attack: +10 to hit, range 20/40/80 (close), automatic fire, heavy
hitter, one target. Hit: 18 (3d8d1+7) solar damage.

Micro Missiles (Recharge 5-6). Payload Firearm Weapon Attack: DC 18, range 50/120/300 (close), impact 5 ft.
Hit: 27 (6d8) arc damage.

REACTIONS
Quake. If a hostile creature ends its turn within 5 feet of the valus, the valus can unleash a massive burst of kinetic
force from its armor. All creatures within 5 feet must make a DC 18 Strength saving throw. On a failed save, they
take 17 (4d6) kinetic damage and are pushed back 10 feet, where they fall prone. On a success, they take half as
much damage, are not pushed back, and do not fall prone.

COMBUSTOR VALUS
Large Cabal

Armor Class 20 (heavy armor)


Health Points 126 (12d10+60)
Speed 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 10 (+0)

Saving Throws Str +11, Con +10


Skills Medicine +7, Perception +7, Technology +8
Vehicle Proficiencies Goliath, harvester
Damage Resistances bludgeoning, fire, kinetic, slashing, solar, piercing
Damage Immunities Cold
Condition Immunities Burning, Frightened, Prone
Senses passive Perception 17
Languages Ulurant
Individual Challenge 13 (10,000 XP)
Classification CR 13 Major (10,000 XP)

Burning Dome. The valus is equipped with a force field generator that centers a 30-radius hollow sphere of solar
energy on itself. If the valus moves, the sphere moves with it. Though creatures and objects can freely pass
through the sphere, the shell of the sphere is considered full cover.
Additionally, all creatures who start their turn within the dome, or who enter the dome for the first time on a
turn, must succeed on a DC 19 Constitution saving throw or the begin Burning for the next minute. A Burning
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success.
Creatures who succeed on their saving throw, or for whom the effect ends, become immune to Burning in this way
for 24 hours.

Intense Burn. Creatures who begin Burning from the incendior's attacks take 7 (2d6) solar damage at the start of
each of their turns, which can stack up to three times, for a total of 21 (6d6) solar damage at the start of each of

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their turns. A creature can use its action to put out the flames and end the Burning condition on one Medium or
smaller target, or it can make a DC 19 Constitution saving throw at the end of each of its turns, ending the effect on
itself on a success.

Legendary Resistance (2 uses/Long Rest). If the valus fails a saving throw, it can choose to succeed instead.

ACTIONS
Magma Launcher. The valus shoots molten rock in a 60-foot sweeping line. All creatures in the area must make a
DC 19 Dexterity saving throw. On a failed save, they take 54 (12d8) solar damage and begin Burning for the next
minute. On a successful save, they take half as much damage and do not begin Burning.

REACTIONS
Combustion Blast. If a hostile creature ends its turn within 5 feet of the valus, the valus can rapidly expel exhaust
fumes all around itself. All creatures within 5 feet must make a DC 19 Strength saving throw. On a failed save they
are pushed back 10 feet and begin Burning for 1 minute. On a success, they are not pushed back, and do not begin
Burning.

EXCAVATOR VALUS
Large Cabal

Armor Class 19 (heavy armor)


Health Points 95 (10d10+40)
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Str +8, Con +7


Skills Athletics +8, Perception +3
Vehicle Proficiencies Goliath, harvester
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Frightened, prone
Senses passive Perception 13
Languages Ulurant
Individual Challenge 9 (5,000)
Classification CR 6 Ultra (5,000 XP)

Reinforced Armor. The valus ignores the effects of critical hits against it.

Legendary Resistance (2 uses/Long Rest). If the valus fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The valus can make an attack with its cluster missiles. It then takes two shots with its heavy slug
thrower.

Heavy Slug Thrower. Ranged Firearm Weapon Attack: +8 to hit, range 20/40/80 (close), automatic fire, heavy
hitter, one target. Hit: 17 (3d8d1+6) solar damage.

Cluster Missiles (Recharge 5-6). Payload Firearm Weapon Attack: DC 16, range 50/120/300 (close), impact 0 ft
(one target). Hit: 18 (4d8) arc damage and the target must succeed a DC 16 Constitution saving throw or become

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Blinded for 1 minute. A Blinded creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself early on a success. Creatures who succeed on their saving throw, or for whom the effect ends,
become immune to being Blinded in this way for 24 hours.

REACTIONS
Quake. If a hostile creature ends its turn within 5 feet of the valus, the valus can unleash a massive burst of kinetic
force from its armor. All creatures within 5 feet must make a DC 16 Strength saving throw. On a failed save, they
take 10 (3d6) kinetic damage and are pushed back 10 feet, where they fall prone. On a success, they take half as
much damage, are not pushed back, and do not fall prone.

INFILTRATOR VALUS
Medium Cabal

Armor Class 17 (light armor)


Health Points 45 (6d8+18)
Energy Shields 75 (10d8+30) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 21 (+5) 17 (+3) 14 (+2) 16 (+3) 12 (+1)

Saving Throws Dex +9, Wis +7


Skills Acrobatics +9, Perception +7, Stealth +9, Technology +6
Vehicle Proficiencies Goliath, harvester, interceptor
Damage Vulnerabilities bludgeoning, piercing, slashing
Condition Immunities Frightened, Prone
Senses passive Perception 17
Languages Ulurant
Individual Challenge 7 (2,900 XP)
Classification CR 12 Elite (8,400 XP)

Silencing Shields. While the valus has at least 1 point in its energy shields, it can take the Hide action as a bonus
action, its jetpacks make no noise, and it has advantage on Dexterity (Stealth) checks.

Sniper. Once on its turn, if the valus hits a target with a shot from a firearm while Aiming, and it did not have
disadvantage on its attack roll, it deals an extra 21 (6d6) damage with the attack. The extra damage is the same
type as the firearm's damage type.

ACTIONS
Multiattack. The valus takes two shots with is headhunter rifle.

Headhunter Rifle. Ranged Firearm Weapon Attack: +9 to hit, range 0/240/600 (long), one target. Hit: 10
(1d10+5) solar damage.

Leap. The valus uses its jetpack to leap to an unoccupied space it can see within 30 feet of it without provoking
attacks of opportunity.

REACTIONS
Reposition. If a hostile creature ends its turn within 5 feet of the valus, the valus can use Leap.

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VALUS TRAU’UG
Large Cabal

The most infamous Cabal defector in the solar system resides in the Prison of Elders, along with the captured ranks of
his Blind Legion. When Trau’ug wished to mount an aggressive campaign against the Reef, the Cabal high command
disregarded his entreaties. Taking their deferral for weak passivity, Trau’ug and those among his subordinates
personally loyal to him murdered the other officers of the Blind Legion, and took an attack on the Reef into their own
hands. However, the Blind Legion’s rogue operation failed, and somehow they and their valus succumbed to capture.
It would seem the Cabal high command had good reason to refrain from a direct attack on the Reef—or perhaps
Trau’ug led the Blind Legion into captivity intentionally, planning to destabilize the Reef from within.
Though imprisoned, Valus Trau’ug and his loyalists retain their tactical effectiveness, regarding the Prison’s arena
as a battlefield like any other. Even under these circumstances, Trau’ug relishes commanding his troops directly while
alongside them. His specialized armor incorporates an advanced shield system capable of responsive polarity rotation,
keeping his person well protected in the field.

Armor Class 17 (heavy armor)


Health Points 48 (5d10+20) / 48 (5d10+20) /48 (5d10+20)
Energy Shields 143 (15d10+60) solar
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Str +9, Cha +8


Skills Athletics +9, Intimidation +8, Perception +6
Vehicle Proficiencies interceptor, goliath, harvester, thresher
Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 16
Languages Ulurant
Individual Challenge 11 (7,200 XP)
Classification CR 7 Ultra (7,200 XP)

Advanced Energy Shields. If Valus Trau’ug goes one round without taking damage, its energy shields regain up
to 18 (4d8) hit points.

Legendary Resistance (2 uses/Long Rest). If Valus Trau’ug fails a saving throw, it can choose to succeed
instead.

ACTIONS
Multiattack. Valus Trau’ug takes two shots with its projection rifle.

Projection Rifle. Ranged Firearm Weapon Attack: +9 to hit, range 20/40/60 (medium), HCR, one target. Hit: 14
(2d8+5) explosive damage. If Valus Trau’ug misses, the target must make a DC 17 Dexterity saving throw, taking
half the damage of this attack on a failed save.

LEGENDARY ACTIONS
Valus Trau’ug can take 3 legendary actions, choosing from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn. Valus trau’ug regains spent legendary actions at the
start of its turn.

Projection Rifle. Valus Trau’ug takes one shot with its projection rifle.

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Thruster Jump (Costs 2 Actions). Valus Trau’ug activates its jetpack thrusters and blasts all nearby
creatures with a sudden burst of exhaust. All creatures within 5 feet must succeed on a DC 17 Strength saving
throw or be knocked prone. Valus Trau’ug then leaps to an unoccupied spot it can see within 30 feet and makes
one attack with its projection rifle.
Alter Shields (Costs 3 Actions). Valus Trau’ug alters the alignment of its energy shields to arc, solar, or void.

ULTRA ACTIONS
If damage reduces Valus Trau’ug’s hit point pool to 0, and Valus Trau’ug has at least one hit point pool remaining,
Valus Trau’ug can immediately perform one of the following actions.
● Shield Surge. Valus Trau'ug regains all points in its energy shields and can alter their alignment to arc,
solar, or void.

WAR BEAST
Medium beast

Armor Class 13 (natural armor)


Health Points 6 (1d8+1)
Speed 35 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Skills Perception +3
Senses darkvision 30 ft., passive Perception 13
Languages understands Ulurant
Individual Challenge 1/8 (25 XP)
Classification CR 2 Minion (450 XP)

Keen Hearing and Smell. The war beast has advantage on Wisdom (Perception) checks that rely on hearing or
scent.

Legion-Trained. The war beast has advantage on an attack roll against a creature if at least one of the war beast's
allies is within 5 feet of the creature and the ally isn't incapacitated. If a target is grappled, the war beast has
advantage on melee attacks it makes against the target.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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

ALPHA WAR BEAST


Medium beast

Armor Class 15 (natural armor)


Health Points 33 (6d8+12)
Speed 40 ft.

STR DEX CON INT WIS CHA

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16 (+3) 13 (+1) 15 (+2) 6 (-2) 15 (+2) 10 (+0)

Saving Throws Str +5, Dex +3


Skills Athletics +5, Perception +4
Senses darkvision 30 ft., passive Perception 14
Languages understands Ulurant
Individual Challenge 1 (200 XP)
Classification CR 2 Elite (450 XP)

Keen Hearing and Smell. The war beast has advantage on Wisdom (Perception) checks that rely on hearing or
scent.

Legion-Trained. The war beast has advantage on an attack roll against a creature if at least one of the war beast's
allies is within 5 feet of the creature and the ally isn't incapacitated. If a target is grappled, the war beast has
advantage on melee attacks it makes against the target.

ACTIONS
Multiattack. The war beast makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. The target is
grappled (escape DC 16) if the war beasts isn’t already grappling a creature. Until this grapple ends, the target is
Restrained and the war best cannot use its howl.

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

Howl. The war beast lets out a dreadful howl that can be heard clearly up to 300 feet away. All creatures who can
hear the war beast must make a DC 13 Wisdom saving throw or become frightened for 1 minute. Creatures can
repeat the saving throw at the end of their turn, ending the effect on itself on a success. If the creature's saving
throw is successful or the effect ends for it, the creature becomes immune to the war beast's howl for the next 24
hours.

PSIONIC WAR BEAST


Medium beast

Armor Class 14 (natural armor)


Health Points 46 (7d8+14)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

Skills Arcana +1, Perception +4


Senses blindsight 5 ft (blind beyond this radius), passive Perception 14
Languages understands Ulurant
Individual Challenge 1 (200 XP)
Classification CR 3 Elite (700 XP)

Keen Hearing and Smell. The war beast has advantage on Wisdom (Perception) checks that rely on hearing or
scent.

Paracausal Resistance. The war beast has advantage on saving throws against magical and paracausal effects,

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such as spells and Light grenades.

Psionic Connection. If the war beast has bonded with a handler, it and the handler share a connection that allows
them to convey simple surface thoughts to each other when they are within 60 feet of each other. The war beast
can only have one such bond at a time.

ACTIONS
Multiattack. The war beast uses its psionic slam, then makes two melee attacks.

Psionic Slam. The war beast chooses a target within 5 feet and hits it with a burst of psionic energy. That target
must succeed on a DC 13 Strength saving throw or be knocked prone.

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

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

GOLIATH
Gargantuan (20 ft. by 20 ft.) Cabal vehicle (device)

Armor Class 20 (natural armor)


Health Points 171 (11d20+55)
Damage Point 20
Speed hover 20 ft.
Hack DC XX

STR DEX CON INT WIS CHA


23 (+6) 7 (-2) 20 (+5) — — —

Saving Throws Str +10, Con +9


Skills Athletics +10
Damage Vulnerabilities arc, lightning
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Damage Immunities poison, psychic
Condition Immunities Blinded, charmed, frightened, petrified, poisoned, restrained, suppressed, tethered,
unconscious
Senses scanners 5 ft.
Occupants 1 driver
Individual Challenge 13 (10,000 XP)
Classification CR 9 Ultra (10,000 XP)

Legendary Resistance (2 uses/Long Rest). If the goliath fails a saving throw, the driver can choose to have the
goliath succeed instead.

ACTIONS
Multiattack. The driver of the goliath can use the goliath's missile swarm, then takes two shots with the goliath's
machine gun.

Machine Gun. Ranged Firearm Weapon Attack: +10 to hit, range 60/240/600 (medium), automatic fire, HCR, one
target. Hit: 14 (3d8d1+6) kinetic damage.

Missile Swarm (Recharge 4-6). Payload Firearm Weapon Attack: DC 18, range 50/120/300 (close), impact 5 ft.
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Hit: 27 (6d8) arc damage.

Planet Cracker (recharge 5-6). The driver chooses a point the goliath can see that is within 1,200 feet, but no
closer than 15 feet, and fires the goliath's main cannon. All creatures within 10 feet of the point must make a DC 18
Dexterity saving throw, taking 66 (12d10) explosive damage on a failed save, or half as much on a success.

INTERCEPTOR
Large Cabal vehicle (device)

Armor
Health Class
Points16
68(natural armor)
(9d10+18)
Damage Point 10
Speed hover 35 ft.
Hack DC XX

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) — — —

Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing


Damage Immunities poison, psychic
Condition Immunities Blinded, charmed, frightened, petrified, poisoned, restrained, suppressed, tethered,
unconscious
Senses —
Occupants 1 driver
Individual Challenge 5 (1,800 XP)
Classification CR 5 Major (1,800 XP)

Driver Cover. The interceptor provides half cover for its driver. If a creature attacks the interceptor's driver and
this cover causes the attack to miss, the interceptor takes half the damage of the attack. This damage is still
subject to the effects of the interceptor's resistances and damage point.

ACTIONS
Multiattack. The driver of the interceptor takes two shots with the interceptor’s dual slug rocket.

Explosive Slug Rocket. Ranged Firearm Weapon Attack: +6 to hit, range 25/65/100 (medium), HCR, one target.
Hit: 21 (4d8+3) solar damage.

Ram. The driver rapidly boosts the interceptor in a 30-foot line. The first target in the interceptor's path must
succeed on a DC 13 Dexterity saving throw or take 44 (8d10) bludgeoning damage. If the target is Large or
greater, or a fixed barrier (such as a relic iron wall), the interceptor's movement is immediately halted upon striking
the target, and the interceptor takes 11 (2d10) bludgeoning damage (this damage is subject to the interceptor's
resistances and damage point). If the target is Medium or smaller the interceptor's movement is not halted, and it
continues to boost along its line until it hits either a Large or greater target, a fixed barrier, or it reaches the end of
its line. All targets on the line are subject to the Dexterity saving throw caused by this action.

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CHAPTER 5: THE TAKEN
After tens of thousands of long years of conquest and carnage, Oryx, King of the Hive, found himself struggling to
feed the ceaselessly growing hunger of his worm. He and his sisters had obeyed the bargain of symbiosis they made
with the worm gods, unfailingly pursuing the destruction of every race they encountered, especially those taking
refuge in worlds nurtured by the Traveler, that flighty enemy of the worm gods and the Deep. Yet the mightier they
became, the greater their worms’ appetites, and Oryx and his sisters felt their power flagging. For a moment the
siblings wondered whether the crusade of their Hive was at an end.
However, Oryx knew a way to keep existing. He realized their worms consumed them because they were given,
contrary to the way of the Deep, which is to take what one must to survive. So he killed his sisters Savathûn and Xivu
Arath, and with the Sword Logic took the vastness of their strength to add to his own. Then he went to Akka, the
Worm of Secrets, and with the strength he had Taken from his sisters, killed the worm god, and took from it the
secret of speaking directly with the Deep itself. With this, Oryx gained a new power to take hold of living things and
reshape their wills to his own. Thus Oryx became the Taken King.
Later, Savathûn and Xivu Arath were summoned back into existence through the Sword Logic of vast slaughter,
yet Oryx alone kept the power to take. This power presents as an ontopathogenic effect that transforms its targets
into willing servants of the Hive, enhanced with paracausal capabilities. Individuals first vanish into localized
spacetime rifts, what the Hive call wounds. Where these apertures go, or what exactly happens within, only Oryx
knows—but when his victims return, they are utterly changed. No matter their species or former disposition, the
Taken return with perfect allegiance to the Hive, their individual will not gone, but remade. Likewise, the Taken retain
their original forms, but a strange metamorphosis is wreaked upon their bodies. Each radiates a luminous darkness,
like the glaring emptiness between stars, punctuated by an eye of appalling brightness that stares unblinking from
where a face used to be. This superficial change reflects the deeper subversion that endows each Taken entity with
impossible abilities, as various as the species Oryx has subsumed with this power.
Since arriving in our system and stationing his Dreadnaught in orbit around Saturn, Oryx has Taken armies’ worth
of Cabal, Fallen, Vex, and even local Hive to fill the ranks of his personal invasion force. They can step directly
through the same wounds in space Oryx uses to take them, and so can appear without warning, seemingly anywhere,
with no need for ships or transmat. The only known reliable indication of imminent Taken activity is a significant spike
in sterile neutrino density, but even if that increase is detected, it only provides a few moments’ warning.
Guardians are frequently misled by past experience when first encountering Taken enemies. Since they still
resemble familiar opponents, Guardians will usually rely on tried tactics against the Taken—but although they retain
the shape of what they once were, the Taken fight almost entirely differently. In particular, their paracausal
augmentations often counteract the weaknesses that were typical of their previous forms, leaving Guardians at a loss
when they fall back on what they thought were reliable methods of engagement.
The arrival of Oryx and his Taken has greatly magnified the threat of the Hive, and opened an entirely new
frontier of terror upon which humanity must defend itself. Many fear the question is not if the Taken can be repelled,
but whether the Taken King can reach out his hand and take the people of the Last City, or even the Guardians who
strive to protect them.

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SHADOW

SHADOW DREG
Medium Taken (Shadow)

Armor Class 16 (natural armor)


Health Points 18 (4d8)
Speed 35 ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 10 (+0) 4 (-3) 14 (+2) 7 (-2)

Condition Immunities Charmed, frightened, petrified, unconscious


Senses passive Perception 12
Languages understands all, speaks none
Individual Challenge 1 (200 XP)
Classification CR 7 Minion (2,900 XP)

Aspect of Shadows. When in dim or dark light, the shadow has advantage on Dexterity (Stealth) checks it makes,
and it can take the Hide action as a bonus action on its turn.

ACTIONS
Multiattack. The shadow makes two attacks with its null dagger.

Null Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) void damage.

SHADOW THRALL
Small Taken (Shadow)

Armor Class 12 (natural armor)


Health Points 5 (2d6-2)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2)

Condition Immunities Charmed, frightened, petrified, unconscious


Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages understands all, speaks none
Individual Challenge 1/8 (25 XP)
Classification CR 1 Minion (200 XP)

Aspect of Shadows. When in dim or dark light, the shadow has advantage on Dexterity (Stealth) checks it makes,
and it can take the Hide action as a bonus action on its turn.

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) solar damage.

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SHADOW WAR BEAST
Medium Taken (Shadow)

Armor Class 12 (natural armor)


Health Points 7 (2d8-2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 9 (-1) 4 (-3) 15 (+2) 6 (-2)

Condition Immunities Charmed, frightened, petrified, unconscious


Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands all, speaks none
Individual Challenge 1/4 (50 XP)
Classification CR 3 Minion (700 XP)

Aspect of Shadows. When in dim or dark light, the shadow has advantage on Dexterity (Stealth) checks it makes,
and it can take the Hide action as a bonus action on its turn.

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

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) arc damage.

TAKEN ACOLYTE
Medium Taken

Hive acolytes liberated from their cowering servitude to fight in the front lines of Oryx’s Taken army. They retain the
general shape of mature but not yet fully developed Hive, about six feet tall, their chitin plating partially grown. Any
indicators of individuality, including brood lineage, have been annihilated. Not even their three eyes remain: they see
only with the single, blankly glaring eye all Taken share.
Oryx has remade Taken acolytes with the ability to create their own covering fire. They can summon a floating
turret that fires relentlessly upon any threat. Whether these so-called acolyte’s eyes are some sort of artifice or a
short-lived Taken creature of another kind is unknown. Although an acolyte’s eye persists even after the acolyte that
summoned or created it is gone, no Guardian has succeeded in capturing or recovering one, or even the remains of
one. Field scans of the eyes have been reliably inconclusive, and Warlock schools are bitterly divided over the question
of their true nature.

Armor Class 13 (natural armor)


Health Points 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +4, Dex +6


Skills Perception +5, Stealth +6
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages understands all, speaks Krill

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Individual Challenge 3 (700 XP)
Classification CR 5 Elite (1,800 XP)

Shaped Like [Not Alone]. Once on each of its turns, the Taken acolyte can command one Acolyte's Eye it has
summoned to make two attacks against one target of its choosing. The Acolyte's Eye makes this attack using the
game statistics of the Taken acolyte's shredder weapon. The Taken acolyte can invoke this feature on the turn that
it summons its Acolyte's Eye.

Shadowy Movement. When in dim or dark conditions, the Taken acolyte can take the Disengage or Hide action as
a bonus action on its turn.

ACTIONS
Multiattack. The Taken acolyte takes three shots with its shredder. It can substitute using its Acolyte's Eye for one
of these attacks.

Shredder. Ranged Firearm Weapon Attack: +5 to hit, range 25/90/120 (medium), one target. Hit: 8 (2d4+3)
kinetic damage.

Acolyte’s Eye (1 use/Brief Rest). The Taken acolyte can summon an Acolyte’s Eye, a construct that hovers in a
spot of the acolyte’s choosing within 5 feet of it, and is mounted there until it is dismissed. The Taken acolyte can
only have one Eye summoned at a time. The Eye is destroyed if it takes damage from any source (AC 14, fails all
saves). If the Taken acolyte becomes unconscious or completes a brief rest, any Acolyte's Eye it has summoned
dissipates harmlessly.

TAKEN CAPTAIN
Medium Taken

Fallen captains transformed into Taken become some of Oryx’s fiercest fighters. They tend to retain their original
stature, around eight to ten feet, though higher-ranked Fallen who have become Taken champions can be larger. In
their starry silhouette can be discerned the profile of all a Fallen captain’s trappings—the crested helm, the tattered
cape, dual shock swords—but markings of house allegiance, rank, honors, or other distinctions are all lost. Only the
fiery shadow of the Taken remains, and the single glaring eye where once was an Eliksni’s sharp four-eyed gaze.
Taken captains’ strength and innate combat acumen is frightfully bolstered by paracausal abilities. They can move
short distances in a seemingly instantaneous dash, making them both incredibly evasive and able to suddenly attack
in close quarters. Yet they are most notorious for their ability to blind enemies at a distance, leaving their victims
perilously vulnerable. Fortunately Guardians can evade this blinding attack if they know to anticipate it, but many are
caught unaware, and cannot see their doom as it sets upon them.

STR DEX CON INT WIS CHA


15 (+2) 19 (+4) 17 (+3) 16 (+3) 15 (+2) 12 (+1)

Saving Throws Str +5, Dex +7


Skills Acrobatics +7, Perception +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 80 ft., passive Perception 15
Languages understands all, speaks Eliksni
Individual Challenge 4 (1,100 XP)
Classification CR 8 Elite (3,900 XP)

Shaped Like [You Cannot Find Me]. If the Taken captain blinds a creature with its Bolt of Darkness, it can use a

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special reaction to teleport up to 15 feet to an unoccupied space it can see, taking all carried and worn equipment
with it. This does not consume the Taken captain's normal reaction for the round.

ACTIONS
Multiattack. The Taken captain can use its Bolt of Darkness. It then makes two attacks with its shock longsword.

Shock Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) arc damage.

Blinding Bolt (Recharge 5-6). The Taken captain hurls a 5-foot diameter sphere of Darkness along a 50-foot line.
The sphere's line of travel is cut short if it is intercepted by three-quarters cover or greater. The first hostile
creature the sphere touches causes the sphere to coagulate on the creature, and the creature must make a DC 15
Constitution saving throw. On a failed save the creature takes 10 (3d6) arc damage and becomes Blinded for 1
minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on
a success.

REACTIONS
Blink (Recharge 5-6). If a creature makes an attack roll against the Taken captain, or causes the Taken captain
to make a saving throw, the Taken captain can cause the attack to have disadvantage, or grant itself advantage on
the saving throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment
of its choice with it when it does this. The Taken captain can only use this reaction if there is an unoccupied space
within range and it can see or sense the source of the attack roll or cause of the saving throw.

TAKEN CENTURION
Medium Taken

The Cabal were among the first to have their ranks plundered by Oryx when he arrived in our system, and he took
from their legions liberally. There is no conventional military structure or discipline among the Taken, so Taken
centurions are not the wily field officers they were before. Standing seven or eight feet tall, they still wear their
crested Cabal armorsuits, but all legion colors and marks of distinction are erased by their new uniform of eerie Taken
glow. They fight as all Taken do, in mixed cohorts with no need of direct orders or chain of command.
Rank may be meaningless among the Taken, but Taken centurions are nevertheless still bulwarks on the
battlefield. Their resilience is coupled with impossible, blink-quick dodginess, allowing them to elude attackers while
sending out tracking axion darts to seek and strike back remotely. These inexorable projectiles often deliver the killing
blow when the Taken centurion itself is well out of sight, or even after it has been defeated.

Armor Class 18 (natural armor)


Health Points 43 (5d8+20)
Energy Shields 68 (8d8+32) arc
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 14 (+2) 13 (+1) 13 (+1)

Saving Throws Str +9, Con +8


Skills Athletics +9, Perception +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 30 ft., passive Perception 15
Languages understands all, speaks Ulurant
Individual Challenge 6 (2,300 XP)
Classification CR 10 Elite (5,900 XP)

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ACTIONS
Multiattack. The Taken centurion can use its Axion Dart. It then takes two shots with is void projection rifle.

Void Projection Rifle. Ranged Firearm Weapon Attack: +9 to hit, range 20/40/60 (medium), one target. Hit: 14
(2d8+5) void damage. If the Taken centurion misses, the target must succeed on a DC 17 Dexterity saving throw
or take half the damage of this attack.

Axion Dart (Recharge 5-6). The Taken centurion sends a tiny sphere of void energy at a creature within 60 feet.
The Taken centurion does not need to be able to see the creature, but the Taken centurion must be aware of the
creature, and there must be an opening at least 1 foot in diameter between the Taken centurion and the creature in
order for the Taken centurion to choose the creature as the target. That creature must make a DC 17 Dexterity
saving throw, taking 18 (4d8) void damage on a failed save, or half as much on a success.

REACTIONS
Blink (Recharge 5-6). If a creature makes an attack roll against the Taken centurion, or causes the Taken
centurion to make a saving throw, the Taken centurion can cause the attack to have disadvantage, or grant itself
advantage on the saving throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and
worn equipment of its choice with it when it does this. The Taken centurion can only use this reaction if there is an
unoccupied space within range and it can see or sense the source of the attack roll or cause of the saving throw.

TAKEN COLOSSUS

TAKEN FORTIFIER COLOSSUS


Large Taken

Armor Class 20 (natural armor)


Health Points 116 (11d10+55)
Speed 20 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 20 (+5) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Str +10, Con +9


Skills Athletics +10, Perception +6
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Charmed, frightened, petrified, prone, unconscious
Senses darkvision 30 ft., passive Perception 14
Languages understands all, speaks Ulurant
Individual Challenge 12 (8,400 XP)
Classification CR 12 Major (8,400 XP)

Legendary Resistance (2 uses/Long Rest). If the colossus fails a saving throw, it can choose to succeed
instead.

Shaped Like [Unstoppable]. The Taken colossus has a semi-transparent and hollow sphere of Darkness
surrounding it. The sphere has a radius of 10 feet and is centered on the Taken colossus at all times; if the Taken
colossus moves, the sphere moves with it. While all creatures can freely move through the sphere, the shell of the
sphere is otherwise considered full cover to all creatures except the taken colossus and its allies.

ACTIONS
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Multiattack. The taken colossus takes two shots with its heavy void slug thrower.

Heavy Void Slug Thrower. Ranged Firearm Weapon Attack: +10 to hit, range 20/40/80 (close), automatic fire,
heavy hitter, one target. Hit: 18 (3d8d1+7) void damage.

REACTIONS
Quake. If a hostile creature ends its turn within 5 feet of the taken colossus, the taken colossus can unleash a
massive burst of kinetic force from its armor. All creatures within 5 feet must make a DC 18 Strength saving throw.
On a failed save, they take 24 (7d6) kinetic damage and are pushed back 15 feet, where they fall prone. On a
success, they take half as much damage, are not pushed back, and do not fall prone.

TAKEN DREG
Medium Taken

Armor Class 11 (natural armor)


Health Points 15 (2d8+6)
Speed 35 ft., climb 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

Skills Perception +3
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages understands all, speaks Eliksni
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Shaped Like [Indulgence]. If a non-Taken creature ends their turn within 5 feet of the taken dreg, it must
succeed on a DC 13 Constitution saving throw, becoming Poisoned for 1 minute on a failed save. Creatures can
repeat the saving throw at the end of each of their turns, ending the effect on itself early on a success.

ACTIONS
Darkness Spray. The taken dreg sweeps a sprays of toxic Darkness in a 15-foot cone. All non-Taken creatures in
the cone must make a DC 13 Constitution saving throw. Creatures that fail their saving throw take 10 (3d6)
darkness damage, while creatures that succeed take half as much.

TAKEN GLADIATOR
Medium Taken

Armor Class 18 (natural armor)


Health Points 60 (8d8+24)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

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Saving Throws Str +8, Dex +6, Con +7
Skills Athletics +8, Perception +6
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 30 ft., passive Perception 16
Languages understands all, speaks Ulurant
Individual Challenge 5 (1,800 XP)
Classification CR 9 Elite (5,000 XP)

Expert Training. The taken gladiator adds an additional damage die to its weapon attacks (already shown in
stats).

ACTIONS
Multiattack. The gladiator makes two attacks with its arc severus.

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

REACTIONS
Shaped Like [There Is No Surrender] (1 use/Long Rest). If the taken gladiator is reduced to 0 hit points but
isn't killed outright, it can prevent itself from falling unconscious and immediately takes an extra turn, interrupting
the current turn. It is immune to all damage during this turn, immediately ends all ongoing conditions before taking
this turn, and has advantage on all attack rolls and Strength saving throws until the start of its next turn. If the
taken gladiator starts its next turn at 0 hit points, it dies.

TAKEN GOBLIN
Medium Taken

Though mostly considered robots, the Vex were not spared from Oryx’s recruitment. Though they retain the roughly
six-foot shape of the goblin hull, Taken goblins serve a new collective, and seem to have no connection or
susceptibility to Vex influence. Apropos of their transformed allegiance, the telltale empty eye of the Taken stares
from where the distinctive Vex monocular sensor was once housed. Their fan-shaped crested heads, and the rest of
their mechanical bodies, shimmer with the same dark fire displayed by all Taken. Of their radiolarian fluid there is no
outward sign.
Taken goblins remain fairly weak combatants individually, but their metamorphosis has endowed them with a
singular power to furnish nearby allies with increvable protection. So long as a Taken goblin can maintain line of sight,
sufficient proximity, and concentration, it seems able to render a friendly target effectively invincible for an indefinite
duration. An entire school of Warlock scholars has sprung up to study this ability, but obtaining stable samples and
avoiding overexposure to Taken radiation have proved difficult.

Armor Class 15 (natural armor)


Health Points 30 (4d8+12)
Speed 20 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 7 (-2)

Saving Throws Con +5


Skills Perception +4
Damage Resistances Psychic
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 14
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Languages understands all, speaks Hexinary
Individual Challenge 1 (200 XP)
Classification CR 4 Elite (1,100 XP)

ACTIONS
Multiattack. The taken goblin makes two attacks.

Slap Rifle. Ranged Firearm Weapon Attack: +4 to hit, range 25/40/60 (close), one target. Hit: 5 (1d6+2) arc
damage.

Energy Palm. Melee Ability Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) void damage.

Fortify (Concentration, Recharge 5-6). The taken goblin chooses one Huge or smaller creature it can see within
15 feet and begins projecting a barrier around that creature, which the taken goblin concentrates on for the next
minute. This barrier grants the chosen creature immunity to all damage and conditions, and it immediately ends all
ongoing conditions on the creature. The creature affected by this can still move and make attacks without
interrupting the taken goblin’s concentration. If the creature moves outside the taken goblin’s range, if the taken
goblin is incapacitated, or if the taken goblin loses its concentration on this ability, this effect ends early. The taken
goblin is Incapacitated while concentrating on Fortify.

TAKEN HARPY
Medium Taken

Armor Class 16 (natural armor)


Health Points 39 (7d8+7)
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3) 8 (-1)

Skills Acrobatics +7, Perception +6


Damage Vulnerabilities kinetic
Damage Resistances Psychic
Condition Immunities Charmed, frightened, petrified, prone, unconscious
Senses darkvision 120 ft., passive Perception 16
Languages understands all, speaks Hexinary
Individual Challenge 2 (450 XP)
Classification CR 7 Soldier (2,900 XP)

Mirror Wings. When the taken harpy is targeted by a Light ability or spell that requires an attack roll or requires
the taken harpy to make a payload saving throw, roll a d6. On a roll of 5-6, the taken harpy is unaffected by the
Light ability/spell, and it reflects the Light ability/spell back at the caster as though the Light ability/spell originated
from the taken harpy, turning the caster into the target using the same attack roll/payload DC and damage as the
caster would have used against the taken harpy.

ACTIONS
Multiattack. The taken harpy takes three shots with its void slap rifle.

Void Slap Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 25/40/60 (close), one target. Hit: 7 (1d6+4)
void damage.

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REACTIONS
Paracausal Lightning Rod. If a creature within 5 feet of the taken harpy is targeted by a Light ability or spell that
requires an attack roll or requires the target to make a payload saving throw, the taken harpy can cause itself to
become the target of the Light ability or spell instead. In the case of payload effects, the taken harpy is the only
creature subject to the payload saving throw when it does this.

TAKEN HOBGOBLIN
Medium Taken

Oryx’s taking from the Vex swept up most known types of Vex units, including the sniping hobgoblin. Though its hull
retains its distinctive broad horns, it is engulfed in the humming shadow that wreathes all Taken, and often appears
indistinct at a distance. Taken hobgoblins fill the same tactical niche they did as Vex: long-range snipers, watching
from afar for an opportune shot. Their transformation has replaced their former defensive capabilities with a
regenerating swarm of tracking projectiles that vengefully retrace the path of any attack against the hobgoblin.
Among Warlocks and cryptarchs the argument over whether the Vex were really alive has raged almost as long as
the Last City’s scholars have been aware of the Vex’s existence. However, the fact they can become Taken has led
some to claim the Vex must fundamentally be living things, or else they would not be susceptible to Oryx’s power to
take. Some scholars in this camp cite the apparent vindictiveness of Taken hobgoblins as evidence that Taken Vex
show behavior more characteristic of genuine life—though such claims are rarely regarded seriously.

Armor Class 15 (natural armor)


Health Points 83 (15d8+15)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 13 (+1) 12 (+1) 16 (+3) 11 (+0)

Saving Throws Int +4, Wis +6


Skills Perception +7, Technology +4
Damage Resistances Psychic
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages understands all, speaks Hexinary
Individual Challenge 4 (1,100 XP)
Classification CR 8 Elite (3,900 XP)

Precision Strike. Once on its turn, if the taken hobgoblin hits a target with a shot from a firearm while Aiming, and
it did not have disadvantage on its attack roll, it deals an extra 14 (4d6) damage with the attack. The extra damage
is the same type as the firearm's damage type.

ACTIONS
Void Line Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 10/120/340 (long), one target. Hit: 11 (2d6+4)
energy damage.

Recover Swarm. The taken hobgoblin regains the use of its retaliation swarm.

REACTIONS
Retaliation Swarm (1 use). If the taken hobgoblin takes damage, and the source of the damage is a hostile
creature within 120 feet, the taken hobgoblin can send a barrage of seekers at the creature. The creature must
make a DC 15 Dexterity saving throw, taking 10 (3d6) void damage on a failed save, or half as much on a success.

135
Armor Class 13 (natural armor)
Health Points 33 (6d8+6)
Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 8 (-1) 11 (+0) 16 (+3)

Saving Throws Str +5, Dex +4


Skills Perception +3
Damage Immunities Psychic
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 30 ft., passive Perception 13
Languages understands all, speaks one language of humanity
Individual Challenge 2 (450 XP
Classification CR 6 Soldier (2,300 XP)

Scream of the Damned. If a hostile creature the taken human can see makes an attack against it, the taken
human starts screaming, begging for its life to be spared. The creature that attacked it must make a DC 14
Intelligence saving throw, taking 14 (4d6) psychic damage and becoming Incapacitated until the end of its next turn
on a failed save. On a success, the creature takes half as much damage and is not Incapacitated.

Shaped Like [No More Mercy]. The taken human has advantage on attack rolls it makes against an Incapacitated
creature.

ACTIONS
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

TAKEN KNIGHT
Medium Taken

Battle-tested Hive exalted to serve as bulwarks in the ranks of Oryx’s Taken army. They retain the hulking, eight-foot
profile of their heavily armored knight-morph form, but as with all Taken, the distinguishing details of their chitin
plates are lost within a silhouette of starry nothingness. Where three eyes once glared from the crested head, only the
single ever-staring eye of the Taken casts its gaze.
Most Taken knights carry the Hive projectile weapon called a boomer, though sometimes they still bear cleaver
swords instead. In their transformation, all have lost the ability to summon a defensive wall and replaced it with the
power to call forth gouts of searing flame that linger wherever they are spewed. These hateful fires make constant
movement necessary when engaging a Taken knight, and a wrong step into its fiery spray can mean sudden,
scorching demise.

Armor Class 18 (natural armor)


Health Points 77 (9d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 9 (-1) 18 (+4) 12 (+1) 15 (+2) 14 (+2)

Saving Throws Str +9, Con +8


Skills Athletics +9, Intimidation +6, Perception +6
Damage Resistances bludgeoning, explosive, kinetic, piercing, slashing
Condition Immunities Charmed, frightened, petrified, unconscious

136
Senses darkvision 120 ft., passive Perception 16
Languages understands all, speaks Krill
Individual Challenge 5 (1,800 XP)
Classification CR 10 Elite (5,900 XP)

Shaped Like [No More Fear]. If a creature is Burning from the taken knight’s Flame Spout, the taken knight can
move up to its movement speed toward the creature as a bonus action on its turn.

ACTIONS
Multiattack. The taken knight can use its Flame Sprout. It then takes two shots with its boomer cannon.

Boomer Cannon. Payload Firearm Weapon Attack: DC 17, range 50/120/300 (close), impact 5 ft. Hit: 14 (2d8+5)
arc damage.

Flame Spout (Recharge 5-6). The taken knight launches solar flames at a point it can see within 40 feet. The
area of the solar flames consists of up to three 5-foot cubes, which the taken knight can arrange as it wishes. Each
cube must have at least one face resting on a solid surface, and each cube must have at least one face touching the
face of another cube. Every creature in the area of any of the cubes must make a DC 17 Dexterity saving throw.
Creatures that fail their saving throw take 17 (4d6) solar damage and begin Burning for the next minute. Creatures
that succeed on their saving throw take half as much damage and do not begin Burning. A creature Burning in this
way takes 7 (2d6) solar damage at the start of each of their turns, and it can repeat the saving throw at the end of
each of its turns, ending the effect on itself early on a success.

TAKEN MARAUDER
Medium Taken

Armor Class 16 (natural armor)


Health Points 39 (6d8+12)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 10 (+0)

Saving Throws Dex +8, Con +5


Skills Acrobatics +8, Perception +6, Stealth +8, Technology +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages understands all, speaks Eliksni
Individual Challenge 3 (700 XP)
Classification CR 6 Elite (2,300 XP)

Superior Active Camouflage. If the taken marauder starts its turn not under the effects of active camouflage, it
gains active camouflage. Additionally, the taken marauder does not lose the effects of active camouflage when it
takes a shot with a firearm; all other terms for a creature losing its active camouflage still apply.

Shaped Like [Leave Them Guessing]. If the taken marauder starts its turn under the effects of active
camouflage but has no duplicate, it can use a bonus action to create a duplicate within 30 feet of it, as if it had used
Cloak and Duplicate.

ACTIONS
Void Wire Rifle. Ranged Firearm Weapon Attack: +8 to hit, range 10/120/340 (long), one target. Hit: 11
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(1d12+5) void damage.

Cloak and Duplicate. The taken marauder disappears in a shimmer of bent light, granting it the effects of active
camouflage for the next minute and creating a duplicate of itself. The taken marauder can only have one duplicate
at a time. This duplicate appears in an unoccupied space within 30 feet of the taken marauder, is not under the
effects of active camouflage, takes its turn on the taken marauder's initiative, and has the stats of the Taken
Marauder's Duplicate creature. The taken marauder is aware of everything its duplicate is aware of and vice-versa.
If the taken marauder loses or ends concentration on its cloak, its duplicate is destroyed.

TAKEN MARAUDER’S DUPLICATE


Medium Taken

Armor Class 15 (natural armor)


Health Points 26 (4d8+8)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages understands all, speaks Eliksni
Individual Challenge XX
Classification XX

Nimble Movement. The taken marauder’s duplicate can Dash or Disengage as a bonus action on each of its turns.

ACTIONS
Arc Shrapnel Launcher. Ranged Firearm Weapon Attack: +7 to hit, range 15/25/30 (close), one target. Hit: 10
(1d12+4) arc damage.

TAKEN MINOTAUR
Large Taken

Vex heavy infantry swept up into the ranks of the Taken. The ten-foot form of the broad minotaur hull is still
recognizable, but these no longer give off a metallic gleam—only the hollow starfire glow common to all Taken, of Vex
origin or otherwise. Taken minotaurs fight very similarly to their former selves, mixing barrages from their torch
hammers with short, abrupt teleportation for evasion and disruptive advance. However, their transformation has
endowed them with the additional attribute of nearly perfect invisibility, only disrupted by heavy damage, or when
they break cover to make a close-quarters attack. This stealth makes Taken minotaurs a dreadful menace, almost
undetectable even in the open.
Since minotaurs are thought to be primarily designed for the construction and maintenance of Vex architecture,
some scholars have voiced concern that in taking them, Oryx and the Hive may have obtained inside knowledge of the
infrastructure of Vex spaces, or even the wider Vex network. Several papers have sounded the alarm of possible Hive
infiltration of the Vex gate system to extend their reach of deployment, or even mount an invasion across time. A few
cryptarchs have even suggested the apparently ancient presence of the Hive god-prince Crota on the Moon may have
been facilitated by transit through the Vex network—though even the most charitable circles regard such a notion as
tenuous.

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Armor Class 16 (natural armor)
Health Points 105 (14d10+28)
Speed 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

Saving Throws Str +9, Con +6


Skills Athletics +9, Perception +7, Technology +6, Stealth +5
Damage Resistances Psychic
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 120 ft., passive Perception 17, scanners 5 ft.
Languages understands all, speaks Hexinary
Individual Challenge 7 (2,900 XP)
Classification CR 12 Elite (8,400 XP)

Superior Active Camouflage. If the taken minotaur starts its turn not under the effects of active camouflage, it
gains active camouflage. Additionally, the taken minotaur does not lose the effects of active camouflage when it
takes a shot with a firearm; all other terms for a creature losing its active camouflage still apply.

Tactical Strike. If the taken minotaur hits a creature with a melee attack while invisible, it deals an additional 22
(5d8) damage with the attack.

ACTIONS
Multiattack. The taken minotaur takes three shots with its solar torch hammer.

Solar Torch Hammer. Payload Firearm Weapon Attack: DC 17, range 20/80/120 (close), impact 5 ft. Hit: 14
(2d8+5) solar damage.

Piercing Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

Teleport. The taken minotaur teleports to an unoccupied space it can see within 30 feet of it, taking all carried and
worn equipment of its choice with it.

REACTIONS
Blink (Recharge 5-6). If a creature makes an attack roll against the taken minotaur, or causes the taken
minotaur to make a saving throw, the taken minotaur can cause the attack to have disadvantage, or grant itself
advantage on the saving throw, by teleporting to an unoccupied space within 15 feet of it. It takes all carried and
worn equipment of its choice with it when it does this. The taken minotaur can only use this reaction if there is an
unoccupied space within range and it can see or sense the source of the attack roll or cause of the saving throw.

TAKEN OGRE
Large Taken

Even the largest and most egregious of the Hive are welcomed in Oryx’s Taken army. Ogres maintain their hideous,
misshapen form through their transformation, becoming only more horrible when enwreathed in the inky flames and
crawling glow of the Taken. Where before its unformed eyes were veiled by a pustulent membrane, now a single star-
bright lacuna glares out from the shadowy bulk of a Taken ogre’s overgrown head. Their eye blasts are augmented in
their new form, and carry an overwhelming wallop that can send even the most steadfast Titan sprawling.

Armor Class 17 (natural armor)


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Health Points 147 (14d10+70)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 11 (+0)

Saving Throws Str +10, Con +9


Skills Athletics +10, Perception +6
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities Charmed, frightened, petrified, unconscious
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
Languages understands all, speaks none
Individual Challenge 10 (5,900 XP)
Classification CR 10 Major (5,900 XP)

Legendary Resistance (1 use/Long Rest). If the taken ogre fails a saving throw, it can choose to succeed
instead.

Paracausal Resistance. The taken ogre has advantage on saving throws against magical and paracausal effects,
such as spells and Light grenades.

Shaped Like [Joy]. If the taken ogre reduces a hostile creature's hit points to 0 on its turn, the taken ogre
immediately ends all ongoing conditions on its, and it can use a bonus action to move up to half its movement
speed toward another hostile creature and make an attack against it.

ACTIONS
Multiattack. The taken ogre makes three attacks with its taken eye blast.

Taken Eye Blast. Ranged Weapon Attack. +10 to hit, range 120 ft., one target. Hit: 15 (2d8+6) arc damage.
On a hit, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is already
prone, it is knocked back 5 feet instead.

Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

REACTIONS
Thunderous Slam. If a hostile creature ends its turn within 10 feet of the taken ogre, the taken ogre can slam its
fists on the ground, sending out a shockwave of kinetic force. All non-taken creatures within 10 feet of the ogre
must succeed on a DC 18 Strength saving throw or take 21 (6d6) kinetic damage and be pushed back 10 feet,
where they fall prone. Creatures who succeed on their saving throw take half as much damage, are not pushed
back, and do not fall prone.

TAKEN PHALANX
Medium Taken

Oryx took great swaths of the Cabal legions present in our system when he arrived, so naturally many Cabal foot-
soldiers are among the Taken. They retain the stature and details of appearance of rank and file Cabal infantry,
around seven feet tall, toting massive, heavy shields as tall as they are. Yet that appearance is merely a faint
afterimage beneath the scalding darkness in which all Taken are clothed.
Whereas in their former lives phalanxes’ shields only provided cover, as Taken they have received an additional
power to counteract the passivity of their defenses: when threatened, a Taken phalanx can emit a forcefully repellant
blast from the surface of its shield. They use this ability to knock back oncoming attackers, displace enemies engaged

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in close quarters, and prevent hostiles from approaching defended positions. The blast has fair range and considerable
breadth, and is difficult to interrupt since the phalanx itself takes cover behind the shield at the same time.

Armor Class 17 (medium armor, shield)


Health Points 30 (4d8+12)
Speed 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +7, Con +6


Skills Athletics +7, Perception +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 30 ft., passive Perception 15
Languages understands all, speaks Ulurant
Individual Challenge 2 (450 XP)
Classification CR 8 Soldier (3,900 XP)

Bulwark. The taken phalanx is expertly trained in the use of its shield and does not suffer dual-wielding penalties
when it takes a shot with a firearm while holding its shield. Additionally, while wielding its shield, the taken phalanx
is considered to be behind three-quarters cover at all times (it has a bonus +5 to its AC, shown in its stats, and to
any Dexterity saving throws it makes). If the taken phalanx is subject to a payload saving throw, it takes only half
damage on a failed save, and no damage on a success. Finally, the taken phalanx has two additional damage
resistances, kinetic and explosive, while wielding its shield.

ACTIONS
Multiattack. The taken phalanx takes two shots with its arc slug rifle.

Arc Slug Rifle. Ranged Firearm Weapon Attack: +7 to hit, range 20/40/60 (medium), one target. Hit: 7 (1d6+4)
arc damage.

Shield Bash. The taken phalanx slams its shield against a creature within 5 feet of it. The target must make a DC
15 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a success.
Creatures that fail their saving throw are also knocked back 10 feet, where they fall prone.

Shield Blast (Recharge 5-6). The taken phalanx holds its shield forward and the shield emits a blast of kinetic
energy in a 15-foot cone. All creatures within the cone must make a DC 15 Strength saving throw. On a failed save,
they take 10 (3d6) kinetic damage and are pushed back 15 feet, where they fall prone. On a success creatures take
half as much damage, are not pushed back, and do not fall prone.

REACTIONS
Shaped Like [Retaliation]. If a creature moves within 5 feet of the taken phalanx, the taken phalanx can use its
Shield Blast, if available.

TAKEN PSION
Small Taken

Many of the Cabal special infantry from the psion client race were swept up in the conscription of Oryx’s Taken army.
They are still slim and diminutive, about five feet tall, with slender limbs and quick movements. Engulfed in the
shadowy flames of the Taken, they appear as thin, fleet specters, each with only a single searing eye where before a
face had been.

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Psions are deployed sparsely in the ranks of Cabal legions, but in becoming Taken, they have received a power to
overcome their small numbers: each Taken psion can occasionally divide itself, inexplicably forming another fully
formed Taken psion in addition to itself. While many Warlock scholars worry over this phenomenon’s implications for
questions of the nature of consciousness, for most Guardians it poses primarily a tactical concern—especially because
divided Taken psions can themselves divide again, meaning a small group can quickly become an overwhelming
swarm.

Armor Class 15 (light armor)


Health Points 21 (6d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 16 (+3) 10 (+0) 12 (+1) 13 (+1) 10 (+0)

Saving Throws Dex +5


Skills Perception +3, Stealth +5
Damage Resistances arc, psychic, solar, void
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 30 ft., passive Perception 13
Languages understands all, speaks Ulurant
Individual Challenge 4 (1,100 XP)
Classification CR 4 Major (1,100 XP)

Shaped Like [Division]. All taken psions that share the same initiative also share a psychic link with each other.
Simple thoughts and ideas can be communicated over this link, such as the location of a creature, or the direction
to move in. Even if the original taken psion is destroyed, the link remains.

ACTIONS
Arc Slug Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 30/40/75 (close), one target. Hit: 6 (1d6+3) arc
damage.

Propagate (3 uses/Short Rest). The taken psion duplicates itself, creating another taken psion in an unoccupied
space within 5 feet of it. This new taken psion takes its turn on the same initiative immediately after the taken psion
is duplicated from. Propagate can only be used up to three times on a single initiative. No more than 8 taken psions
can share the same initiative; once this limit has been reached, all taken psions who share the same initiative
cannot use Propagate again. The taken psion can only use this action if there is an unoccupied space within 5 feet of
it big enough for a Small creature.

TAKEN THRALL
Medium Taken

Armor Class 13 (natural armor)


Health Points 14 (3d8)
Speed 10 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 11 (+0) 7 (-2) 15 (+2) 7 (-2)

Skills Perception +4
Condition Immunities Charmed, frightened, petrified, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14

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Languages understands all, speaks none
Individual Challenge 1/2 (100 XP)
Classification CR 3 Soldier (700 XP)

Shaped Like [Sideways]. If a hostile creature makes an attack roll against the taken thrall that misses, the taken
thrall can teleport to an unoccupied space within 10 feet of it, taking all carried and worn equipment with it.

ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) solar damage.

Teleport. The taken thrall teleports to an unoccupied space within 10 feet of it that it can see. It takes all carried
and worn equipment with it.

REACTIONS
Blink (recharge 4-6). If a creature makes an attack roll against the taken thrall, or causes the taken thrall to
make a saving throw, the taken thrall can cause the attack to have disadvantage, or grant itself advantage on the
saving throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment of
its choice with it when it does this. The taken thrall can only use this reaction if there is an unoccupied space within
range and it can see or sense the source of the attack roll or cause of the saving throw.

SWARM OF TAKEN THRALL


Huge swarm of Medium Taken

Armor Class 14 (natural armor)


Health Points 94 (11d12+22)
Speed 15 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 8 (-1) 16 (+3) 7 (-2)

Skills Perception +5
Damage Vulnerabilities Explosive
Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned,
tethered, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages understands all, speaks none
Individual Challenge 4 (1,100 XP)
Classification CR 4 Major (1,100 XP)

Encroachment. If a hostile creature makes an attack roll against the swarm and misses, the swarm can teleport to
an unoccupied space within 10 feet of it, taking all carried and worn equipment with it.

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

ACTIONS
Swarm Attack. The swarm of taken thrall can make up to six attacks with its claws. If it has half its hit points or
less, it can only make up to three attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) solar damage.

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REACTIONS
Blink (Recharge 4-6). If a creature makes an attack roll against the swarm, or causes the swarm to make a
saving throw, the swarm can cause the attack to have disadvantage, or grant itself advantage on the saving throw,
by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment of its choice with
it when it does this. The swarm can only use this reaction if there is an unoccupied space within range and it can
see or sense the source of the attack roll or cause of the saving throw.

TAKEN VANDAL
Medium Taken

Skilled Fallen pirates conscripted to serve as snipers in Oryx’s army of Taken. Six-foot shadows of the Eliksni warriors
they once were, Taken vandals carry the same wire rifles they always used to great effect in sniping and long-range
suppressive fire. However, their transformation has endowed them with a defensive power to counteract their former
vulnerability when exposed to counterfire: they can summon a protective bubble surrounding themselves and other
nearby Taken. Though only temporary, this ward is impervious to small-arms fire and necessitates reengaging with a
change of tactics.

Armor Class 14 (light armor)


Health Points 33 (6d8+6)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 12 (+1) 10 (+0) 17 (+3) 10 (+0)

Saving Throws Dex +5


Skills Perception +5, Stealth +5
Condition Immunities Charmed, frightened, petrified, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages understands all, speaks Eliksni
Individual Challenge 2 (450 XP)
Classification XX

Snapshot Sights. The taken vandal uses 10 less feet of movement to begin Aiming.

Vandal Evasion (1 use/Long Rest). If the taken vandal fails a Dexterity saving throw, it can choose to succeed
instead.

ACTIONS
Wire Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 10/120/340 (long), one target. Hit: 10 (2d6+3) arc
damage.

Ward of Darkness (1 use per Short or Long rest, concentration). The taken vandal summons a semi-
transparent and hollow sphere with a radius of 5 feet, centered on it. The sphere does not move with the taken
vandal. The shell of the sphere acts as full cover but creatures can freely pass through it.

REACTIONS
Shaped Like [This Place is Mine]. The taken vandal can use its Ward of Darkness after taking damage.
Medium Taken

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Accomplished adepts of Hive magic exalted to serve as bastions of the arcane in Oryx’s Taken army. Floating specters
of chilling Taken fire in Hive wizards’ shape, their glaring singular eyes behold an entirely new pattern of dread logic,
and their perfected wills serve the Hive’s higher purpose with a more complete devotion than was ever possible
before. In addition to the fearful arsenal of spellcraft inherited from their previous existence, Taken wizards are
granted the power to summon forth endless hordes of shadow creatures—thin echoes of Taken beings with only vague
substance, but very real malice. Usually taking the form of thrall, these shadows swarm any threat to their
summoner, preventing attackers from concentrating on the Taken wizard.

Armor Class 17 (arcane armor)


Health Points 39 (6d8+12)
Energy Shields 91 (14d8+28) void
Speed fly 30 ft. (can hover)

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 15 (+2) 22 (+6) 18 (+4) 20 (+5)

Saving Throws Dex +7, Int +10, Cha +9


Skills Arcana +10, Perception +8
Condition Immunities Charmed, frightened, petrified, prone, unconscious
Senses darkvision 120 ft., passive Perception 18
Languages understands all, speaks Krill and two other languages
Individual Challenge 11 (7,200 XP)
Classification CR 11 Major (7,200 XP)

Spell Points. The taken wizard has 10 spell points. Once on its turn, it may choose to spend a number of spell
points to cast a spell. The taken wizard regains 1 spell point at the start of each of its turns. If the taken wizard
ends its turn without spending spell points, it regains 1 additional spell point. The taken wizard regains all spell
points when it completes a brief rest.
The cost of each spell is indicated in parentheses after the spell's name. Casting a spell is an action unless
stated otherwise. If the taken wizard casts a spell that requires concentration, it does not regain spell points while
concentrating on the spell. If it falls to 0 spell points while concentrating on a spell, it immediately loses
concentration.

Arcane Armor. While the taken wizard has at least 1 point in its energy shields, it automatically succeeds on
Constitution saving throws it makes to maintain concentration on a spell.

Legendary Resistance (3 uses/Long Rest). If the taken wizard fails a saving throw, it can choose to succeed
instead.

Shaped Like [Call Forth the Numberless]. The taken wizard can cast Summon Shadows as a bonus action on its
turn.

ACTIONS
Multiattack. The taken wizard can use Summon or a spell. It then makes two attacks with its solar bolt.

Solar Bolt (0 spell points). Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 16 (4d4+6) solar
damage.

Summon Shadows (3 spell points). The taken wizard summons 5 (2d4) Shadow Thralls, which each appear in
their own unoccupied space within 10 feet of the taken wizard. A creature cannot be summoned into a space if the
space isn't large enough for the creature. If the taken wizard is reduced to 0 hit points all creatures it had
summoned, if any are remaining, are killed. Summoned creatures are considered friendly to the wizard and take
their turn on the wizard's initiative, starting on the turn they are summoned.

145
Heavy Shroud (3 spell points, Concentration). The taken wizard creates a 5-foot-radius sphere of thick osmium
gas centered on a space it can see within 120 feet. The gas spreads around corners and lasts for up to 10 minutes,
or until concentration on it ends. Its area is heavily obscured. When a creature enters the gas' area for the first time
on a turn or starts its turn there, it must make a DC 15 Charisma saving throw. The creature takes 22 (5d8) poison
damage on a failed save and also becomes Restrained until the start of their next turn. On a successful save, the
creature takes half as much damage and is not Restrained.
Creatures are affected even if they hold their breath or don't need to breathe. If the taken wizard's
concentration on this spell ends, any Restrained creatures are immediately no longer Restrained.

LEGENDARY ACTIONS
The taken wizard can take 3 legendary actions, choosing from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn. The taken wizard regains spent legendary actions at
the start of its turn.

Bolt. The taken wizard casts Solar Bolt.


Summon (Costs 2 Actions). The taken wizard casts Heavy Shroud.
Fly (Costs 2 Actions). The taken wizard flies up to half its movement speed without provoking attacks of
opportunity.

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CHAPTER 6: MISC

AWOKEN CORSAIR
Medium Awoken

Armor Class 15 (light armor)


Health Points 22 (4d8+4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 11 (+0)

Saving Throws Str +5, Dex +6


Skills Acrobatics +6, Perception +5, Stealth +6, Survival +5
Vehicle Proficiencies Jumpship
Senses passive Perception 15
Languages Awoken Speech, Guardian
Individual Challenge 2 (450 XP)
Classification CR 5 Soldier (1,800 XP)

Paracausal Resistance. The Awoken corsair has advantage on saving throws against spells, Light effects, and
Darkness effects.

ACTIONS
Multiattack. The Awoken Corsair takes two shots with its sidearm and one attack with its dagger.

Sidearm. Ranged Firearm Weapon Attack: +6 to hit, range 20/30/40 (close), one target. Hit: 7 (1d6+3) arc
damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60, one target. Hit: 6 (1d4+4) piercing damage.

BATDACTYL
Tiny beast

Batdactyl is the colloquial name for a species of pterodactyl-like creatures found on Venus. They have brown bodies
and light tan wings that resemble a bat’s, but a tail that more resembles a lizard’s. They stand upright and hop along
the ground like birds when not in flight. Another very similar species was found on Nessus, though it has a more
colorful pink and purple body with a head that resembles a gecko with goat eyes.

Armor Class 13 (natural armor)


Health Points 3 (1d8)
Speed 10 ft., fly 45 ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 10 (+0) 4 (-3) 14 (+2) 8 (-1)

Senses darkvision 30 ft., passive Perception 12


Languages —
Individual Challenge 0 (0 or 10 XP)
Classification CR 0 Minion (0 or 10 XP)

147
Keen Sight. The batdactyl has advantage on Wisdom (Perception) checks that rely on sight.

Swoop. The batdactyl doesn't provoke attacks of opportunity when it flies out of an enemy's controlled area.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

BEE
Tiny beast

Armor Class 16 (natural armor)


Health Points 1 (1d4-1)
Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA


1 (-5) 23 (+6) 8 (-1) 2 (-4) 13 (+1) 5 (-3)

Skills Nature +0, Perception +3


Damage Vulnerabilities cold, fire, solar
Damage Immunities psychic
Condition Immunities Charmed, Frightened
Senses passive Perception 13
Languages —
Individual Challenge 0 (0 or 10 XP)
Classification CR 0 Minion (0 or 10 XP)

Allergic Reaction. If the bee stings a creature, that creature must roll a d20. On a 1, the creature learns they are
allergic to bees and they take an additional 25 (10d4) poison damage from the sting, and from any subsequent
stings from bees or swarms of bees in the indefinite future. Non-Human races make this roll with disadvantage.

Unimposing Size. The bee can occupy the space of another creature, and vice-versa. It costs no additional
movement for the bee to move through the space of another creature.

ACTIONS
Sting. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 1 piercing damage. In order to use this attack,
the bee must have access to an unarmored or naturally armored portion of the target, and the target must not be a
construct or creature with the living machine feature. The bee also deals 1 piercing damage to itself on a hit.

COMBAT FRAME
Medium construct (humanoid, VI)

Armor Class 15 (natural armor)


Health Points 17 (3d8+3)
Damage Point 7
Speed 30 ft.
Hack DC 27

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STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 15 (+2) 16 (+3) 10 (+0)

Skills Athletics +5, Perception +6


Damage Resistances bludgeoning, kinetic, piercing, slashing
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 16
Languages all known languages of humanity
Individual Challenge 2 (450 XP)
Classification CR 5 Soldier (1,800 XP)

Hard Coded. The frame cannot be compelled to act in a manner that contradicts, or is outside the scope of, its
programming.

Vanguard Network (Range: 30 feet). The frame can create a link between itself and other creatures with the
Vanguard Network feature. Linked creatures can share basic information with each other, such as the local
temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the location of
creatures that have been identified.

Coordinated Fire. The frame has advantage on attacks it makes with firearms if it is linked to at least one other
frame with the Vanguard Network feature, and that frame can also see the target.

ACTIONS
Multiattack. The frame takes two shots with its auto rifle.

Auto Rifle. Ranged Firearm Weapon Attack: +5 to hit, range 30/40/75 (close), one target. Hit: 7 (2d6d1+2)
kinetic damage.

FLATHEAD TOAD
Tiny beast

Armor Class 12 (natural armor)


Health Points 1 (1d4-1)
Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA


1 (-5) 12 (+1) 8 (-1) 4 (-3) 12 (+1) 6 (-2)

Skills Nature +1, Perception +3


Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 30 ft., passive Perception 13
Languages —
Individual Challenge 0 (0 or 10 XP)
Classification CR 0 Minion (0 or 10 XP)

Poisonous Skin. Creatures that touch the flathead toad with exposed skin or natural armor must make a DC 11
Constitution saving throw. They become Poisoned for 1 hour on a failed save. While Poisoned in this way, creatures
take 3 (1d6) poison damage at the start of each of their turns. A Poisoned creature can repeat the saving throw at
the end of each of their turns, ending the effect early on a success.

Suction Pads. The flathead toad can climb difficult surfaces, including vertical pieces of glass, without needing to

149
make an ability check.

ACTIONS
Hop. The flathead toad leaps to a space it can see within 10 feet.

IRON WOLF
Medium beast

The iron wolves are a particular lineage of wolf, bred and raised by the ancient Iron Lords, the first of the Risen to join
together to protect the remnants of Humanity. They are tough and fearless creatures, unswayed by the sound of
gunfire or the howls of their enemies.

Armor Class 14 (natural armor)


Health Points 22 (4d8+4)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 12 (+1) 7 (-2) 14 (+2) 8 (-1)

Skills Athletics +5, Perception +4, Stealth +5


Senses passive Perception 15
Languages understands Guardian, speaks none
Individual Challenge 1 (200 XP)
Classification CR 4 Soldier (1,100 XP)

Keen Hearing and Smell. The iron wolf has advantage on Wisdom (Perception) checks that rely on hearing or
scent.

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

Raised by Lords. If the iron wolf is Frightened by a creature, it will attack with twice the intensity. The iron wolf
can only move toward the source of its fear, and it gains advantage on its attack rolls against the source of its fear.
However, all attacks against the iron wolf also have advantage while it is Frightened.

ACTIONS
Multiattack. The iron wolf attacks a single target twice with its bite.

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

Takedown. The iron wolf attempts to pull down a Medium or smaller creature it has grappled. The target must
succeed on a DC 13 Strength saving throw. On a failed save, the target is knocked Prone.

Armor Class 17 (natural armor)


Health Points 18 (4d8+0)
Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA


1 (-5) 24 (+7) 10 (+0) 2 (-4) 14 (+2) 5 (-3)

150
Skills Nature +0, Perception +4
Damage Vulnerabilities cold, fire, solar
Damage Immunities psychic
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses passive Perception 14
Languages —
Individual Challenge 1 (200 XP)
Classification CR 1 Major (200 XP)

Allergic Reaction. If the bee stings a creature, that creature must roll a d20. On a 1, the creature learns they are
allergic to bees and they take an additional 25 (10d4) poison damage from the sting, and from any subsequent
stings from bees or swarms of bees in the indefinite future. Non-Human races make this roll with disadvantage.
Creatures do not make this roll again after the first time they are hit with a bee’s sting.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through a space
small enough for a Tiny bee. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS
Multiattack. The swarm of bees attacks four times with its sting. If the swarm has half its hit points or fewer, it
makes two attacks instead.

Sting. Melee Weapon Attack: +9 to hit, reach 0 ft., one target. Hit: 1 piercing damage. In order to use this attack,
the swarm must have access to an unarmored or naturally armored portion of the target, and the target must not
be a construct or creature with the living machine feature. The swarm also deals 1 piercing damage to itself on a
hit.

TOWER FRAME
Medium construct (VI)

Tower frames are humanoid, non-sentient machines built to serve in a variety of roles, mostly acting as assistants,
janitors, or secretaries to their owner. They often have rudimentary “personalities” due to natural quirks in their
programming that develop over time. Frames that work with a particular person or in a single role for extended
periods, such as the Crucible quartermaster Arcite 99-40, tend to develop the strongest form of personalities.

Hack DC 21

STR DEX CON INT WIS CHA


13 (+1) 9 (-1) 12 (+1) 14 (+2) 16 (+3) 6 (-2)

Skills Perception +5, Technology +4


Senses passive Perception 15
Languages all known languages of humanity
Individual Challenge 0 (0 or 10 XP)
Classification CR 0 Minion (0 or 10 XP)

Hard Coded. The frame cannot be compelled to act in a manner that contradicts, or is outside the scope of, its
programming.

Vanguard Network (Range: 30 feet). The frame can create a link between itself and other creatures with the
Vanguard Network feature. Linked creatures can share basic information with each other, such as the local
temperature, their operational status, the Friendly or Hostile status of creatures it can see, and the location of

151
creatures that have been identified.

ACTIONS
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

152
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15. COPYRIGHT NOTICE Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 Copyright 2016,


Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.

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