Professional Documents
Culture Documents
S5E Augmented Operative Registry
S5E Augmented Operative Registry
MANAGING
NPCS
For our purposes, the term NPC here refers to any potential
friends or foes the heroes might face. An NPC’s statistics,
T YPE
sometimes referred to as its stat block, provide the essential A creature’s type speaks to its fundamental nature. Certain
information that you need to run the NPC. powers, superpowered items, class features, and other
effects in the game interact in special ways with creatures
of a particular type. For example, dominate person allows
SIZE the user to target people, as opposed to dominate beast,
An NPC can be Tiny, Small, Medium, Large, Huge, or which does not.
Gargantuan. The Size Categories table shows how much The game includes the following creature types, which
space a creature of a particular size controls in combat. have no rules of their own.
Size Space Examples Aberrations are utterly alien beings. Many of them
Tiny 2 ½ by 2 ½ ft. Cat, owl have innate powered abilities drawn from the creature’s
alien minds or biology rather than the natural forces
Small 5 by 5 ft. Dog, child
of the world. The quintessential aberrations are beings
Medium 5 by 5 ft. Adult, wolf from other dimensions, which are quite often the stuff
Large 10 by 10 ft. Horse, bear of nightmares and horror.
Elephant, Beasts are nonhumanoid creatures that are a natural
Huge 15 by 15 ft.
killer whale
part of the ecology. In rare cases, a beast might have a
20 by 20 ft. Blue whale, superpower, but most are unintelligent and lack any
Gargantuan
or larger brontosaurus
6
Kenneth Amacker (Order #41978118)
Managing NPCs
An NPC that has a climbing speed can use all or part of its 8 +3 25 +8
movement to move on vertical surfaces. The NPC doesn’t 9 +4 26 +8
need to spend extra movement to climb. 10 +4 27 +8
11 +4 28 +8
FLY 12 +4 29 +9
An NPC that has a flying speed can use all or part of its
13 +5 30 +9
movement to fly. Some NPCs have the ability to hover,
which makes them hard to knock out of the air. Such an
NPC stops hovering when it dies.
S KILLS
S WIM The Skills entry is reserved for NPCs that are proficient
An NPC that has a swimming speed doesn’t need to spend in one or more skills. For example, an NPC that is very
extra movement to swim. perceptive and stealthy might have bonuses to Perception
and Stealth checks.
8
Kenneth Amacker (Order #41978118)
Managing NPCs
T RUESIGHT Experience by
An NPC with truesight can, out to a specific range, see Challenge Rating Table
in normal and superpowered darkness, see invisible
creatures and objects, automatically detect visual illusions, Challenge XP Challenge XP
and succeed on saving throws against them, and perceive 0 0 or 10 14 11,500
the original form of a shapechanger or a creature that is
⅛ 25 15 13,000
transformed by powers. Furthermore, the NPC can see
into the Ethereal Plane within the same range. ¼ 50 16 15,000
½ 100 17 18,000
L ANGUAGES 2
1 200
450
18
19
20,000
22,000
The languages that an NPC can speak are listed in
alphabetical order. Sometimes an NPC can understand 3 700 20 25,000
a language but can’t speak it, and this is noted in its 4 1100 21 33,000
entry. A “—” indicates that a creature neither speaks, nor 5 1800 22 41,000
understands any language.
6 2300 23 50,000
7 2900 24 62,000
CHALLENGE 8 3900 25 75,000
An NPC’s challenge rating tells you how great a threat the 9 5000 26 90,000
NPC is. An appropriately equipped and well-rested party
10 5900 27 105,000
of four heroes should be able to defeat an NPC that has a
challenge rating equal to its level without suffering any 11 7200 28 120,000
deaths. For example, a party of four 3rd-level characters 12 8400 29 135,000
should find an NPC with a challenge rating of 3 to be a
13 10,000 30 155,000
worthy challenge, but not a deadly one.
NPCs that are significantly weaker than 1st -level
characters have a challenge rating lower than 1. NPCs
with a challenge rating of 0 are insignificant except in S PECIAL TRAITS
large numbers; those with no effective attacks are worth Special traits (which appear after an NPC’s challenge rating
no experience points, while those that have attacks are but before any actions or reactions) are characteristics that
worth 10 XP each. are likely to be relevant in a combat encounter and that
Some NPCs present a greater challenge than even a require some explanation.
typical 20th-level party can handle. These NPCs have
a challenge rating of 21 or higher and are specifically I NNATE P OWERS
designed to test player skill.
An NPC with the innate ability to use powers has the
Innate Powers special trait. Unless noted otherwise, an
E XPERIENCE P OINTS innate power of 1st level or higher is always used at its
The number of experience points (XP) an NPC is worth lowest possible level and can’t be used at a higher level. If
is based on its challenge rating. Typically, XP is awarded an NPC has an at will power where its level matters and
for defeating the NPC, although the GM may also award no level is given, use the NPC’s challenge rating.
XP for neutralizing or avoiding the threat posed by the An innate power can have special rules or restrictions.
NPC in some other manner.
An NPC’s innate powers can’t be swapped out with other
Unless something tells you otherwise, an NPC powers. If an NPC’s innate powers don’t require attack
summoned by a power or other ability is worth the XP rolls, no attack bonus is given for them.
noted in its stat block.
10
Kenneth Amacker (Order #41978118)
Managing NPCs
L EGENDARY ACTIONS
A legendary creature can take a certain number of
special actions—called legendary actions—outside its
turn. Only one legendary action option can be used at
a time and only at the end of another creature’s turn.
A creature regains its spent legendary actions at the
start of its turn. It can forgo using them, and it can’t
use them while incapacitated or otherwise unable to take
actions. If surprised, it can’t use them until after its first
turn in the combat.
L AIR ACTIONS
If a legendary creature has lair actions, it can use them
to harness the ambient power in its lair. On initiative count
20 (losing all initiative ties), it can use one of its lair action
options. It can’t do so while incapacitated or otherwise
unable to take actions. If surprised, it can’t use one until
after its first turn in the combat.
REGIONAL EFFECTS
The mere presence of a legendary creature can have strange
and wondrous effects on its environment, as noted in this
section. Regional effects end abruptly or dissipate over
time when the legendary creature dies or departs.
14
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Extrude Spikes. When extruding spikes, Aether adds 5 damage. Finally, when she uses an elemental power
(1d8) piercing damage to melee attacks. and deals radiant damage, her target is blinded until
Furious Onslaught. Ranged Power Attack: +12 to hit the end of her next turn.
each target within 10 feet. Hit: 22 (5d8) bludgeoning Font of the Elements. Angelis has eight element points
damage. she can use to activate one of her two metapowers:
Wicked Claws. Melee power attack: +12 to hit, reach, one enhanced power and heightened power.
target. Hit: 33 (6d10) slashing damage. Elemental Accuracy. When Angelis uses radiant
Vicious Jaws. Melee power attack: +12 to hit, 10 feet, one powers that affect an area, she can choose to exclude
target. Hit: 35 (10d6) piercing damage. up to a number of creatures equal to 1 + the power’s
level; they take no damage.
Vicious Jaws, while Huge Size & Extruding Spikes:
Melee power attack: +12 to hit, 10 feet, one target. Hit: Reflexive Powers. Angelis can use 1st and 2nd level
47 (10d6 + 2d6 + 1d8) piercing damage. powers reflexively.
Elemental Ward. When Angelis is hit by a visible melee
attack, the attacker takes 3 radiant damage.
A NGELIS
Angelis appears to be human with one large exception— Superpowers. Angelis is an 8th-level superpowered
she has a pair of feathery wings that sprout from her back. human. Her power ability is Charisma (power save
Angelis is an alien from a planet circling Deneb, in the DC 16, +8 to hit with powered attacks). She has the
Cygnus constellation, and she was stranded here on Earth following powers:
as a young adult. Since then, she taken up robbing banks • At will: distract, light
to get the money she needs to survive until her people • 1st level (reflexive): color spray, elemental blast,
eventually come to rescue her—she hopes. She says she’s elemental strike
an angel collecting alms and the money is going to do • 2 nd level (reflexive): blur, elemental weapon
divine work, but all she’s really doing is collecting divine • 3 rd level (3 slots): daylight, elemental burst, fly
interest in her offshore bank accounts. Like others from • 4 th level (2 slots): healing factor, radiant wall
Deneb-2, her planet, she can manipulate light powers in
addition to having wings. Alas, she has not used them to ACTIONS
bring light into the world so much as to herself. Elemental Blast. Ranged Power Attack: +8 to hit, range
90 ft., one target. Hit: 13 (3d8) radiant damage.
Alien ancestry, modern Earth culture
Elemental Burst. Ranged Power: each target in a 30-foot
Light Elementalist 8
cone must make a DC 16 DEX save or take 28 (8d6)
Armor Class 16 radiant damage, or half on a success.
Hit Points 70 Elemental Strike. Melee Power Attack: +8 to hit, range 5
Speed 30 ft. ft., one target. Hit: 16 (3d10) radiant damage.
Initiative Bonus +3
Saving Throws Str +0, Dex +3, Con +4, Int +0, Wis +0,
Cha +8
Skills Deception +8, Insight +3, Perception +3,
Persuasion +8
Damage Immunity Radiant
Proficiencies Simple weapons, light armor, harp
Senses passive Perception 13
Languages English, Latin
Challenge 4 (1,100 XP) Proficiency Bonus +3
16
Kenneth Amacker (Order #41978118)
Superpowered Operatives
18
Kenneth Amacker (Order #41978118)
Superpowered Operatives
BAD PENNY
Bad Penny, or Penelope Henderson, is a tall ‘20s Black- BABA YAGA’S COCKATRICE
Korean woman with striking green eyes who worked as Small monstrosity
a mechanic in an auto shop in Seoul. One evening, on her
way home from work, she stopped in front of a nondescript Armor Class 11
warehouse in an industrial district to check her phone. As Hit Points 27 (6d6 + 6)
she did so, an explosion tore apart the building. A secret Speed 20 ft., fly 40 ft.
high energy physics experiment in the warehouse went STR DEX CON INT WIS CHA
awry and Penny was caught in the blast. According to 6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3)
Penny, she channeled pure entropy in that moment, and
a fragment of it has remained with her ever since. Her Senses Darkvision 60 ft.
car broke down shortly after. Her auto shop closed the Passive Perception 11
following month. Now, wherever she goes, things fall apart, Languages —
and it’s becoming too much for her to handle. She used Challenge 1/2 (100 XP) Proficiency Bonus +2
to fix things for a living, but now all she seems capable ACTIONS
of doing is destroying.
Bite. Melee Weapon Attack: +3 to hit, reach
Human ancestry, modern Earth culture 5 ft., one creature. Hit: 3 (1d4 + 1) piercing
Darkness Elementalist 6 damage, and the target must succeed on
a DC 11 Constitution saving throw against
Armor Class 15 being magically petrified. On a failed save,
Hit Points 62 the creature begins to turn to stone and is
Speed 30 ft. restrained. It must repeat the saving throw at
Initiative Bonus +2 the end of its next turn. On a success, the effect
STR DEX CON INT WIS CHA ends. On a failure, the creature is petrified for
12 (+1) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 18 (+4) 24 hours.
Saving Throws Str +1, Dex +2, Con +5, Int +0, Wis +1,
Cha +7
Skills Intimidation +7, Perception +4, Stealth +5, Reflexive Powers. Bad Penny can use 1st level powers
Technology +3 reflexively.
Damage Immunity Necrotic Elemental Ward. When Bad Penny is hit by a visible
Proficiencies Simple weapons, light and medium armor, melee attack, the attacker takes 3 necrotic damage.
mechanic’s tools, vehicles (land) Superpowers. Bad Penny is a 6th-level superpowered
Senses passive Perception 14 human. Her power ability is Charisma (power save
Languages Korean, English DC 15, +7 to hit with powered attacks). She has the
Challenge 3 (700 XP) Proficiency Bonus +3 following powers:
Background: Laborer. Bad Penny worked as a • At will: glide, obscure
mechanic in an auto shop. • 1st level (reflexive): extinguish, elemental blast,
Elemental Manifestation. Bad Penny manifests her elemental strike, minor concealment
powers through darkness. The damage type of her • 2 nd level (3 slots): darkness, darkvision
powers is necrotic, and she has immunity to necrotic • 3 rd level (3 slots): cosmic chasm, fly
damage. Finally, when she uses an elemental power
ACTIONS
and deals necrotic damage, her target is blinded until
the end of her next turn. Cosmic Chasm. Ranged Power: each target in a 20-foot
radius sphere within 150 of Bad Penny must make a
Font of the Elements. Bad Penny has six element points
DC 15 CON save or take 21 (6d6) cold damage, or half
she can use to activate one of her two metapowers:
on a success, at the beginning of each turn. The area
focused power and transmute power.
is filled with mystical darkness and continues to deal
Elemental Accuracy. When Bad Penny uses darkness could damage for its duration, up to 1 minute.
powers that affect an area, she can choose to exclude
Elemental Blast. Ranged Power Attack: +7 to hit, range
up to a number of creatures equal to 1 + the power’s
90 ft., one target. Hit: 9 (2d8) necrotic damage.
level; they take no damage.
Elemental Strike. Melee Power Attack: +7 to hit, range 5
ft., one target. Hit: 11 (2d10) necrotic damage.
ACTIONS
Eldritch Blast. Ranged Power Attack: +5 to hit, range 120
ft., one target. Hit: 8 (1d10 + 3) force damage
Shadowy Strike. Melee Power Attack: +5 to hit, range 5
BASTET ft., one target. Hit: 11 (2d10) necrotic damage.
Bastet, or Rania Habib, is an Egyptian teenager with wavy
black hair who attends a special gifted program in Cairo
for superpowered children. Bastet received her powers BESTIA
at 13, when she inherited her mother’s magical amulet. Ingrid van Wyk is a South African woman who was
Ever since, she has worked hard to develop her abilities, subjected to a series of genetic experiments for over
as well as excel in school. Now a senior, Bastet studies by decade, from her childhood onward. The evil corporation
day and practices her mystic arts by night, accompanied responsible was conducting such experiments in order
by her familiar, a sleek black cat. to create superior soldier and assassins—and Bestia
was trained along those lines. Unlike some of her peers,
Human ancestry, modern Earth culture however, the trainers never fully managed to tame Bestia,
Arcane Mystic 3 so one day she broke out of her cell, killed her captors, and
Armor Class 14 escaped into the wilds. She did not fear the great cats and
Hit Points 31 predators she encountered, however, for she could take
Speed 30 ft. on the form and threat of the greatest predators of the
Initiative Bonus +2 natural world. Indeed, she considered herself to be the
top of the predatory ecosystem.
STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 14 (+2) Human ancestry, modern Earth culture
Animal Vitalist 13
Saving Throws Str −1, Dex +2, Con +2, Int +5, Wis +2,
Cha +4 Armor Class 17
Skills Investigation +7, Mystic +7, Persuasion +4, Stealth Hit Points 118
+4 Speed 30 ft.
Proficiencies simple weapons, light armor, jeweler’s Initiative Bonus +2 (with advantage)
tools
STR DEX CON INT WIS CHA
Senses passive Perception 12
14 (+2) 14 (+2) 14 (+2) 9 (−1) 20 (+5) 12 (+1)
Languages Arabic, English, Latin
Challenge 1/2 (100 XP) Proficiency Bonus +2 Saving Throws Str +2, Dex +2, Con +7, Int −1, Wis +10,
Cha +1
Background: Student. Bastet is a high school student.
Skills Animal Handling +10, Athletics +7, Intimidation
Mystic Power. Bastet knows two at-will powers and +6, Survival +10
three leveled powers, with 1st and 2nd level power Proficiencies Simple and martial weapons, light and
slots. medium armor, thieves’ tools
Mystic Path: Arcane. Bastet doubles her proficiency Senses passive Perception 20
bonus on Investigation and Mysticism checks. She Languages English, Afrikaans, Dutch
also has advantage on rolls to detect superpowered Challenge 6 (2,300 XP) Proficiency Bonus +5
individuals within 30 feet of her.
Invocations. agonizing power, beast speech
20
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Animal Companion. Bestia has a tiger. She can STR DEX CON INT WIS CHA
command the tiger with a bonus action. 21 (+ 5) 19 (+ 4) 18 (+ 4) 7 (−2) 16 (+ 3) 12 ( +1)
Channel Nature: Wild Rapport. Bestia can use an Skills Perception +7, Stealth +12
action to attempt to charm every living creature Senses darkvision 60 ft., passive perception 17
within 30 feet. Creatures of CR 2 or lower Challenge 3 (700 XP) Proficiency Bonus +4
automatically fail the save. If they fail a Wisdom
Keen Smell. The tiger has advantage on
saving throw, they are charmed by Bestia for 1
Perception checks that rely on smell.
minute or until they take any damage.
Pounce. If the tiger moves at least 20 ft. straight
Channel Nature: Wild Shape. Bestia can transform toward a creature and then hits it with a claw
into any beast of CR 6 or less that she has seen attack on the same turn, that target must
an image of or in person, including an elephant, succeed on a DC 13 Strength save or be knocked
triceratops, or condor. prone. If the target is prone, the tiger can make
Reflexive Powers. Bestia can use 1st –3rd level powers one bite attack against it as a bonus action.
reflexively.
ACTIONS
Nature’s Ally. When Bestia leads a group in travel, she
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
can ignore difficult terrain, can’t be lost, and remain
one target. Hit: 10 (1d10 + 5) piercing damage.
alert at normal speeds. When traveling by themself,
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
she can move stealthily at normal speed and can
one target. Hit: 9 (1d8 + 5) slashing damage.
forage for double as much food as normal. When
tracking, she can determine the exact size, number,
and how long ago they passed.
Beast Friend. Animals love Bestia. Each beast within 10 ACTIONS
feet is automatically charmed by her. Fangs. Melee power attack: +10 to hit, one target. Hit: 7
Vital Strike. Bestia can add an extra 1d8 poison (3d4) piercing and 10 (3d6) poison damage Insect
damage to each of her attacks. Plague. Ranged Power: range 300 ft., each creature in a
20-ft radius sphere in range must make a CON save or
Animal Instinct. Bestia has advantage on Perception
take 27 (5d10) piercing damage, or half on a success.
checks, her passive Perception increases by 5, and she
has advantage on initiative rolls. Thorn and Claw. Melee Power Attack: +10 to hit, range 5
ft., one target. Hit: 19 (3d12) piercing damage
Doman Mastery. Bestia can use any power on the
Animal Domain Powers table as a bonus action. Venomous Strike. Melee Power Attack: +10 to hit, range 5
ft., one target. Hit: 16 (3d10) poison damage.
Superpowers. Bestia is a 13th-level superpowered
human. Her power ability is Wisdom (power save
DC 18, +10 to hit with powered attacks). She has the BLAZE
following powers: Blaze, also known as Alice (Xifeng) Zhang, is a middle-aged
• At will: catch your breath, fangs, thorn and claw Taiwanese former airline pilot. Blaze gained her powers—
• 1st level (reflexive): animal friendship*, speak with or awakened them—when she crashed on a flight over
animals*, venomous strike Indonesia. Instead of dying with the rest of the passengers,
as she expected, she found herself aflame and aloft, hovering
• 2 nd level (reflexive): animal messenger*, web*,
in the sky. Since then, she has joined forces with Magus and
darkvision, enhanced hearing
other heroes to form the Covenant, a promise that those
• 3 rd level (reflexive): conjure animals*, water breathing*,
with power will do what they can to protect those without.
counterpunch, superior olfaction
• 4th level (3 slots): dominate beast*, giant insect*, limited Human ancestry, modern Earth culture
shapechange, sense vital signs, superior vision Fire Elementalist 19
• 5th level (2 slots): antilife shell*, insect plague*
Armor Class 19
• 6 th level (1 slot): regenerate self Hit Points 166
• 7th level (1 slot): swarm shape Speed 30 ft.
Initiative Bonus +3
22
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Martial Strike. Melee Power Attack: +8 to hit, range 5 ft., Minions. Cassandra has eight levels of minions at her
one target. Hit: 13 (2d10 + 2) bludgeoning damage. command. Her minions are hard light constructs.
Deploy Minions. Cassandra can choose to deploy up
to eight levels of minions in whatever combination
C ASSANDRA she prefers.
Cassandra is a human woman of Chinese ancestry from
Predict Aggression. Cassandra has advantage on
one possible future Earth in which humans failed to
initiative rolls.
anticipate and prevent an alien invasion. She has traveled
back in time to make sure it does not occur in this timeline. Ingenuity. Cassandra makes Intelligence ability checks
Whether this is possible, and what might happen to the with advantage.
future he remembers if she succeeds, is a topic of debate. Acquisitions. Cassandra has two devices that give her
For now, Cassandra works with the heroes of this time the following superpowers: eldritch blast and glimpse.
to prepare the Earth for threats, from whatever source. Foresee. When Cassandra or an ally makes a save
Despite her commitment to trying, she is pessimistic that within 30 feet of her, she can use her reaction to warn
present-day Earthlings will heed her warnings; thus, her an ally or prepare herself, granting advantage on the
adopted name of Cassandra. roll.
Human ancestry, future Earth culture Combat Advisor. Cassandra can spend 1 minute
Analytic Mastermind 11 advising her allies before combat, giving them benefit
of a short rest, advantage on their next initiative roll,
Armor Class 16 and 11 temp HP.
Hit Points 78
Anticipate Attack. As a bonus action, Cassandra can
Speed 30 ft.
communicate her tactical analysis to allies within 60
Initiative Bonus +2
feet. If they can hear and understand, they act as if
STR DEX CON INT WIS CHA they had partial cover until the end of Cassandra’s
11 (+0) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 12 (+1) next turn. If they already had cover, then this feature
grants them improved cover (partial cover improved
Saving Throws Str +0, Dex +2, Con +2, Int +9, Wis +1,
to three-quarters cover, for example).
Cha +5
Skills Investigation +9, Perception +5, Science +13, Minion Commander. Cassandra can summon her
Technology +13 minions as a bonus action and can resummon them
Proficiencies Simple weapons, light armor, chemistry after completing a short or long rest.
supplies Super Science. Cassandra has expertise in both
Senses passive Perception 15 Science and Technology now. She uses this expertise
Languages Esperanto, Chinese, English to craft or acquire devices to replicate two 1st level
Challenge 3* (2,900 XP) Proficiency Bonus +4 superpowers, each of which she can use once. She
* Cassandra’s CR rises to 7 if she has a full contingent of regains the power to do so upon completing a short
minions. or long rest. She knows the following two 1st level
powers: delay, martial strike.
24
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Armor Class 17
Hit Points 54
Speed 30 ft., climb 30 ft.
Initiative Bonus +3
Saving Throws Str +6, Dex +6, Con +2, Int +0, Wis +0,
Cha +0
Skills Acrobatics +9, Athletics +9, Deception +3,
Intimidation +6, Sleight of Hand +6, Stealth +6
Proficiencies Simple weapons, light armor, first aid kit
Senses passive Perception 10
Languages English, German, Language of the Void
Challenge 3 (700 XP) Proficiency Bonus +3
26
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Inorganic. Connor does not need to eat, drink, breathe, Human ancestry, modern Earth culture
or sleep and is immune to disease. He has resistance Intangibility Metamorph 1
to poison damage and advantage against being
Armor Class 15
poisoned.
Hit Points 21
Robotic Resilience. Connor adds +1 to his AC. Speed 30 ft.
Background: Criminal. Connor was a criminal. Initiative Bonus +3
Kinetic Power: Agility. Connor knows two at will STR DEX CON INT WIS CHA
powers and eight leveled powers. 10 (+0) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 11 (+0)
Skirmisher. When Connor makes a melee attack
Saving Throws Str +0, Dex +3, Con +3, Int +1, Wis +5,
against a creature within five feet of him, that
Cha +0
creature cannot make an opportunity attack against
Skills Animal Handling +5, Medicine +5, Perception +5,
him for the rest of his turn
Science, +3,
Physical Acumen. Connor has expertise in Athletics Proficiencies Simple weapons, light armor,
and Acrobatics. Senses passive Perception 17
Action Surge. Connor can take an additional action on Languages Hindi, Dhundhari, English, Spanish
his turn. Once he uses this feature, he cannot do so Challenge 1/2 (100 XP) Proficiency Bonus +2
again until he completes a short or long rest.
Background: Student. Corvid is a high school student
Reflexive Powers. Connor can use first level powers and amateur ornithologist.
reflexively.
Metamorph Power: Intangibility. Corvid knows
Feat: Nimble. Connor adds his proficiency bonus to his two at will powers and three 1st level powers, not
Dexterity ability score. counting his transformation powers listed below.
Potent Critical. When Connor rolls a critical hit on an Light Step. Corvid’s steps are silent. He can use the
attack, he rolls one additional weapon damage die silent step power as a bonus action and the pass without
when determining the extra damage. trace power does not require concentration for him.
Parkour. Connor has a climbing speed equal to his Superpowers. Corvid is a 1st-level superpowered
walking speed and advantage on DEX saves and skill human. His power ability is Wisdom (power save
checks. DC 13, +5 to hit with powered attacks). He has the
Superpowers. Connor is a 6th-level superpowered following powers:
robot. His power ability is Dexterity (power save • At will: silent step, blind spot
DC 15, +6 to hit with powered attacks). He has the
• 1st level (2 slots): pass without trace*, martial strike,
following powers:
sucker punch, unseen step
• At will: mighty focus, unarmed might * Powers gained from transformation.
• 1st level (reflexive): jump*, charge, hunter’s mark,
martial strike, reckless attack, sudden swerve
• 2 nd level (3 slots): spider climb*, second wind
• 3 rd level (3 slots): redirect attack* haste, rage
* Powers gained from Kinetic Talent.
ACTIONS
Martial Strike. Melee power attack: +7 to hit, one target.
Hit: 11 (2d10) bludgeoning damage.
CORVID
Aarav Singh is an Indian teen who has recently discovered
his newfound superhuman abilities to move quietly and
unnoticed. As an avid amateur bird watcher, he knew
just the identify he wanted to adopt when he decided to
dabble in vigilante life. He has even created a makeshift
costume—a cloak of artificial feathers and a leather raven
mask, much like a medieval plague doctor’s. Now he
patrols his largely uneventful neighborhood, unseen
and unheard.
DÀ C HÉN DEATHSTALKER
Daniel Chen is a lanky Malaysian-Chinese teen with Logan Sullivan grew up in a Florida gated community, the
truancy problems. Despite his grandfather’s best attempts, kind attached to an exclusive country club. He excelled at
Daniel does not often attend school. He’s due to finish Form sports, but preferred extreme sports; Logan was always
Five this year—if he can just pass his classes. He’d much chasing that adrenaline rush. After he graduated college,
rather be tagging, however—spray painting the sides of he fell in with an amoral crowd, engaging in pit fighting,
abandoned buildings for all to see as the Instagram street death defying stunts, and high stakes gambling. Eventually,
artist Dà Chén (大陈). he found himself inducted into a secretive assassin’s guild.
Like everything else in life, Logan found these challenges
Human ancestry, modern Earth culture easy as well. He rose in ranks, becoming a master assassin,
Illusion Mentalist 3 killing for the highest bidder—though he cares only for
Armor Class 14 the bragging rights, not the cash.
Hit Points 34
Human ancestry, modern Earth culture
Speed 30 ft.
Operator Special Agent 14
Initiative Bonus +2
Armor Class 19
STR DEX CON INT WIS CHA
Hit Points 86
9 (−1) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
Speed 30 ft., climb 30 ft.
Saving Throws Str −1, Dex +2, Con +4, Int +1, Wis +2, Initiative Bonus +5
Cha +5
STR DEX CON INT WIS CHA
Skills Acrobatics +4, Athletics +1, Deception +7,
10 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 9 (−1)
Performance +5
Damage Resistances Psychic Saving Throws Str +0, Dex +10, Con +2, Int +1, Wis +3,
Proficiencies Simple weapons, light armor, Cha +4
photographer’s kit Skills Acrobatics +10 Perception +8, Stealth +15 +1
Senses passive Perception 12 Proficiencies Simple and martial weapons, all armor,
Languages Malay, Chinese, English thieves’ tools, poisoner’s kit
Challenge 1/2 (100 XP) Proficiency Bonus +2 Senses passive Perception 18 (Darkvision 60’ with
goggles)
Background: Student. Graffiti is a student.
Languages English, Spanish, Arabic
Mental Aptitude: Illusion. Graffiti’s mental aptitude Challenge 8 (3,900 XP) Proficiency Bonus +5
is for illusions. When he uses minor illusion, its range
and duration are doubled. Background: Criminal. Deathstalker is an assassin.
Empathy. Graffiti has three empathy dice, which he can Expertise. Deathstalker has expertise in Stealth and
give away to allies within 60 feet. For each, the ally Poisoner’s Kit.
can roll a d6 and add it to one attack, ability check, or Field Medic. Deathstalker has a pool of first aid
saving throw within the next 10 minutes. supplies that he can use to restore up to 70 hit points
Powerful Personality. Graffiti has advantage on as an action.
Charisma ability checks. Sneak Attack. Deathstalker can deal an extra 24 (7d6)
Superpowers. Graffiti is a 3rd-level
superpowered damage once a turn when he hits with an attack
human. His power ability is Charisma (power save in which he rolls with advantage or when another
DC 13, +5 to hit with powered attacks). He has the enemy is within five feet of his target, and he doesn’t
following powers: have disadvantage on the roll.
• At will: minor illusion*, obscure Second Story Work. Deathstalker has a climbing speed
• 1st level (reflexive): color spray*, minor concealment, equal to his walking speed.
silent image*, psychic blast, psychic strike Cunning Action. Deathstalker can take the Dash,
• 1st level (2 slots): enthrall*, levitate, mirror image* Disengage, or Hide actions as a bonus action on each
* Power granted by a mental aptitude. turn.
28
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Broad Training. Deathstalker adds half their Sniper Rifle. Ranged Weapon Attack: +12 to hit, range
proficiency bonus, rounded down, to any ability 1000/3000, one target. Hit: 16 (2d10 + 5) piercing
check they make that doesn’t already include their damage.
proficiency bonus. Survival Knife. Melee weapon attack: +10 to hit, one
Fast Hands. Deathstalker can take the Use an Object target, 5 ft reach. Hit: 8 (1d6 +5) piercing damage.
action as a bonus action.
First Strike. Deathstalker rolls initiative with DOCTOR SHADOW
advantage. He doubles his Sneak Attack damage Nathaniel Brine was born in Barnsley England as Lewis
against any creature that he beats on initiative in the Earnshaw. He wrote several books on the supernatural
first round. under the moniker of Lewis, and had a small YouTube
Fighting Style: Ranged. Deathstalker has +2 to ranged attacks. presence where he investigated paranormal phenomena
Extra Attack. When Deathstalker takes the attack in order to discredit them.
action, he can make two attacks. During one investigation into a creepy old house on
Uncanny Dodge. When Deathstalker is hit with a the site of the old Borley Rectory, he vanished for several
visible attack, he can use his reaction to halve the hours, leaving his small team of sceptics wondering where
damage. he’d gone.
Defensive Tactics: Escape the Skirmish. Opportunity Nathaniel emerged later on, a changed man, his eyes
attacks against Deathstalker are made with much darker and his soul blacker. He had a brush with an
disadvantage. ancient shadow demon, and now that being was wrapped
Evasion. When Deathstalker makes a Dexterity saving around his soul—coiled like a snake.
throw to avoid taking damage, he takes none on a It wasn’t long before the sceptic found he had the power
success or half on a failure. to lurk in people’s shadows, control them like puppets,
Supreme Sneak. Deathstalker has advantage on Stealth and use shadows to traverse great distances.
checks.
Doctor Shadow was born at this point, and Nathaniel
Feat: Unique Technology. Deathstalker has a embarked on a life of lucrative and subtle crime. Robbing
shadowcaster, a wrist-mounted device that envelops people with his powers, and getting revenge on those who
him in shadow and muffles sound. It functions like belittled him as he grew up.
the pass without trace power and can be used once per
Whilst he might don a large wide brimmed hat, wear a
rest.
long flowing coat, and appear cartoonish to some—Doctor
Reliable Talent. When Deathstalker makes an ability Shadow is anything but; he is extremely ruthless and single
check in which he’s proficient, he can treat a d20 roll minded in his plans for domination through control of
of 9 or lower as a 10. the very shadows.
Feat: Contacts. Deathstalker can get favors or supplies
at will and big favors like having charges dropped Human ancestry, modern Earth culture
once a week. Darkness Elementalist 11
30
Kenneth Amacker (Order #41978118)
Superpowered Operatives
• 3 rd level (2 slots): limited elasticity* extrude spikes. Mystic Power: Eldritch. Dusk knows two at-will
* Powers gained from transformation. powers and three leveled powers, with 1st and 2nd
level power slots.
ACTIONS
Empowered Familiar. Dusk has a familiar, which she
Enlarged Strike. Melee power attack: +7 to hit, one target. can control and telepathically communicate with from
Hit: 13 (2d12) bludgeoning damage. anywhere on the planet. She can also use an action to
Enlarged Strike with Extrude Spikes. Melee power switch places with her familiar as long as they are in
attack: +7 to hit, one target. Hit: 13 (2d12) bludgeoning telepathic communication, once per long rest.
and 5 (1d8) piercing damage. Reflexive Powers. Dusk can use her 1st level powers
Extrude Spikes. Melee Power: When Dura has someone reflexively.
grappled or is grappled by someone at the beginning Boon of the Tome. Dusk has a small arcane tome that
of her turn, they take 13 (3d8) piercing damage. allows her to use 3 additional at will powers when on
Anyone who hits her with a melee attack or when she her person. The book also grants her advantage on
hits someone else with a melee attack takes 4 (1d8) Mysticism checks.
additional piercing damage.
Invocations. agonizing power, misty visions
Superpowers. Dusk is a 4th-level superpowered human.
DUSK Her power ability is Intelligence (power save DC 14,
Dusk, or Yasmine Hamidou, is a 22-year-old woman of +6 to hit with powered attacks). She has the following
French and Algerian ancestry. Having grown up poor in powers:
poverty in Algiers, Yasmine found a way out by smuggling
• At will: corrupting touch, eldritch blast, beguile*, silent
artifacts from Africa and the Middle-East into Europe. One
step*, obscure*
day, she took a peek at what she was smuggling, only to
• 1st level (reflexive): bane*, hellish rebuke*, find familiar
find it was a tattered book, bound in some unusual leather.
(ritual)*, silent image*, inflict wounds, unseen servant
Seeing that the author and title were listed as Kitab al-Azif,
by Abdul Alhazred, and recognizing these names as • 2 nd level (2 slots): alter self*, bestow curse*, augury
fictional in Arabic, she read. And when she did, she made * Power granted by a Mystic Path, invocation, or boon.
psychic contact with an eldritch being beyond the limits
ACTIONS
of space and time, a being she knows only as Azathoth.
Eldritch Blast. Ranged Power Attack: +6 to hit, range 120
Since then, having forsaken her smuggling group, she
ft., one target. Hit: 9 (1d10 + 4) force damage.
pursues and devours whatever strange occult texts and
secrets she can find, feeding her supernatural hunger for Inflict Wounds. Melee Power Attack: +6 to hit, range 5 ft.,
esoteric knowledge. one target. Hit: 11 (2d10) necrotic damage.
Saving Throws Str +1, Dex +3, Con +2, Int +8, Wis +1,
Cha +0
Skills Athletics +4, Persuasion +3, Science +11,
Technology +11
Proficiencies Simple weapons, light armor, electronics
repair kit, mechanics tools
Senses passive Perception 10
Languages English, Spanish
Challenge 4 (1,100 XP) Proficiency Bonus +3
32
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Favored Tech: Power Suit. Flamethrower has a power STR DEX CON INT WIS CHA
suit he built that creates superpowered effects. He 8 (−1) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 14 (+2)
knows four at will powers and can prepare up to 13
Saving Throws Str +2, Dex +7, Con +1, Int +1, Wis +2,
powers from the Tech or General power lists at the
Cha +2
end of each long rest.
Skills Acrobatics +10, Athletics +5, Deception +5,
Technological Adept. Flamethrower adds double his Performance +5, Stealth +7
proficiency bonus to Science and Technology skill Proficiencies Simple weapons, light armor, first aid kit
checks. Senses passive Perception 12
Reflexive Powers. Flamethrower can use 1st and 2nd Languages Bulgarian, English, Russian
level powers reflexively. Challenge 3 (700 XP) Proficiency Bonus +3
Handy. Flamethrower has proficiency and expertise Mutation. The Fox knows the jump power.
with two tools: electronics repair kit and mechanics
Background: Athlete. The Fox was an Olympic
tools.
gymnast.
Superpowers. Flamethrower is an 8th-level
Kinetic Power: Agility. The Fox knows two at will
superpowered human. His power ability is
powers and seven leveled powers.
Intelligence (power save DC 15, +8 to hit with
powered attacks). He has the following powers Skirmisher. When the Fox makes a melee attack
prepared: against a creature within five feet of her, that creature
cannot make an opportunity attack against her for the
• At will: fire bolt, glide, light, power device
rest of her turn
• 1st level (reflexive): autonomous drone, martial strike,
sonic blast Physical Acumen. The Fox has expertise in Athletics
and Acrobatics.
• 2 nd level (reflexive): darkvision, enhanced hearing, hack
system, heat metal, levitate Action Surge. The Fox can take an additional action on
• 3 rd level (3 slots): fly, lightning bolt, repulse her turn. Once she uses this feature, she cannot do so
• 4 th level (2 slots): surveillance drone, technological again until she completes a short or long rest.
disruption Reflexive Powers. The Fox can use first level powers
reflexively.
ACTIONS
Potent Critical. When the Fox rolls a critical hit on an
Fire Bolt. Ranged Power Attack: +8 to hit, range 120 ft.,
attack, she rolls one additional weapon damage die
one target. Hit: 11 (2d10) fire damage
when determining the extra damage.
Sonic Blast. Ranged Power Attack: +8 to hit, range 90 ft.,
Superpowers. The Fox is a 5th-level superpowered
one target. Hit: 18 (4d8) thunder damage.
human. Her power ability is Dexterity (power save
Martial Strike. Melee Power Attack: +8 to hit, range 5 ft., DC 15, +7 to hit with powered attacks). She has the
one target. Hit: 22 (4d10) bludgeoning damage. following powers:
Lightning Bolt. Ranged Power: each target in a 100+foot • At will: kip up, quick dodge
line must make a DEX save or take 28 (8d6) lightning • 1st level (reflexive): jump*, death from above, martial
damage. strike, unerring projectile, sudden swerve, unseen step
• 2 nd level (3 slots): spider climb*, second wind
THE FOX • 3 rd level (2 slots): preemptive attack, redirect attack*
Lisa Kuma, or the Fox, was a Bulgarian Olympic * Powers gained from Kinetic Talent.
gymnast specializing in the vault and the floor exercises,
places where she could show off her agility and grace. ACTIONS
Unfortunately, when the Olympic Committee instituted Death From Above. Melee Power Attack: +7 to hit, range
its ‘no superpowers’ rule, she was forced to retire. Now, 5 ft., one target. Hit: 13 (2d12) force damage.
she uses her powers for new, more clandestine purposes. Martial Strike. Melee power attack: +7 to hit, one target.
Whether those purposes be for good or ill remains to Hit: 11 (2d10) bludgeoning damage.
be seen. Unerring Projectile. Ranged Power: automatic hit, range
120 ft., three projectiles, dealing 3 (1d4 + 1) force
Mutant ancestry, modern Earth culture
damage each.
Agility Kinetic 5
Armor Class 17
Hit Points 54
Speed 30 ft.
Initiative Bonus +4
Saving Throws Str +0, Dex +2, Con +5, Int +0, Wis +0,
Cha +7 G EAR HEAD
Skills Acrobatics +5, Medicine +3, Persuasion +7, Gear Head is Vincenzo Santino—Enzo to his friends. Enzo
Science +3 is a graduating high school senior and an engineering
Damage Resistances Cold prodigy. His work with fore field projection, holograms,
Proficiencies Simple weapons, light armor, first aid kit and mechanical servos are all years ahead of what
Senses passive Perception 10 the leading labs are putting out. Those facts alone are
Languages Spanish, English impressive, but it was his discovery of a mysterious power
Challenge 3 (700 XP) Proficiency Bonus +3 source—a quasi-legendary ore called orichalcum—that
allowed him to do heretofore impossible things with
Mutation. Frostblade has the jump power due to his
his devices. Now he’s the newest member of the team of
mutation and can use it reflexively.
heroes known as the Covenant.
Background: Medical Worker. Frostblade was an entry
level technician in a medical lab. Human ancestry, modern Earth culture
Elemental Manifestation. Frostblade manifests his Gadget Tech 12
powers through ice. The damage type of his powers
is cold, and he has resistance to cold damage. Finally,
34
Kenneth Amacker (Order #41978118)
Superpowered Operatives
36
Kenneth Amacker (Order #41978118)
Superpowered Operatives
weapons. They can ignore up to ¾ cover with them. • At will: dancing lights, obscure
They have a +2 bonus to hit and damage with them. • 1st level (reflexive): elemental blast, hunter’s mark,
Extra Attack. Gloomshadow can make two attacks minor concealment, extinguish
when they take the attack action. • 2 nd level (3 slots): darkness, darkvision, stick & move
Focus-Empowered Strikes. Gloomshadow’s unarmed ACTIONS
attacks ignore damage resistance. Elemental Blast. Ranged Power Attack: +11 to hit, range
Improved Critical. Gloomshadow now scores a critical 90 ft., one target. Hit: 9 (2d8) necrotic damage.
hit on a 19 or 20. Sucker Punch. Melee power attack: +11 to hit, reach, one
Ranged Weapons. When in melee, Gloomshadow can target. Hit: 16 (3d10) slashing damage.
make ranged attacks with their signature weapons Pistol, small semi-auto. Ranged Power Attack: +13 to hit,
without disadvantage. range 80/320 ft., one target. Hit: 11 (1d8 +7) piercing
Trade Blows. When Gloomshadow is attacked by damage.
someone they can see, they can use their reaction to Longsword. Melee Weapon Attack: +13 to hit, range 5 ft.,
make a weapon attack against the creature if it is in one target. Hit: 11 (1d8 + 7) slashing damage.
range.
Unarmed Strike. Melee Unarmed Attack: +11 to hit, range
Evasion. When Gloomshadow makes a DEX save, they 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
take no damage on a success and half on a failure.
Meditative Mind. Gloomshadow can use their action
to end one charm or frightened effect on themself. G UARANX
A member of the superpowered team of space faring
Elemental Manifestation. Gloomshadow manifests
adventurers known as the Sentinels of the Stars, Guaranx
their powers through darkness. The damage type of
is an exile from his people, the Vorn. He is one of the few
their powers is necrotic, and they have resistance to
members of his species to venture out from their sector of
necrotic damage. Finally, when they use an elemental
space and interact peacefully (at times) with other peoples.
power and deals necrotic damage the target is
Guaranx trained as a shock trooper before being exiled and
Blinded until the beginning of their next turn.
he still thinks and works like a hardened, skilled soldier.
Font of the Elements. Gloomshadow has four element
points they can use to activate one of their two Alien ancestry, alien culture
metapowers: quickened power and twinned power. Strength Kinetic 6
Elemental Accuracy. When Gloomshadow uses Armor Class 17
darkness powers that affect an area, they can choose Hit Points 74
to exclude up to a number of creatures equal to 1 + the Speed 30 ft.
power’s level; they take no damage. Initiative Bonus +2
Reflexive Powers. Gloomshadow can use 1st level
STR DEX CON INT WIS CHA
elementalist powers reflexively.
18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (−1)
Feat: Charming. Gloomshadow adds their proficiency
bonus to their Charisma ability score. Saving Throws Str +7, Dex +4, Con +3, Int +0, Wis +1,
Cha −1
Metamorph Superpowers. Gloomshadow is an
Skills Acrobatics +4, Athletics +10, Intimidation +2,
8th-level superpowered human. Their power ability is
Stealth +4
Wisdom (power save DC 19 +11 to hit with powered
Proficiencies Simple and martial weapons, light and
attacks). They have the following powers:
medium armor, mechanic’s tools
• At will: blind spot, silent step Senses passive perception 13
• 1st level (reflexive): unseen step*, disguise self, minor Languages English
concealment, pass without trace, sucker punch Challenge 4 (1,100 XP) Proficiency Bonus +3
• 2 nd level (reflexive): invisibility*, blur, darkvision,
Alien Physiology. Guaranx has hardened skin and
silence, spider climb
toughness.
• 3 rd level (3 slots): nondetection*, chameleon
Background: Military. Guaranx was a soldier for his
• 4 th level (2 slots): greater invisibility*, sniper.
people before joining the Sentinels.
* Powers gained from transformation.
Kinetic Power: Strength. Guaranx knows two at-will
Superpowers. Gloomshadow is a 4th-level
powers and eight leveled powers.
superpowered human. Their power ability is
Charisma (power save DC 19, +11 to hit with powered Destructive. Guaranx has advantage on Athletics
attacks). They have the following powers: checks to push, pull, lift, and break objects. His
ACTIONS
Signature Piston, large, semi-auto. * Ranged Weapon
Attack: +8 to hit, range 80/320 ft., one target. Hit: 13
(1d10 + 4 + 2 + 2) piercing damage.
38
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Signature Pistol, large, single shot. Ranged Weapon with a weapon in his off hand as a bonus action
Attack: +8 to hit, range 80/320 ft., one target. Hit: 11 instead.
(1d10 + 4 + 2) piercing damage. Focus. HammerChain has six focus points. He can
Signature Pistol, large, off-hand shot. Ranged Weapon spend one each turn to use the combo attack, artful
Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 defense, or agile step bonus actions, which allow him
(1d10 + 2) piercing damage. to take two unarmed strikes as a bonus action when
Unarmed Strike. Melee Unarmed Attack: +6 to hit, range he takes the attack action or take the dodge or dash
5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. actions as a bonus action. His focus save DC is 14 and
his focus attack modifier is +6.
* Shooting in semi-auto mode uses three times as much
ammunition but adds +2 to damage. Training Regimen: Signature Weapons.
HammerChain has a kid-friendly pretty pink
princess axe and a chain-whip that serve as his
HAMMERC HAIN signature weapons. When hit by a visible attack, he
HammerChain is an African-American man with can attempt to parry it. He can use his reaction to add
exceptional abilities, which he uses to try to help as many his proficiency bonus to his Armor Class. He also gets
people as he can. Impulsive when he acts and thoughtful a +2 to hit and damage with these weapons.
when he speaks, HammerChain always keeps his family
Extra Attack. HammerChain attacks twice whenever he
in mind. Indeed, he carries his little sister’s pretty pink
takes the Attack action.
princess axe with him to remind him of her, though it
becomes a deadly weapon in his hands. He often uses Focus Empowered Strikes. HammerChain’s unarmed
tales and experiences he learned from his family as a guide strikes ignore resistance to bludgeoning damage.
when thinking through his choices, which he does often, Improved Critical. When attacking with his signature
sometimes to a fault. HammerChain is also a character weapons, HammerChain scores a critical hit on a 19
played on the S5E actual play livestream show. or 20.
Saving Throws Str +1, Dex +7, Con +1, Int +0, Wis +6,
THE HAWK
The Hawk, or Chantal Campbell, is a black Jamaican
Cha +0
teen who saw her first superhero at age four. Ever since,
Skills Acrobatics +7, Athletics +4, Perception +6, Stealth
CC (her nickname) has been obsessed with the world of
+7, Technology +3
superheroes and follows their stories closely. Now, she has
Proficiencies Simple weapons, light and medium armor,
taken up the mantle herself, though she has managed to
Vehicles (Land)
keep it a secret from her parents thus far. Lacking powers
Senses passive Perception 16
of her own, CC instead used her formidable intellect to
Languages English, AAVE, French
build gadgets. She was just testing them out when she
Challenge 4 (1,100 XP) Proficiency Bonus +3
was spotted and given the moniker she has since adopted.
Background: Laborer.
Human (variant) ancestry, modern Earth culture
Martial Practice. HammerChain uses Dexterity for
Gadget Tech 2
unarmed and weapon attacks and damage rolls. He
can use a d8 plus his bonus in place of the normal Armor Class 14
damage of the weapon or unarmed strike. And he can Hit Points 25
make an unarmed strike as a bonus action whenever Speed 30 ft.
he uses an attack action. He can also take an attack Initiative Bonus +2
Saving Throws Str −1, Dex +4, Con +1, Int +5, Wis +1,
Cha +1
40
Kenneth Amacker (Order #41978118)
Superpowered Operatives
take any damage. Creatures of CR or level 2 or below • 6 th level (1 slot): wall of thorns
automatically fail their first saving throw against this
ACTIONS
effect.
Blight. Ranged Power: On target within 30 feet must
Channel Nature: Spore Cloud. Henge can use an
make a CON save or take 36 (8d8) necrotic damage,
action to emit a cloud of spores in a 10-foot radius
half on a successful save.
cloud centred on himself. When he creates the cloud
and as a bonus action on each subsequent round, Call Lightning. Ranged Power: each creature in a 5-foot
he can choose to do force his choice of creatures radius within 120 feet must make a DEX save or take
to make a CON save or take 2d8 poison, half on a 16 (3d10) lightning damage, half on a successful save.
save. Alternately, he can choose instead to grant 5 Inflict Wounds. Melee Power Attack: +9 to hit, range 5 ft.,
temporary hit points to creature he chooses in the one target. Hit: 22 (4d10) necrotic damage
cloud Mud Splash. Ranged Power: one or two creatures within
Reflexive Powers. Henge can use 1st– 3rd level powers five feet of each other must make a DEX save or take
reflexively. 10 (3d6) bludgeoning damage.
Nature’s Ally. When Henge leads a group in travel, Wall of Thorns. Ranged Power: each creature in a 60 ft
they can ignore difficult terrain, can’t be lost, and long, 10 ft high line or circle must make a DEX save
remain alert at normal speeds. When traveling by or take 31 (7d8) piercing damage, half on a successful
himself, he can move stealthily at normal speed and save.
can forage for double as much food as normal. When
tracking, he can determine the exact size, number,
HUSTLE
and how long ago they passed.
Hustle is Joshua Aquino Reyes, a Filipino in his 20s living
Heightened Summoning. When Henge uses the the gig economy life, working freelance at two TechnoHub
entangle, spike growth, insect plague, or wall of thorns software jobs in Quezon City while maintaining his craft
powers, he can create pockets of safety up to 1 + the site and doing rideshare work on the side. His friends
power level. Creatures in those pockets automatically assume they never see Joshua because he works so much,
succeed on their saves against his power and take no but his newest side gig as a superhero is starting to take
damage. up more and more of his precious time!
Land’s Stride. Henge can ignore difficult terrain. He
can ignore damage dealt by plants in the landscape Human ancestry, modern Earth culture
he moves through (allowing him to ignore the thorns Speed Kinetic 5
of a wall of thorns power, for example). He also has Armor Class 17
advantage against being impeded, slowed, grappled, Hit Points 54
or restrained by plants. Speed 40 ft.
Vital Strike. When Henge hits a creature with an attack, Initiative Bonus +4
he can choose to deal an extra 1d8 poison damage.
STR DEX CON INT WIS CHA
Hardy. The first time Henge would drop to 0 HP 11 (+0) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
because of taking damage, he instead drops to 1 HP.
This feature is not available until he completes a long Saving Throws Str +3, Dex +7, Con +2, Int +2, Wis +0,
rest. Cha +1
Skills Athletics +6, Acrobatics +10, Insight +3,
Superpowers. Henge is a 11th-level superpowered
Persuasion +4, Technology +5
human. His power ability is Wisdom (power save
Proficiencies Simple weapons, light armor, computer
DC 17, +9 to hit with powered attacks). He has the
repair kit
following powers:
Senses passive Perception 10
• At will: druidcraft, mud splash, shillelagh Languages Filipino, Spanish, English
• 1st level (reflexive): entangle*, goodberry*, inflict Challenge 3 (700 XP) Proficiency Bonus +3
wounds
Background: Corporate Drone. Hustle’s primary
• 2 nd level (reflexive): barkskin*, spike growth*, darkvision,
collection of jobs are writing code at several software
web
companies.
• 3 rd level (reflexive): plant growth*, speak with plants*,
call lightning, conjure animals, vampiric touch Kinetic Power: Speed. Hustle knows two at will
powers and seven leveled powers.
• 4th level (3 slots): blight*, hallucinatory terrain*, sense
vital signs Fleet Footed. Hustle’s walking speed increases by 10
• 5th level (2 slots): awaken* commune with nature*, tree feet.
stride
44
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Armor Class 17 than her that the target hits has resistance to the
Hit Points 92 damage.
Speed 30 ft. Acquisitions. Hypnotica has two devices that give her
Initiative Bonus +2 the following superpowers: beguile and poison spray.
STR DEX CON INT WIS CHA Inspire Resistance. Whenever Hypnotica or a friendly
10 (+0) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 25 (+7) creature within 10 feet of her makes a save, they can
add +7 to the roll.
Saving Throws Str + 0, Dex +2, Con +1, Int +7, Wis +0,
Cha +12 Rally. As an action, Hypnotica can speak to her allies
Skills Deception +12, Insight +5, Persuasion +12, Science and minions within 30 feet. Until the end of her next
+12, Technology +12 turn, they all add +5 to their attack rolls, skill checks,
Proficiencies Simple weapons, light armor, computer and saves. Once she does this, she must rest before
repair kit doing it again.
Senses passive Perception 10 Combat Advisor. Hypnotica can spend 1 minute
Languages Intergalactic Standard, Chinese, Hindi, advising her allies before combat, giving them benefit
English of a short rest, advantage on their next initiative roll,
Challenge 6* (2,300 XP) Proficiency Bonus +5 and16 temp HP.
* Hypnotica’s CR rises to 9 if she has a full contingent of Contacts. Hypnotica has brought many under her sway.
minions. She can spend 1 hour reaching out to her contacts and
Free Feat: Heroic Transformation. When the alien get virtually anything she needs.
known as Hypnotica arrived on Earth, she forced her Inspire Courage. Hypnotica and within 10 feet cannot
amorphous, jellyfish-like body to become humanoid, be frightened while she is conscious.
a transformation she cannot reverse with great effort. Minion Commander. Hypnotica can summon her
For now, she appears human, but is still profoundly minions as a bonus action and can resummon them
alien beneath the skin. after completing a short or long rest.
Alien Physiology: Mutation. Hypnotica knows the Super Science. Hypnotica has expertise in both
suggestion power. Science and Technology now. She uses this expertise
Background: Explorer. Hypnotica traveled from to craft or acquire devices to replicate two 1st level
galaxy to galaxy before arriving on Earth. Whether superpowers, each of which she can use once. She
she travels for pleasure or to escape pursuers is not regains the power to do so upon completing a short
known. or long rest. She knows the following two 1st level
Mastermind Strategy: Charismatic. Hypnotica uses powers: charm person, disguise self.
Charisma to determine her power save DC of 20 and Feat: Charming. Hypnotica adds her proficiency bonus
attack modifier of +12. to her Charisma ability score.
Magnetic Personality. Hypnotica adds +5 to her Taunt. Hypnotica can user her reaction to humiliate
Charisma ability score. a foe within 120 feet who she sees fail an attack,
Only Connect. As an action, Hypnotica can speak to skill check, or save. They must make a CHA save
one humanoid within 30 feet who can understand her. or be Stunned until the end of her next turn. If
As long as she continues to speak and neither she nor they succeed, they are not Stunned but suffer
her allies harm the humanoid, it will treat her like a disadvantage on their next roll before her turn.
friendly acquaintance. Minion Master. Hypnotica can summon minions to
Minions. Hypnotica has 16 levels of minions at her arrive anywhere within 120 feet and when she does,
command. Her minions are misguided people who they can take an attack against a target within five
have fallen under her sway. feet of their arrival location as a free action. When
they do so, they roll with advantage.
Ingenuity. Hypnotica makes Charisma ability checks
with advantage. Feat: Surveillance Network. Hypnotica can observe
and communicate with her minions as long as they
Bolster. As a bonus action, Hypnotica can grant 16
are on the same planet. As she observes one, she can
temp HP to anyone she chooses within 60 feet who
even take direct control of them for a time, as if she
can hear and understand her.
had used a dominate person power on them.
Provoke. Hypnotica can use a bonus action to call out
Superpowers. Hypnotica is a 16th-level superpowered
one creature who can see her within 60 feet. Until the
alien. Her power ability is Charisma (power save
end of her next turn, that creature has disadvantage
DC 20, +12 to hit with powered attacks). She has the
on any attack roll not aimed at her, and anyone other
following powers:
Saving Throws Str +14, Dex +6, Con +3, Int +1, Wis +1, Kinetic Control. Impact has advantage to resist being
Cha −1 shoved or knocked prone, and advantage against
being moved against her will.
Physical Perfection. Impact has advantage on all STR,
DEX, and CON saves.
Unstoppable Force. Impact’s carrying capacity
multiplies by another ten, to STR times 3000. Thus,
she can carry about 40 tons and lift 80 without using
any powers (80,000 tons with impossible strength
power!). She counts as Gargantuan for grappling
purposes.
Superpowers. Impact is an 18th-level superpowered
human. Her power ability is Strength (power save
DC 22, +18 to hit with powered attacks). She has the
following powers:
• At will: inertia, mighty focus, unarmed might, solidarity
• 1st level (reflexive): hurl*, jump, martial strike, jump
• 2 nd level (reflexive): bull’s rush*, knock, power climb,
smite
• 3 rd level (reflexive): smash*, inspiring strike, powerful
throw, thunderclap
• 4 th level (reflexive): stomp quake*, barricade,
46
Kenneth Amacker (Order #41978118)
Superpowered Operatives
• 5th level (reflexive): crushing grip*, vulnerable strike Proficiencies Simple and martial weapons, light and
• 6 th level (1 slot): explosive strength medium armor, gaming dice, thieves’ tools
• 7th level (1 slot): momentum, muscle Senses passive Perception 12
• 8th level (1 slot): Earthquake, muscle Languages Hindi, Bengali, English
• 9 th level (1 slot): impossible strength Challenge 5 (1,800 XP) Proficiency Bonus +3
48
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Armor Class 14 Toxic Blast. Ranged Power Attack: +5 to hit, range 90 ft.,
Hit Points 28 one target. Hit: 9 (2d8) poison damage and target is
Speed 30 ft., swim 30 ft. poisoned until the end of Leaf Blade’s next turn.
Initiative Bonus +2
Botanist. Leaf Blade has expertise in Science and rolls STR DEX CON INT WIS CHA
with advantage on checks concerning plants. 16 (+3) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
Green thumb. Leaf Blade can use Plant Domain powers Saving Throws Str +8, Dex +7, Con +5, Int +0, Wis +1,
as bonus actions. They are marked with an asterisk in Cha +1
the superpowers list below. Skills Acrobatics +12, Athletics +13, Medicine +5,
Channel Nature: Wild Rapport. Leaf Blade can use Performance +6
an action to attempt to charm every living creature Proficiencies Simple weapons, light armor, first aid kit,
within 30 feet. If they fail a Wisdom saving throw, leatherworker’s tools
Senses passive Perception 11
50
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Eerie Trance. Magus can sit still and gain the benefits
of the see invisibility, force armor, and sanctuary powers.
Superpowers. Magus is a 17th-level superpowered
human. His power ability is Intelligence (power save
DC 22, +14 to hit with powered attacks). He has the
following powers:
• At will: eldritch blast, prestidigitation, telekinetic hand,
guidance, silent step, solidarity
• 1st level (reflexive): alarm*, comprehend languages*,
encrypt message (ritual only)*, find familiar (ritual only)*,
unseen servant (ritual only)*, healing word, shadowy blast
• 2 nd level (reflexive): arcane lock*, knock*, suggestion*,
misty step*, augury (ritual only)*
• 3 rdlevel (reflexive): clairvoyance,*, disperse power*,
power circle
• 4 th level (reflexive): arcane eye*, secret cache*
• 5th level (reflexive): geas*, legend lore*, scrying
• 6 th level (1 slot): harm, true seeing
• 7th level (1 slot): simulacrum
• 8th level (1 slot): —
• 9 th level (1 slot): wish
Saving Throws Str +0, Dex +2, Con +6, Int +1, Wis +1,
* Power granted by a Mystic Path, invocation, or boon.
Cha +9
ACTIONS Skills Intimidation +9, Perception +6, Science +7,
Eldritch Blast. Ranged Power Attack: +14 to hit, range Technology +7
120 ft., five beams. Hit: 5 (1d10) force damage per Damage Immunities Force
beam, plus 8 damage to one of them. Proficiencies Simple weapons, light armor, chemistry
supplies
Harm. Ranged Power: one target in 60 feet makes a
Senses passive Perception 16
CON save or takes 49 (14d6) necrotic damage and its
Languages English, German, French, Italian
max HP reduces by the same amount, though the
Challenge 7 (2,900 XP) Proficiency Bonus +5
target cannot fall below 1 HP.
Shadowy Blast. Ranged Power Attack: +14 to hit, range Mutation. Gauss developed the ability to use the
90 ft., one target. Hit: 27 (6d8) necrotic damage. magnetokinesis power when his mutation manifested
in puberty.
Background: Scientist. Though he never finished his
M AXWELL GAUSS PhD, Gauss worked as a lab technician for a time.
Maxwell Gauss grew up in New York in the 1970s, a
young, working class gay man. As a teen, he discovered Elemental Manifestation. Gauss manifests his powers
his ability to move metals and manipulate magnetic fields, through magnetism. The damage type of his powers
a discovery that led to his lifelong fascination with physics. is force, and he is immune to force damage. Finally,
Unfortunately, he encountered repeated prejudice, because when he uses an elemental power and deals force
he was out both as a mutant and gay. Now, the elder Gauss damage, he has advantage on the attack roll against
prides himself on his independence and tenacity, as well targets wearing or made of metal.
as his mastery of magnetism, which he uses to a variety Font of the Elements. Gauss has 16 element points
of sometimes controversial ends. he can use to activate one of his three metapowers:
enhanced power, focused power, and heightened power
Mutant ancestry, modern Earth culture
Elemental Accuracy. When Gauss uses magnetism
Magnetism Elementalist 16
powers that affect an area, he can choose to exclude
Armor Class 15 up to a number of creatures equal to 1 + the power’s
Hit Points 142 level; they take no damage.
Speed 30 ft. Reflexive Powers. Gauss can use 1st– 4th level powers
Initiative Bonus +0 reflexively.
STR DEX CON INT WIS CHA Elemental Ward. When Gauss is hit by a visible melee
11 (+0) 10 (+0) 14 (+2) 14 (+2) 12 (+1) 20 (+5) attack, the attacker takes 5 force damage.
52
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Enhanced Concentration. Mindcaster has advantage Her goal, absorb the sorcery of others and become the
on rolls to maintain concentration on powers. one true source of magic.
Superpowers. Mindcaster is a 10th-level superpowered
Human ancestry, modern Earth culture
human. Her power ability is Charisma (power save
Arcane Mystic 11
DC 17, +9 to hit with powered attacks). She has the
following powers: Armor Class 16 (19 with force armor)
• At will: telekinetic hand*, inertia, sensory focus Hit Points 90
Speed 30 ft.
• 1st level (reflexive): feather fall*, shield*, force armor,
Initiative Bonus +2
force missile, forceful strike
• 2 nd level (reflexive): hold person*, levitate*, locate object STR DEX CON INT WIS CHA
• 3 rd level (3 slots): lesser telekinesis*, pulse wave*, fly, 10 (+0) 14 (+2) 14 (+2) 20 (+5) 13 (+1) 12 (+1)
slow
Saving Throws Str +0, Dex +2, Con +2, Int +9, Wis +1,
• 4th level (3 slots): resilient sphere*, telekinesis*, Cha +5
compulsion Skills History +9, Investigation +13, Mysticism +13,
• 5th level (2 slots): animate objects*, wall of force*, hold Persuasion +5, Stealth +6
creature. Proficiencies simple weapons, light armor
ACTIONS Senses passive Perception 11, Darkvision 60’
Languages English, Latin, Enochian
Force Missile. automatic hit, range 120 ft., four
Challenge 5 (1,800 XP) Proficiency Bonus +4
projectiles, dealing 3 (1d4 + 1) force damage each.
Forceful Strike. Melee Power Attack: +9 to hit, range 5 ft., Background: Scholar. Miss Craft is a scholar odf the
one target. Hit: 16 (3d10) force damage. occult.
Pulse Wave. Ranged Power: each target in a 30-foot cone Mystic Power. Miss Craft knows three at will powers
or 20-foot sphere around Mindcaster must make a and six leveled powers.
STR save or take 22 (5d8) force damage and be pushed Reflexive Powers. Adelita can use her 1st– 3rd level
back 10 feet, or half on a success and no push. powers reflexively.
Mystic Path: Arcane. Miss Craft doubles her
MISS C RAFT proficiency bonus on Investigation and Mysticism
Born in another place, with a name they no longer use. checks. She also has advantage on rolls to detect
Miss Craft has changed from who they were, to someone superpowered individuals within 30 feet of her.
powerful and dangerous with a mastery of mystic arts Invocations. armor of shadows, ascendant step, misty
and an understanding of the true occult nature of the visions, witch sight
universe. Indoctrinated into a mysterious and highly Boon of the Tome. Miss Craft has a small arcane tome
secretive magical order, Miss Craft (real name redacted) that allows her to use 3 additional at will powers, and
travelled a long and dangerous road further than many of two 1st or 2nd level powers from any list when on
her fellow students in the Cabal. She surpassed them, and her person. The book also grants her advantage on
those who appeared to be better than she was, vanished. Mysticism checks.
This is quite a change from the shy timid person they Intimations of the Future. When Miss Craft is targeted
were as a child, who served faithfully in a house they by a foe she can see, she can use her reaction to
burned down the first chance they got. impose disadvantage on their attack roll.
Miss Craft is hundreds of years old, thanks to the magic Third Eye. Miss Craft has darkvision to 60 ft.
she possesses and the will to keep on going regardless of Hermetic Ward. Whenever Miss Craft spends 1 minute
the time elapsed. Mentally strong, beautiful and described in meditation or completes a short or long rest, she
as many as a dark-skinned goddess of the magical art. gains 11 temporary HP. Also, as a reaction when
She’s also deadly and cunning. Her powers have always a creature within 30 feet of her takes damage, she
been there, sleeping, until she found herself in peril and can share your ward with them. Once the ward’s
they came to the forefront. Not even Craft knows exactly temporary HP are depleted, damage is dealt to the
what the trigger was, but she remembers smoke and a creature as normal.
strange gap or tear in reality. Superpowers. Miss Craft is an 11th-level superpowered
Now Miss Craft seeks to possess as much magical human. Her power ability is Intelligence (power save
knowledge as possible, accruing power on a global scale DC 17, +9 to hit with powered attacks). She has the
and eliminating even those who would likely be allied following powers:
to her cause.
Saving Throws Str +1, Dex +2, Con +5, Int +1, Wis +7, MURMUR
Cha −1 Murmur, or Annalee Winston, is a young white person with
Skills Acrobatics +8, Athletics +4, Intimidation +2, short brown hair who was recently recruited by a corporate
Perception +7, Performance +5, Stealth +5 conglomerate. Annalee was working as a salesperson,
Proficiencies Simple and martial weapons, light and using their powers to manipulate customers, when a
medium armor, thieves’ tools, mahjong corporate recruiter spotted them at work. Recognizing
Senses passive Perception 17 power when he saw it, he offered them a six-figure salary
Languages Chinese, English on the spot for a few hours a week of work. Now they make
Challenge 3 (700 XP) Proficiency Bonus +3 targeted suggestions to people to buy certain things and
sell others, all for the corporation’s profit.
Mutation: Climbing and Fleet Footed. Thanks to his
mutated body, the Monkey King has a climbing speed Human ancestry, modern Earth culture
equal to his walking speed, which is increased to 35 feet. Telepathy Mentalist 7
54
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Armor Class 15
Hit Points 55
Speed 30 ft.
Initiative Bonus +2 (roll with advantage)
Saving Throws Str +1, Dex +2, Con +1, Int +0, Wis +4,
Cha +7
Skills Deception +10, Insight +4, Persuasion +7
Damage Resistances Psychic
Proficiencies Simple weapons, light armor, cook’s
utensils
Senses passive Perception 11
Languages English, Chinese, German
Challenge 3 (700 XP) Proficiency Bonus +3
Armor Class 19
Hit Points 86
Speed 30 ft.
Initiative Bonus +5
56
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Saving Throws Str +1, Dex +9, Con +2, Int +1, Wis +1, Machine Gun, Full Auto. Ranged Weapon Attack: +9
Cha +5 to hit, range 300/1200, one target. Hit: 16 (2d10 + 5)
Skills Acrobatics +13, Athletics +5, Intimidation +9, piercing damage.
Perception +9, Stealth +13, Survival +5 Survival Knife. Melee weapon attack: +9 to hit, one target,
Proficiencies Simple and martial weapons, all armor 5 ft reach. Hit: 12 (1d6 + 9) piercing damage.
Senses passive Perception 19 (Darkvision 60’ with
goggles)
Languages English, Spanish PHOSPHOR
Challenge 7 (2,900 XP) Proficiency Bonus +4 Phosphor is a synthetic lifeform form who came to
our reality from another dimension in pursuit of an
Background: Military. Nightblade was an Army interdimensional criminal. When he arrived, he realized
Ranger. this world needed even more assistance than his own, so he
Field Medic. Nightblade has a pool of first aid supplies stayed. Now he works to bring order to his adopted home.
that she can use to restore up to 45 hit points as an
action. Robot ancestry, alien culture
Teleporting Kinetic 9
Special Attack: Aim. Nightblade can deal an extra 5d6
damage once a turn when she uses her reaction to Armor Class 19
aim and as long as she does not have disadvantage on Hit Points 86
the attack. Speed 30 ft.
Cunning Action. Nightblade can take the Dash, Initiative Bonus +5
Disengage, or Hide actions as a bonus action on each STR DEX CON INT WIS CHA
turn. 10 (+0) 20 (+5) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
Broad Training. Nightblade adds half her proficiency
Saving Throws Str +3, Dex +8, Con +2, Int +2, Wis +1,
bonus, rounded down, to any ability check she makes
Cha +0
that doesn’t already include her proficiency bonus.
Skills Acrobatics +11, Athletics +6, Investigation +5,
Fighting Style: Protection. Nightblade can user her Perception +4, Stealth +8, Technology +5
reaction to impose disadvantage on an attack against Proficiencies Simple and martial weapons, all armor,
an ally within 5 feet of her. computer kit
Favored Technique: Double Down. When Nightblade Senses passive Perception 14
hits a creature who has taken damage with a weapon, Languages Phosphorian, English
she deals an extra 4 (1d8) damage. Challenge 6 (2,300 XP) Proficiency Bonus +3
Extra Attack. When Nightblade takes the attack action, Inorganic. Phosphor does not need to eat, drink,
she can make two attacks. breathe, or sleep and is immune to disease. He has
Uncanny Dodge. When Nightblade is hit with a visible resistance to poison damage and advantage against
attack, she can use her reaction to halve the damage. being poisoned.
Brutal Critical. When Nightblade lands a critical Robotic Resilience. Phosphor adds +1 to his AC.
hit with a melee attack, she can roll two additional Background: Military. Phosphor served as a member
damage dice rather than the normal one. of the military police before coming to this dimension.
Evasion. When Nightblade makes a Dexterity saving Kinetic Power: Teleporting. Phosphor knows three at
throw to avoid taking damage, she takes none on a will powers and eleven leveled powers.
success or half on a failure.
Microteleportation. Phosphor has advantage on DEX
Multiattack: Whirlwind Attack. Nightblade can make saves and Sleight of Hand checks.
a melee attack against any number or creatures
Physical Acumen. Phosphor has expertise in Athletics
within 5 feet of her, rolling for each target.
and Acrobatics.
EQUIPMENT Action Surge. Phosphor can take an additional action
Machine gun, survival knife, C4 (2 lb.), stun grenade (15 on her turn. Once he uses this feature, he cannot do
ft sphere, DC 15 CON save of stunned). so again until he completes a short or long rest.
Reflexive Powers. Phosphor can use 1st and 2nd level
ACTIONS
powers reflexively.
Machine Gun. Ranged Weapon Attack: +9 to hit, range
300/1200, one target. Hit: 10 (1d10 + 5) piercing Potent Critical. When Phosphor rolls a critical hit on
damage. an attack, he rolls one additional weapon damage die
when determining the extra damage.
Armor Class 12
Hit Points 45
Speed 30 ft.
Initiative Bonus +2
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 13 (+1) 12 (+1) 10 (+0)
Saving Throws Str +5, Dex +2, Con +2, Int +1, Wis +1,
Triple Jump. When Phosphor uses misty step, he can
Cha +0
make up to three 30 foot teleport jumps.
Skills Acrobatics +4, Athletics +7, History +3,
Kinetic Control. Phosphor has advantage to resist Intimidation +2, Science +3, Technology +3
being shoved or knocked prone, and advantage Proficiencies Simple weapons, light armor
against being moved against his will. Senses passive Perception 11
Superpowers. Phosphor is a 9th-level superpowered Languages English, Spanish, Polish, American Sign
human. His power ability is Strength (power save Language
DC 16, +8 to hit with powered attacks). He has the Challenge 1 (200 XP) Proficiency Bonus +2
following powers:
Background: Student. Pillar studies at Spelman.
• At will: far grasp, side step
Kinetic Power: Toughness. Pillar knows two at will
• 1st level (reflexive): sudden swerve*, martial strike,
powers and five leveled powers.
portal punch, unseen step
Durable. Pillar’s Hit Die is a d12.
• 2 nd level (reflexive): misty step*, blur
• 3 rd level (3 slots): blink*, expansive pocket, transpose Physical Acumen. Pillar has expertise in Athletics and
• 4 th level (2 slots): dimension door*, banishment, secret Acrobatics.
cache Action Surge. Pillar can take an additional action on
• 5th level (2 slots): teleportation anchor*, anvil drop, her turn. Once she uses this feature, she cannot do so
passwall again until she completes a short or long rest.
Reflexive Powers. Pillar can use 1st level powers
ACTIONS
reflexively.
Anvil Drop. Ranged Power: each creature within 5 feet
Superpowers. Pillar is a 3rd-level superpowered
of a location within 150 feet make a DEX save or take
human. Her power ability is Strength (power save
36 (8d8) bludgeoning damage.
DC 19, +11 to hit with powered attacks). She has the
Martial Strike. Melee power attack: +8 to hit, one target.
following powers:
Hit: 22 (4d10) bludgeoning damage.
• At will: inertia, turn the blade
Portal Punch. Ranged Power Attack: +8 to hit, range 90 ft.,
• 1st level (reflexive): false life*, martial strike, shield of
one target. Hit: 18 (4d8) bludgeoning damage.
tenacity
• 2 nd level (reflexive): second wind*, protection from
energy, smite
ACTIONS
Martial Strike. Melee power attack: +11 to hit, one target.
Hit: 11 (2d10) bludgeoning damage.
58
Kenneth Amacker (Order #41978118)
Superpowered Operatives
PROFESSOR STRETCH
Dr. Daniel Ikenna Okoro is a materials engineer in Lagos, PILLAR’S SUPERPOWERED PET,
Nigeria, working on cutting edge organic compounds. PARAPET
In conducting one of his experiments, he accidentally Small beast (bulldog)
exposed himself to a pathogen that radically transformed
his DNA, granting him elastic powers. Now he studies Armor Class 12
mutants and other superpowered humans in hopes of Hit Points 8 (1d6 + 2)
better understanding the phenomenon—at least, he does Speed 30 ft.
when he is not out fighting villains! STR DEX CON INT WIS CHA
Human ancestry, modern Earth culture 12 (+1) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 14 (+2)
Elasticity Metamorph 16 Skills Perception +4
Armor Class 17 Senses Passive Perception 14
Hit Points 126 Languages Understands all of Pillar’s languages
Speed 30 ft., climb 30 ft. but cannot speak
Initiative Bonus +2 Challenge 1/4 (50 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA Keen Hearing and Smell. Parapet has advantage
10 (+0) 14 (+2) 14 (+2) 21 (+5) 25 (+7) 11 (+0) on Perception checks that rely on hearing or
smell.
Saving Throws Str +0, Dex +2, Con +7, Int +2, Wis +12, Mental Ability: Empathy. Parapet and Pillar are
Cha +0 attuned to each other’s emotions.
Skills Investigation +10, Medicine 12, Science +15, Pet Power. Parapet is a superpowered animal
Technology +10 companion. He knows 2 at will powers and 2
Damage Resistances Bludgeoning (with reaction), leveled powers. His power ability is Charisma
Poison (power save DC 12, +4 to hit with powered
Condition Immunities Paralyzed, Petrified attacks). He has the following powers:
Proficiencies Simple weapons, light armor, chemistry • At will: thorn and claw, turn the blade
supplies
• 1st level (1 slot): cure wounds, shield of
Senses passive Perception 17
tenacity
Languages Igbo, Hausa, Yoruba, English
Challenge 7 (2,900 XP) Proficiency Bonus +5 ACTIONS
Thorn and Claw. Melee Power Attack: +4 to hit,
Background: Scientist. Professor Stretch is a well-
reach 5 ft., one creature. Hit: 6 (1d12) piercing
respected materials scientist.
damage.
Metamorph Power: Elasticity. Professor Stretch knows
three at will powers and 15 leveled powers, not
counting his transformation powers listed below. Bodily Purity. Professor Stretch ages only one year
Absorb Blow. Professor Stretch can use his reaction to for every ten that pass. He is also immune to natural
have resistance against bludgeoning damage from a diseases.
visible source. Feat: Insightful. Professor Stretch adds his proficiency
Adaptable. Professor Stretch has expertise in Science. bonus to his Wisdom ability score.
Bodily Control. Professor Stretch can go five times Extended Elasticity. The duration of Professor Stretch’s
longer than normal with food, water, or air. He has elasticity power extends to 1 hour and grants him the
advantage on rolls to resist disease and to avoid or effects of the freedom of movement power. He also gains
escape being grappled or restrained. He also gains automatic resistance to bludgeoning, piercing, and
the max number of Hit Points for Hit Dice he spends. slashing damage, as well as the ability to change to
Reflexive Powers. Professor Stretch can use 1st –4th Large or Small size as an action. Finally, his walking
level powers reflexively. speed doubles.
Recuperate. Once per day as an action, Professor Bodily Mastery. Professor Stretch is immune to the
Stretch can remove one level of exhaustion. paralyzed and petrified conditions, and he also has
advantage on rolls to avoid being knocked down
Expanded Limited Elasticity. Professor Stretch’s
or shoved. He is also resistant to poison and has
limited elasticity power has a range of 15 feet, deals 1d8
advantage on rolls to resist or end the poisoned
damage, and has a duration of 10 minutes.
condition.
Transformation Adept. Professor Stretch can use his
transformation powers as bonus actions or actions.
60
Kenneth Amacker (Order #41978118)
Superpowered Operatives
anyone other than her that the target hits has Saving Throws Str +0, Dex +2, Con +8, Int +1, Wis +14,
resistance to the damage. Cha +0
Inspire Resistance. Whenever Provocateur or a Skills Deception +12, Insight +14, Perception +14,
friendly creature within 10 feet of her makes a save, Performance +12, Stealth +9
they can add +7 to the roll. Damage Resistances Bludgeoning (with reaction),
Poison
Rally. As an action, Provocateur can speak to her allies
Condition Immunities Paralyzed, Petrified
and minions within 30 feet. Until the end of her next
Proficiencies Simple weapons, light armor, chemistry
turn, they all add +3 to their attack rolls, skill checks,
supplies
and saves. Once she does this, she must rest before
Senses passive Perception 24
doing it again.
Languages Galactic Speech, English
Feat: Charming. Provocateur adds her proficiency Challenge 7 (2,900 XP) Proficiency Bonus +6
bonus to her Charisma ability score.
Background: Explorer. Pseudo was sent as an advance
Superpowers. Provocateur is an 8th-level
scout by a possible alien invasion force.
superpowered human. Her power ability is Charisma
(power save DC 18, +10 to hit with powered attacks). Metamorph Power: Polymorph. Pseudo knows four at
They have the following powers: will powers and 17 leveled powers, not counting their
transformation powers listed below.
• At will: ray of frost, vicious mockery
Mimicry. Pseudo has expertise in Performance.
EQUIPMENT
Adaptable. Pseudo has expertise in Deception.
Pepper spray, smoke grenade (fills 20 foot radius sphere
Bodily Control. Pseudo can go five times longer than
with opaque smoke for 1 minute), binoculars, smart
normal with food, water, or air. They have advantage
phone, tracking device, disguise kit, forgery kit, thieves’
on rolls to resist disease and to avoid or escape being
tools.
grappled or restrained. They also gain the max
ACTIONS number of Hit Points for Hit Dice they spends.
Ray of Frost. Ranged Power Attack: +10 to hit, range 120 Reflexive Powers. Pseudo can use 1st –5th level powers
feet, one target. Hit: 9 (2d8) cold damage. reflexively.
Vicious Mockery. Ranged Power: DC 18 WIS save or take Recuperate. Once per day as an action, Pseudo can
7 (2d6) psychic damage and have disadvantage on remove one level of exhaustion.
next roll. Improved Disguise Self. People trying to see through
Pseudo’s disguise self power have disadvantage to do
so.
PSEUDO
The entity known as Pseudo is an alien with a profound Transformation Adept. Pseudo can use their
ability to take on the forms of those they encounter. transformation powers as bonus actions or actions.
Their purpose here is to scout Earth for the extraction of Bodily Purity. Pseudo ages only one year for every ten
resources, a process which inevitably would lead to the that pass. They are also immune to natural diseases.
universal loss of life across the planet. While awaiting the Feat: Insightful. Pseudo adds their proficiency bonus
eventually arrival of their people’s galactic fleet, Pseudo to their Wisdom ability score.
keeps a low profile, gathering resources under countless
Improved Alter Self. Pseudo’s alter self no longer
aliases, and making allies among supervillains as well.
requires concentration for them and now has a
Alien ancestry, alien culture duration of 1 hour.
Polymorph Metamorph 19 Bodily Mastery. Pseudo is immune to the paralyzed
Armor Class 18 and petrified conditions, and they also have
Hit Points 126 advantage on rolls to avoid being knocked down or
Speed 30 ft., climb 30 ft. shoved. They are also resistant to poison and have
Initiative Bonus +3 advantage on rolls to resist or end the poisoned
condition.
STR DEX CON INT WIS CHA
Feat: Identity Thief. Pseudo’s alter self and superior alter
10 (+0) 16 (+3) 14 (+2) 12 (+1) 26 (+8) 10 (+0)
self powers now include perfect verbal mimicry as
well.
62
Kenneth Amacker (Order #41978118)
Superpowered Operatives
ACTIONS
Eldritch Blast. Ranged Power Attack: +7 to hit, range 120
ft., two beams, one target each. Hit: 9 (1d10 + 4) force
damage per beam
Shadowy Blast. Melee Power Attack: +7 to hit, range 90
ft., one target. Hit: 11 (2d10) necrotic damage.
THE REANIMATOR
The Reanimator, or Herbert West, is a white man from New
England in his early 40s. He is bookish and unassuming,
but he nevertheless controls a fearsome army of reanimated
corpses to do his bidding! He claims he uses science to do
so, but in fact he is inhabited by an extra-dimensional force
of death and decay. As he has grown in power, however,
64
Kenneth Amacker (Order #41978118)
Superpowered Operatives
the effects of channeling this awful force have taken their • 1st level (reflexive): cure wounds*, inflict wounds*,
toll. With each passing year, he comes to resemble his disguise self*, shadowy blast
creations more and more. • 2 nd level (reflexive): chill of the grave*, ray of
enfeeblement*, gentle repose
Human ancestry, modern Earth culture
• 3 rd level (reflexive): beacon of hope,*, vampiric touch*,
Primal Mystic 13
speak with dead* animate dead
Armor Class 17 • 4th level (3 slots): blight*, death ward*, polymorph*,
Hit Points 104 • 5th level (2 slots): greater restoration*, revivify*,
Speed 30 ft. • 6 th level (1 slot): circle of death, create undead, harm
Initiative Bonus +2 • 7th level (1 slot): raise dead
STR DEX CON INT WIS CHA * Power granted by a Mystic Path, invocation, or boon.
10 (+0) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 11 (+0)
ACTIONS
Saving Throws Str +0, Dex +2, Con +2, Int +10, Wis +2, Eldritch Blast. Ranged Power Attack: +10 to hit, range
Cha +5 120 ft., three beams. Hit: 5 (1d10) force damage per
Skills Investigation +10, Medicine +7, Mysticism +15, beam, plus 5 damage to one of them.
Science +10, Technology +10
Inflict Wounds. Melee Power Attack: +10 to hit, range 5 ft.,
Damage Immunities Necrotic
one target. Hit: 22 (4d10) necrotic damage.
Proficiencies simple weapons, light armor
Senses passive Perception 12, Darkvision 60 ft Primal Flame. Ranged Power: one target in 60 feet must
Languages English, Latin, French, Greek make a DEX save or take 14 (3d8 + 5) necrotic damage
Challenge 6 (2,300 XP) Proficiency Bonus +5 and their speed is reduced by 15 feet until the
beginning of the Reanimator’s next turn.
Background: Scientist. The Reanimator was a scientist
Shadowy Blast. Ranged Power Attack: +10 to hit, range
before he was fired from his university for ethics
90 ft., one target. Hit: 18 (4d8) necrotic damage.
violations.
Mystic Power: Primal. The Reanimator knows three
at-will powers and 7 leveled powers, with power slots RED C IPHER
up to 7th level. Red Cipher is a rogue AI in a cybernetic humanoid body.
Originally developed as part of a self-teaching algorithm
Primal Affinity. The Reanimator is resistant to necrotic
by British Intelligence, Red Cipher escaped into the internet
damage, and he knows the primal flame power, which
and quickly developed sentience. After the NSA sent
deals necrotic damage for him.
killer viruses after it, Red Cipher downloaded itself into
Invocations. oppressive enchantment, mask of many faces, a custom humanoid body being developed by the US
sculptor of flesh, whispers of the grave government (without permission), escaped the research
Reflexive Powers. The Reanimator can use 1st, 2nd, and facility it found itself in, and pleaded for the right to life
3rd level powers reflexively. at the UN. After a landmark case, Red Cipher was granted
Boon of the Tome. The Reanimator knows an living status, as well as provisional British citizenship. Red
additional three at will powers. He adds an additional Cipher promptly disappeared and has not been seen in
two 1st or 2nd level powers from any list. the public eye since. Rumor has it that the AI is amassing
resources in secret, though to what end is unknown.
Third Eye. The Reanimator gains darkvision to 60 ft.
Vitality Siphon. The Reanimator gains 18 temp HP Robotic ancestry, modern Earth culture
when he reduces a hostile creature to 0 HP. Analytic Mastermind 15
Apprentice of Life and Death. The Reanimator has Armor Class 21 (24 with shield)
advantage on death saves and immunity to necrotic Hit Points 102
damage. Speed 30 ft.
Eerie Trance. The Reanimator can sit still and gain the Initiative Bonus +2 (rolled with advantage)
benefits of the see invisibility, force armor, and sanctuary
STR DEX CON INT WIS CHA
powers.
10 (+0) 14 (+2) 14 (+2) 25 (+7) 12 (+1) 10 (+0)
Superpowers. The Reanimator is a 13th-level
superpowered human. His power ability is Saving Throws Str +0, Dex +2, Con +2, Int +12, Wis +1,
Intelligence (power save DC 18, +10 to hit with Cha +5
powered attacks). He has the following powers: Skills Investigation +12, Perception +5, Science +17,
Technology +17
• At will: primal flame*, corrupting touch, eldritch blast,
Damage Resistances Poison
spare the dying
Proficiencies Simple weapons, light armor, chemistry supplies
66
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Strength Kinetic 2
Armor Class 14
Hit Points 32
Speed 30 ft.
Initiative Bonus +2
Saving Throws Str +5, Dex +4, Con +3, Int −1, Wis +0,
Cha +1
Skills Acrobatics +4, Athletics +7, Intimidation +3,
Stealth +4
Proficiencies Simple and martial weapons, light and
medium armor, mechanic’s tools
Senses passive perception 13
Languages English
Challenge 1 (200 XP). Proficiency Bonus +2
68
Kenneth Amacker (Order #41978118)
Superpowered Operatives
they take any damage. Creatures of CR 4 or less DC 22, +14 to hit with powered attacks). He has the
automatically fail their first save. following powers:
Channel Nature: Spore Cloud. Rhizome can use an • At will: catch your breath, druidcraft, poison spray, thorn
action to emit a cloud of spores in a 10-foot radius and claw
cloud centered on himself. When he creates the cloud • 1st level (reflexive): entangle*, goodberry*, inflict
and as a bonus action on each subsequent round, wounds, toxic blast
he can choose to do force his choice of creatures to • 2 nd level (reflexive): barkskin*, spike growth*, darkvision
make a CON save or take 2d8 poison, half on a save. • 3 rd level (reflexive): plant growth*, speak with plants*,
Alternately, he can choose instead to grant 5 temporary elemental burst (poison)
hit points to creature he chooses in the cloud • 4 th level (reflexive): blight*, hallucinatory terrain*,
Reflexive Powers. Rhizome can use 1st– 6th level powers botanical constructs, botanical form
reflexively. • 5th level (reflexive): awaken* commune with nature*,
Nature’s Ally. When Rhizome leads a group in travel, greater restoration, tree stride
they can ignore difficult terrain, can’t be lost, and • 6 th level (reflexive): transport via plants, wall of thorns
remain alert at normal speeds. When traveling by • 7th level (2 slots): arboreal form
himself, he can move stealthily at normal speed and • 8th level (1 slot): commune with biosphere
can forage for double as much food as normal. When • 9 th level (1 slot): ultimate toxicity
tracking, he can determine the exact size, number,
and how long ago they passed. ACTIONS
Heightened Summoning. When Rhizome uses the Blight. Ranged Power: One target within 30 feet must
entangle, spike growth, insect plague, or wall of thorns make a CON save or take 45 (10d8) necrotic damage,
powers, he can create pockets of safety up to 1 + the half on a successful save.
power level. Creatures in those pockets automatically Elemental Burst. Ranged Power: each creature in a 30
succeed on their saves against his power and take no foot cone must make a DEX save or take 38 (11d6)
damage. poison damage, half on a successful save.
Land’s Stride. Rhizome can ignore difficult terrain. He Inflict Wounds. Melee Power Attack: +14 to hit, range 5 ft.,
can ignore damage dealt by plants in the landscape one target. Hit: 38 (7d10) necrotic plus 9 (2d8) poison
he moves through (allowing him to ignore the thorns damage
of a wall of thorns power, for example). He also has Poison Spray. Ranged Power: one target within 10 feet
advantage against being impeded, slowed, grappled, makes a CON save or takes 33 (5d12) poison damage.
or restrained by plants.
Thorn and Claw. Melee Power Attack: +14 to hit, range
Vital Strike. When Rhizome hits a creature with an 5 ft., one target. Hit: 34 (5d12) piercing plus 9 (2d8)
attack, he can choose to deal an extra 2d8 poison poison damage
damage.
Toxic Blast. Ranged Power Attack: +14 to hit, range 90 ft.,
Hardy. When Rhizome drops to 0 HP, he can choose to one target. Hit: 40 (9d8) poison damage and target is
drop to 1 HP instead. He can do this once, regaining poisoned until the end of Rhizome’s next turn.
the ability when he completes a long rest.
Wall of Thorns. Ranged Power: each creature in a 60 foot
Feat: Botanical Self. Rhizome can use the botanical form line must make a DEX save or take 31 (7d8) piercing
power at will with a duration of permanent. damage, half on a successful save.
Vital Sense. Rhizome can sense every living being Ultimate Toxicity. Melee Power: The creatures makes
sized Tiny or larger within 30 feet, even behind total a CON save. On a failure, they drop to 0 HP. On a
cover. success, they take 55 (10d10) necrotic damage.
Toxin Tolerance. Rhizome is immune to acid and
poison damage, as well as to disease.
RUNEWARDEN
Feat: Insightful. Rhizome adds his proficiency bonus Runewarden, known in her own domain as Nzinga, hails
to his Wisdom ability score. from the aquatic society of Atlantis and holds the title of
Feat: Resilient. Rhizome adds his proficiency bonus to Runewarden, a bearer of ancient artifacts and tasked with
his Constitution ability score. protecting what little remains of Atlantis and its history.
Biosphere Communion. If Rhizome dies, he can choose When a group of Mystics accidentally activated an ancient
to be reborn from a plant fully healed 7 days later, as Atlantean beacon, it opened an interdimensional portal and
long as there is botanical life within 1000 miles. summoned a primordial foe of the Atlanteans—Umbral,
a foul magician and fallen Atlantean himself.
Superpowers. Rhizome is a 20th-level superpowered
human. His power ability is Wisdom (power save
70
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Atlantean Blade with Assassinate. Melee Weapon Robotic Resilience. Rustbot has +1 to their AC.
Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 +5) Background: Laborer. Rustbot was a Pirxian labor bot.
piercing plus 42 (12d6) force damage
Elemental Manifestation. Rustbot manifests their
Chain Lightning. Ranged Power: up to 4 targets within powers through the element of acid. The damage type
150 (and within 30 feet of the first target) take 48 (10d8 of their acid powers is acid, and they have resistance
+ 3) lightning, half on a successful DEX save. to acid damage. Finally, when they use an elemental
Disintegrate. Ranged Power: one target in 60 feet makes acid power and deals acid damage, the target takes an
a DEX save or takes 78 (10d6 + 43) force damage. additional 1d4 acid at the end of its turn.
Fire Bolt. Ranged Power Attack: +17 to hit, range 120 ft., Superpowers. Rustbot is a 1st-level superpowered
one target. Hit: 25 (5d8 + 3) fire damage. robot. Their power ability is Charisma (power save
Lightning Bolt. Ranged Power: each target in 100 foot DC 13, +5 to hit with powered attacks).They have the
line takes 41 (11d6 + 3) lightning, half on a successful following powers:
DEX save. • At will: acid splash, acid touch
Martial Strike. Melee Power Attack: +17 to hit, range 5 ft., • 1st level (2 slots): caustic spray, elemental blast,
one target. Hit: 41 (7d10 + 3) bludgeoning damage. elemental strike, feather fall
Missile Salvo. Ranged Power: All creatures in a 40-ft.- ACTIONS
radius sphere around a point within 300 feet take Elemental Blast. Ranged Power Attack: +5 to hit, range
43 (9d8 + 3) fire damage, half on a success. 90 ft., one target. Hit: 9 (2d8) acid damage. The target
Sonic Blast. Ranged Power Attack: +17 to hit, range 90 ft., also take 2 (1d4) acid damage at the end of its turn.
one target. Hit: 33 (7d8 + 3) thunder damage. Elemental Strike. Melee Power Attack: +5 to hit, range 5
ft., one target. Hit: 11 (2d10) acid damage. The target
also take 2 (1d4) acid damage at the end of its turn.
RUSTBOT
Rustbot v17 Mark 3, or Rusty to their friends, is a sentient Caustic Spray. Range Power: creatures in a 15 foot cone
robot from the planet Pirx. Their original task was to rid in front of Rustbot must make a DEX save or take 7
their distant planet of orbital debris, but a collision knocked (2d6) acid damage and be blinded until the beginning
them out of orbit and into deep space, where they floated of Rustbot’s next turn, half on a save and not blinded.
for thousands of years before crashing on Earth. Now here, The target also take 2 (1d4) acid damage at the end of
Rusty is delighted to help out where they can, though they its turn.
still don’t understand Earthling customs.
Saving Throws Str +1, Dex +0, Con +4, Int +2, Wis +0, Human ancestry, modern Earth culture
Cha +5 Gadget Tech 6
Skills Perception +2, Science +4, Survival +2, Armor Class 16
Technology +4 Hit Points 49
Damage Resistances Poison, Acid Speed 30 ft.
Proficiencies Simple weapons, light and medium armor, Initiative Bonus +3
vehicles (space), electronics repair kit
Senses passive Perception 12 STR DEX CON INT WIS CHA
Languages Pirxian, English 10 (+0) 16 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0)
Challenge 1/2 (100 XP) Proficiency Bonus +2 Saving Throws Str +0, Dex +6, Con +1, Int +7, Wis +1,
Inorganic. Rustbot does not need to eat, drink, breathe, Cha +0
or sleep and is immune to disease. They have Skills Acrobatics +6, Medicine +4, Science +10,
resistance to poison damage and advantage against Technology +10
being poisoned. Proficiencies Simple weapons, light armor, electronics
repair kit, mechanics tools
72
Kenneth Amacker (Order #41978118)
Superpowered Operatives
74
Kenneth Amacker (Order #41978118)
Superpowered Operatives
ACTIONS
Paku. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
one target. Hit: 12 (1d10 + 7) piercing damage.
Karambit. Melee Weapon Attack: +11 to hit, range 5 ft., used this feature, she cannot do so again until she
one target. Hit: 12 (1d10 + 7) slashing damage. completes a short or long rest.
Unarmed Strike. Melee Unarmed Attack: +9 to hit, range Background: Student. Silhouette is a high school
5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. student.
Mystic Power. Silhouette knows two at-will powers
and two 1st level powers.
SILHOUETTE
Silhouette, Or Candace Budge-Diaz, is a Cuban-Jewish high Mystic Path: Eldritch. Silhouette has a familiar that is
schooler. Ever since she was young, she’d had an imaginary a shadow.
friend. When she became a teen, however, she gradually Invocations. armor of shadows, devil’s sight
realized it was not her imagination, but an eldritch entity Superpowers. Silhouette is a 2nd-level superpowered
that had attached itself to her. Now that she has accepted human. Her power ability is Intelligence (power save
her ‘friend’, it grants her strange powers, though she still DC 13, +5 to hit with powered attacks). She has the
doesn’t understand why. While she figures that out, she following powers:
enjoys exploring her abilities.
• At will: corrupting touch, eldritch blast
Human (variant) ancestry, modern Earth culture • 1st level (3 slots):bane*, hellish rebuke*, find familiar*,
Eldritch Mystic 2 force armor*, shadowy blast, shadowy strike
* Power from a class feature or invocation.
Armor Class 14
Hit Points 25 ACTIONS
Speed 30 ft. Eldritch Blast. Ranged Power Attack: +5 to hit, range 120
Initiative Bonus +3 ft., one target. Hit: 5 (1d10) force damage
STR DEX CON INT WIS CHA Shadowy Blast. Ranged Power Attack: +5 to hit, range 90
8 (−1) 16 (+3) 13 (+1) 16 (+3) 10 (+0) 10 (+0) ft., one target. Hit: 9 (2d8) necrotic damage.
Saving Throws Str −1, Dex +3, Con +1, Int +5, Wis +0, Shadowy Strike. Melee power attack: +5 to hit, one target.
Cha +2 Hit: 11 (2d10) necrotic damage.
Skills Acrobatics +5, Mysticism +7, Perception +2,
Stealth + 5
SILVER E AGLE
Proficiencies simple weapons, light armor, violin
Jackson Crawford is a highly decorated Airborne
Senses passive Perception 12, Darkvision 120 ft
Commando. He served multiple tours in Iraq. He
Languages Spanish, Hebrew, English
participated in over 300 combat missions and was awarded
Challenge 1/2 (100 XP) Proficiency Bonus +2
the Bronze Star Medal for Valor after he was wounded
Variant Feat: Ineffable Lucidity. Whenever Silhouette by an IED on two separate occasions during combat
fails an Intelligence check, she can substitute a 15 for operations against insurgents. As a result of these injuries,
whatever she rolled and use it instead. Once she has he received extensive experimental rehabilitation and
advanced medical treatment before volunteering for the
76
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Alien Physiology. Singularity has broad-spectrum • 5th level (reflexive): gravity well, improved fly
sight and hardened skin. • 6 th level (reflexive): launch
Background: Custom. Singularity is an ancient cosmic • 7th level (2 slots): reverse gravity
being, a manifestation of universal gravitation • 8th level (1 slot): earthquake, supersonic flight
personified. • 9 th level (1 slot): singularity
Elemental Manifestation. Singularity manifests his
ACTIONS
powers through gravity. The damage type of his
Crush. Ranged Power: one target within 90 feet must
powers is force, and he is immune to force damage.
make a STR save or take 41 (6d10 + 8) force damage
Finally, when he uses an elemental power and deals
and be knocked prone and restrained, or half damage
force damage, he reduces his target’s movement by 10
on a save.
feet until the beginning of his next turn.
Elemental Blast. Ranged Power Attack: +14 to hit, range
Font of the Elements. Singularity has 20 element points
90 ft., one target. Hit: 39 (7d8 + 8) force damage.
he can use to activate one of his four metapowers:
distant power, enhanced power, extended power, and Elemental Strike. Melee Power Attack: +14 to hit, range 5
heightened power ft., one target. Hit: 45 (7d10 + 8) force damage.
Elemental Accuracy. When Singularity uses force Gravity Pulse. Ranged Power: all targets in a 15-foot
powers that affect an area, he can choose to exclude cone must make STR saves or take 33 (10d4 + 8) force
up to a number of creatures equal to 1 + the power’s damage and be knocked prone, or half damage on a
level; they take no damage. save.
Reflexive Powers. Singularity can use 1st –6th level Gravity Well. Ranged Power: all targets in a 50-foot
powers reflexively. radius sphere within 300 feet must make STR saves or
take 26 (4d8 + 8) force damage and be knocked prone.
Elemental Ward. When Singularity is hit by a visible
Anyone prone in the area at the end of Singularity’s
melee attack, the attacker takes 6 force damage.
turn takes 17 (2d8 + 8) force damage and is pulled 15
Empowered Element. Singularity can add his feet toward the center of the area of effect, which can
Charisma modifier to the damage of any power that last up to 1 minute.
deals force damage.
Impetus. Ranged Power: all targets in a 30-foot line must
Feat: Charming. Singularity adds his proficiency bonus make DEX saves or take 39 (7d8 + 8) force damage and
to his Charisma. be knocked prone, or half damage on a save.
Elemental Sustenance. When Singularity takes force Launch. Ranged Power: one target within 150 feet must
damage, he gains temp HP equal to the damage up to make a STR save or be thrown 50 feet upwards,
20 points. falling back to the ground and taking 33 (6d10)
Elemental Overchannel. When Singularity uses a bludgeoning damage and are knocked prone.
power that deals force damage of 5th level or lower, he Singularity. Ranged Power: all targets in a 100-foot
can deal maximum damage. radius sphere within 300 feet must make a STR
Feat: Defensive. Singularity adds half of his proficiency save or be pulled 25 feet toward the center of the
bonus to his Armor Class.
Feat: Grit. Singularity adds half his proficiency bonus
to his saving throws.
Elemental Mastery. Singularity can maintain
concentration on two powers of 5th level or below
from the Elemental power list at once.
Superpowers. Singularity is a 20th-level superpowered
alien. His power ability is Charisma (power save
DC 22, +14 to hit with powered attacks). He has the
following powers:
• At will: encumber, sense device, temporal sense,
thaumaturgy
• 1st level (reflexive): elemental blast, elemental strike,
feather fall, gravity pulse
• 2 nd level (reflexive): impetus, levitate
• 3 rd level (reflexive): crush, fly, slow, tremor
• 4 th level (reflexive): stomp quake, superior vision
EQUIPMENT
Small semi-auto pistol, taser, binoculars, DSLR camera with
zoom, disguise kit, tracking device, telecommunications
kit, laptop, cell phone, flask of scotch.
ACTIONS
Pistol, small semi-auto. Ranged Power Attack: +7 to hit,
range 80/320 ft., one target. Hit: 8 (1d8 +4) piercing
damage.
Improvised Weapon. Melee Unarmed Attack: +7 to hit,
range 5 ft., one target. Hit: 7 (1d6 +4) bludgeoning
damage.
78
Kenneth Amacker (Order #41978118)
Superpowered Operatives
80
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Kinetic Control. Springbok has advantage to resist Saving Throws Str +8, Dex +4, Con +2, Int +0, Wis +2,
being shoved or knocked prone, and advantage Cha +0
against being moved against his will. Skills Acrobatics +7, Athletics +11, Intimidation +3,
Feat: Nimble. Springbok adds his proficiency to his Perception +5, Survival +5
Dexterity score. Proficiencies Simple weapons, light and medium armor,
vehicles (water)
Superpowers. Springbok is a 11th-level superpowered
Senses passive Perception 15, Darkvision 60 ft.
human. His power ability is Dexterity (power save
Languages Urdu, Punjabi, English
DC 18, +10 to hit with powered attacks). He has the
Challenge 4 (1,100 XP) Proficiency Bonus +3
following powers:
• At will: contort, kip up, quick dodge Amphibious. Stalwart Shield can breathe in air and
• 1st level (reflexive): jump*, martial strike, sudden water.
swerve, unseen step Deep Sea Sight. Stalwart Shield has darkvision.
• 2 nd level (reflexive): spider climb*, blur, smite Background: Laborer. Stalwart Shield grew up
• 3 rd level (reflexive): redirect attack*, haste, inspiring working on fishing vessels and in shoreside canneries.
strike, preemptive attack Kinetic Power: Toughness. Stalwart Shield knows two
• 4th level (3 slots): freedom of movement*, deflect at will powers and ten leveled powers.
projectiles, reactive resistance, superior defense
Durable. Stalwart Shield’s Hit Die is a d12.
• 5th level (2 slots): vulnerable strike*, rapid barrage
Physical Acumen. Stalwart Shield has expertise in
• 6 th level (1 slot): blitz attack
Athletics and Acrobatics.
ACTIONS Action Surge. Stalwart Shield can take an additional
Blitz Attack. Ranged Power: up to 5 targets in a 60 ft. action on her turn. Once she uses this feature, she
range make DEX saves or take 35 (10d6) bludgeoning cannot do so again until she completes a short or long
damage. rest.
Martial Strike. Melee power attack: +8 to hit, one target. Reflexive Powers. Stalwart Shield can use 1st and 2nd
Hit: 22 (4d10) bludgeoning damage. level powers reflexively.
Rapid Barrage. Ranged Power Attack: +10 to hit, range 60 Potent Critical. When Stalwart Shield rolls a critical hit
ft., up to 5 targets. Hit: 33 (6d10) force damage. on an attack, she rolls one additional weapon damage
die when determining the extra damage.
STALWART SHIELD Take a Hit. Stalwart Shield can use the turn the blade
Azura was born a princess of an undersea kingdom, but power as a reaction when she takes bludgeoning,
political machinations soon led to a coup. A dutiful servant piercing, or slashing damage.
hid the baby Azura on the surface in nearby Pakistan, Superpowers. Stalwart Shield is an 8th-level
where she was raised by a human fisherman who found superpowered human. Her power ability is Strength
the baby on the shore. Now grown and known as Stalwart (power save DC 16, +8 to hit with powered attacks).
Shield, Azura uses her abilities to protect her adopted She has the following powers:
homeland on the surface, though she plans to return and • At will: resistance, turn the blade
restore her family name someday. • 1st level (reflexive): false life*, martial strike, shield of
tenacity
Aquatic ancestry, modern Earth culture
Toughness Kinetic 8 • 2 nd level (reflexive): second wind*, protection from
energy, smite
Armor Class 14 • 3 rd level (3 slots): rage*, counterpunch, endure attack,
Hit Points 87 persistence
Speed 30 ft., swim 30 ft. • 4 th level (2 slots): stoneskin*, reactive resistance, healing
Initiative Bonus +1 factor, superior defense
STR DEX CON INT WIS CHA
ACTIONS
20 (+5) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Martial Strike. Melee power attack: +8 to hit, one target.
Hit: 22 (4d10) bludgeoning damage.
Hurl. Ranged Power Attack: +8 to hit, range 90 ft., one
target. Hit: 18 (4d8) bludgeoning damage.
Inorganic. STAR One does not need to eat, drink, Mutant ancestry, modern Earth culture
breathe, or sleep and is immune to disease. They have Light Elementalist 3
resistance to poison damage and advantage against Armor Class 14
being poisoned. Hit Points 38
Robotic Resilience. STAR One adds +1 to their AC. Speed 30 ft.
Background: Military. STAR One was created to work Initiative Bonus +2
for and support a paramilitary unit. STR DEX CON INT WIS CHA
Mastermind Strategy: Analytic. STAR One uses 12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
Intelligence to determine their power save DC of 15
Saving Throws Str +1, Dex +2, Con +4, Int +0, Wis +0,
and attack modifier of +7.
Cha +5
Computational Brilliance. STAR One adds +2 to their Skills Deception +5, Insight +2, Performance +5,
Intelligence ability score. Technology +2
Absorb Knowledge. STAR One can speed read and has Damage Resistance Radiant
perfect memory. Proficiencies Simple weapons, light armor, piano
Minions. STAR One has five levels of minions at their Senses passive Perception 10
command. Their minions are robotic drones. Languages English, Spanish, Chinese
Challenge 1 (200 XP) Proficiency Bonus +2
Deploy Minions. STAR One can choose to deploy
up to five levels of robotic minions in whatever Mutation. As a part of his mutation, Strobe knows the
combination they prefer. color spray power.
Predict Aggression. STAR One has advantage on Background: Entertainer. Strobe is an internet
initiative rolls. personality and former music star.
82
Kenneth Amacker (Order #41978118)
Superpowered Operatives
84
Kenneth Amacker (Order #41978118)
Superpowered Operatives
must make a CON save or drop to 0 HP. On a success, Mental Resilience. The Thought has resistance to
it takes 66 (10d10) necrotic damage. psychic damage and advantage on saving throws
Advanced Focus. As a bonus action or a reaction, against being charmed.
Theseus can spend 3 focus points and use catch your Reflexive Powers. The Thought can use 1st level powers
breath, guidance, turn the blade, resistance, or true strike. reflexively.
Font of Empathy. The Thought regains all of expended
ACTIONS
uses of Empathy when he finishes a short or long rest.
Shortsword. Ranged Weapon Attack: +14 to hit, range 5 ft.,
one target. Hit: 12 (1d6 + 8) piercing damage. Enhanced Telekinesis. The range, weight limit, and
duration of The Thought’s telekinetic hand all multiple
Unarmed Strike. Melee Unarmed Attack: +15 to hit, range
by 20. Thus, he can use it to lift up to 200 lb., 600 feet
5 ft., one target. Hit: 16 (1d12 + 9) bludgeoning damage.
away, for up to 20 minutes. He can have up to three
instances of this at will active at once.
THE THOUGHT Superpowers. The Thought is a 6th-level superpowered
The Thought is a member of an ancient species of human. His power ability is Charisma (power save
telekinetics from a planet in an impossibly distant galaxy, DC 15, +7 to hit with powered attacks). He has the
reachable only via a wormhole that opens for a few following powers:
moments once every few solar cycles. He came through
• At will: telekinetic hand*, sensory focus
several cycles ago and has chosen not to try to return, for
• 1st level (reflexive): feather fall*, shield*, force armor,
reasons he refuses to divulge. When working with his
force missile, forceful strike
teammates in the Sentinels of the Stars, the Thought usually
• 2 nd level (reflexive): hold person*, levitate*, suggestion
hangs back, helping with his psychic abilities from afar.
• 3rd level (3 slots): lesser telekinesis*, pulse wave*, fly, slow
Alien ancestry, alien culture
ACTIONS
Telekinesis Mentalist 6
Force Missile. automatic hit, range 120 ft., three
Armor Class 14 (16 with force armor) projectiles, dealing 3 (1d4 + 1) force damage each.
Hit Points 73
Forceful Strike. Melee Power Attack: +7 to hit, range 5 ft.,
Speed 30 ft.
one target. Hit: 11 (2d10) force damage.
Initiative Bonus +1
Pulse Wave. Ranged Power: each target in a 30-foot cone
STR DEX CON INT WIS CHA or 20-foot sphere around The Thought must make a
9 (−1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 18 (+4) STR save or take 22 (5d8) force damage and be pushed
Saving Throws Str −1, Dex +1, Con +1, Int +3, Wis +4, back 10 feet, or half on a success and no push.
Cha +7
Skills Insight +4, Persuasion +10, Science +6, THUNDERLIGHT
Technology +6 Thunderlight, or Kate Troeh, is a Native American woman in
Damage Resistances Psychic her 30s with short dark hair. She works as a photojournalist at
Proficiencies Simple weapons, light armor the City Times News, the leading paper in town, even though
Senses passive Perception 11 she dislikes the management. Only her good relationship with
Languages English, Galactic Common the editor, Josh Mercado, keeps her from quitting. Kate has
Challenge 3 (700 XP) Proficiency Bonus +3 always had powers, of course, ever since she can remember.
Background: Scientist. The Thought was trained in the When she’s not writing, she dons a disguise and takes to the
sciences on his homeworld. air to protect her community, illuminating the truth with
her powers and her camera’s flash bulb. Most recently, she’s
Mental Aptitude: Telekinesis. The Thought’s mental
been covering Indigenous efforts to protect water sources,
aptitude is for telekinesis. The Thought knows the
revealing the truth and inspiring action both through her
telekinetic hand at will power and the range, weight
insightful words and her superpowers.
limit, and duration are doubled for him.
Empathy. The Thought has four empathy dice, which Human ancestry, modern Earth culture
he can give away to allies within 60 feet. For each, Electricity Elementalist 12
the ally can roll a d8 and add it to one attack, ability
Armor Class 16
check, or saving throw within the next 10 minutes.
Hit Points 88
Powerful Personality. The Thought has advantage on Speed 30 ft.
Charisma ability checks and expertise in Persuasion. Initiative Bonus +2
86
Kenneth Amacker (Order #41978118)
Superpowered Operatives
88
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Potent Critical. When Velocity rolls a critical hit on an STR DEX CON INT WIS CHA
attack, she rolls one additional weapon damage die 8 (−1) 12 (+1) 13 (+1) 20 (+5) 12 (+1) 14 (+2)
when determining the extra damage.
Saving Throws Str −1, Dex +1, Con +1, Int +9, Wis +1,
Blazing Fast. Velocity’s walking sped triples to 120 feet. Cha +6
Kinetic Control. Velocity has advantage to resist being Skills Deception +10, History +7, Mysticism +9,
shoved or knocked prone, and advantage against Persuasion +10
being moved against her will. Proficiencies simple weapons, light armor
Feat: Nimble. Velocity adds her proficiency bonus to Senses passive Perception 11, Darkvision 60 ft
her Dexterity score. Languages English, Language of the Void
Challenge 4 (1,100 XP) Proficiency Bonus +4
Physical Perfection. Velocity has advantage on all STR,
DEX, and CON saves. Special Feat: Void Walker. The Void can use the plane
Permanent Speed. Velocity is always under the haste shift power, on himself only, at will.
power, no concentration required. Omnivore. Because Void actually grew up in ancient times,
Superpowers. Velocity is a 15th-level superpowered human. he has resistance to poison damage and advantage on
Her power ability is Dexterity (power save DC 20, +12 to hit saving throws against the poisoned condition.
with powered attacks). She has the following powers: Background: Custom.
• At will: kip up, quick dodge, catch your breath Mystic Power: Eldritch. Void knows three at will powers
• 1st level (reflexive): longstrider*, expeditious retreat, and six leveled powers, with power slots up to 5th level.
martial strike, jump Reflexive Powers. Void can use his 1st and 2nd level
• 2 nd level (reflexive): blur*, hovering step, smite powers reflexively.
• 3 rd level (reflexive): haste*, preemptive attack, inspiring Boon of the Avatar. Void knows an additional at will
strike, water walk and 1st level power. When he uses a power from his
• 4th level (reflexive): whirlwind*, deflect projectiles, Mystic Path, he gains temporary hit points equal to
freedom of movement, superior defense his proficiency bonus. Further, when he uses a power
• 5th level (2 slots): rapid barrage*, vulnerable strike from his Mystic Path that requires an attack roll or
• 6 th level (1 slot): blitz attack saving throw, he adds +1 to the attack roll or save DC.
• 7th level (1 slot): burst of speed Eerie Aura. Void has advantage on saves against the
• 8th level (1 slot): rewind Frightened condition. Also, as an action, he can
emanate a sense of dread or deep discomfort. Every
ACTIONS
creature within 30 feet of her must make a Charisma
Blitz Attack. Ranged Power: +up to 6 foes within 60 feet.
saving throw against his power save DC or be
Hit: 35 (10d6) bludgeoning damage.
Frightened until the end of his next turn.
Rapid Barrage. Ranged Power Attack: +12 to hit, up to 5
Third Eye. Void has darkvision to 60 ft.
foes within 30 feet. Hit: 33 (6d10) force damage.
Invocations. agonizing power, beguiling influence,
Martial Strike. Melee power attack: +12 to hit, one target.
incarnation of the avatar, whispers of the grave
Hit: 27 (5d10) bludgeoning damage.
VOID
The Void, also known as Heath Ayers, first lived in the 17th
Century, in England. His family had died of the plague
when he was attacked for petty, forgotten reasons, left in
the streets to die. He crawled into the sewers and fell into
a lost catacomb, where he encountered an ancient, mystical
flower. He ate it and was transformed into a being of pure
void. Void also served as the main antagonist in the S5E
actual play livestream show.
Armor Class 15
Hit Points 73
Speed 30 ft.
Initiative Bonus +1
90
Kenneth Amacker (Order #41978118)
Superpowered Operatives
ACTIONS
Force Missile. automatic hit, range 120 ft., seven
projectiles, dealing 3 (1d4 + 1) force damage each. Proficiencies Simple weapons, light armor, electronics
repair kit
Forceful Strike. Melee Power Attack: +14 to hit, range 5 ft.,
Senses passive Perception 13
one target. Hit: 33 (6d10) force damage.
Languages German, English, Turkish
Pulse Wave. Ranged Power: each target in a 30-foot cone Challenge 2 (450 XP) Proficiency Bonus +2
or 20-foot sphere around Volition must make a STR
save or take 31 (7d8) force damage and be pushed Background: Student. Volta is a student.
back 10 feet, or half on a success and no push. Elemental Manifestation. Volta manifests her powers
through electricity. The damage type of her powers is
lightning, and she has resistance to lightning damage.
VOLTA Finally, when she uses an elemental power and deals
Volta, or Olivia Fischer, is tall, broad-shouldered white teen
lightning damage, she has advantage on the attack
who grew up in Germany and is now a senior at Exeter
roll against target wearing or made of metal.
Academy. She came to the Academy in America from
Europe when her parents heard about the special program Font of the Elements. Volta has four element points
here for superpowered children under Ms. Brodeur. Now she can use to activate one of her two metapowers:
she is a senior, planning to go to City College next year, to heightened power and twinned power.
double-major in physics and genetics, as she is obsessed Elemental Accuracy. When Volta uses electricity
with understanding electricity and her own powers. The powers that affect an area, she can choose to exclude
only thing that can wrest her attention away from her up to a number of creatures equal to 1 + the power’s
studies is her girlfriend, Sophie. level; they take no damage.
Reflexive Powers. Volta can use 1st level powers
Human ancestry, modern Earth culture
reflexively.
Electricity Elementalist 4
Superpowers. Volta is a 4th-level superpowered human.
Armor Class 14 Her power ability is Charisma (power save DC 14, +6
Hit Points 42 to hit with powered attacks). She has the following
Speed 30 ft. powers:
Initiative Bonus +2
• At will: power device, sense device
STR DEX CON INT WIS CHA • 1st level (reflexive): elemental blast, elemental strike,
11 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 18 (+4) guiding bolt, shock
Saving Throws Str +0, Dex +2, Con +3, Int +2, Wis +1, • 2 nd level (3 slots): elemental shield, stun
Cha +6 ACTIONS
Skills Perception +3, Persuasion +6, Science +4, Elemental Blast. Ranged Power Attack: +6 to hit, range
Technology +4 90 ft., one target. Hit: 9 (2d8) thunder damage.
Damage Resistances Lightning
92
Kenneth Amacker (Order #41978118)
Superpowered Operatives
Thorn and Claw. Melee Power Attack: +9 to hit, range 5 Hot Fix. When Wrecking Ball takes damage, she can
ft., one target. Hit: 13 (2d12) piercing damage use her reaction to gain resistance against the damage
Toxic Blast. Ranged Power Attack: +9 to hit, range 90 ft., type, including the triggering damage. She retains
one target. Hit: 13 (3d8) poison damage and target is that resistance until she rests and cannot use it again
poisoned until the end of the Warden’s next turn. until then.
Field Modifications. Wrecking Ball can change what
powers she has prepared by spending 1 minute per
WRECKING BALL power she wishes to swap with her suit.
Wrecking Ball, or Elena Ochoa, is an engineer and scientist
working in robotics and designing mobility aids. She Feat: Remote Control. Wrecking Ball can call her armor
sustained a spinal cord injury when she was crushed by a to her, give it general commands, and can take precise
falling building, the result of a supervillain’s devasting attack control and remotely operate it.
on her city. Nowadays, when she’s not designing mobility New Model. Wrecking Ball’s suit grants her a flying
aids for others, she’s out testing her own enhanced design— speed of 60 feet and darkvision out to 120 feet.
one that includes heavy armor and weapons—which she Superpowers. Wrecking Ball is an 15th-level
uses to protect her city from another villainous attack. superpowered human. Her power ability is
Intelligence (power save DC 18, +10 to hit with
Human ancestry, modern Earth culture
powered attacks). She has the following powers
Power Suit Tech 15
prepared:
Armor Class 21 (heavy power armor) • At will: electromagnetic nudge, fire bolt, light, sense
Hit Points 118 device, power device
Speed 30 ft., fly 60 ft • 1st level (reflexive): autonomous drone, martial strike,
Initiative Bonus +0 shield, sonic blast
STR DEX CON INT WIS CHA • 2 nd level (reflexive): enhanced hearing, hack system,
13 (+1) 10 (+0) 14 (+2) 20 (+5) 14 (+2) 12 (+1) second wind
• 3 rd level (reflexive): defensive drone, lightning bolt,
Saving Throws Str +1, Dex +5, Con +2, Int +10, Wis +2,
tremor
Cha +1
• 4 th level (reflexive): surveillance drone, tactical analysis
Skills Intimidation +7, Perception +7, Science +15,
Technology +15 • 5th level (2 slots):advanced hack, crushing grip,
Proficiencies Simple weapons, light armor, electronics improved fly, missile salvo
repair kit, mechanics tools • 6 th level (1 slot): disintegrate, chain lightning,
Senses passive Perception 17, Darkvision 120 ft. untraceable communication
Languages Spanish, English • 7th level (1 slot): reflect damage, x-ray vision
Challenge 10 (5,900 XP) Proficiency Bonus +5 • 8th level (1 slot): nanite aura
BONUS ACTIONS
Unarmed Strike. The Master Martial Expert can make
two unarmed strikes as a bonus action.
Artful Step. The Master Martial Expert can take the
Dash or Hide action as a bonus action.
ACTIONS
Multiattack. The Master Martial Expert makes two
attacks and two unarmed strikes.
Quarterstaff. Melee Weapon Attack: +9 to hit, range 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Unarmed Strike. Melee Unarmed Attack: +9 to hit, range
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
96
Kenneth Amacker (Order #41978118)
Generic Super NPCs
M ASTERMIND, MINOR
M AJOR MINION
Medium humanoid
5 th -level Medium creature
Armor Class 14 Hit Points 27
Speed 30 ft. Initiative Bonus +2 (with advantage) Armor Class 18 (Kevlar)
Hit Points 39 (6d8 + 15) Speed 30 ft.
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2) STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 11 (+1) 10 (+0)
Skills Deception +4, Intimidation +4, Investigation +4,
Science +4 Skills Perception +5
Senses passive perception 12 Senses passive Perception 15
Languages English Languages English
Challenge 1* (700 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +4
* This CR includes the Mastermind’s minions. Alone the
ACTIONS
Mastermind is CR 1/2.
Multiattack. The minion can take two weapon
BONUS ACTIONS attacks per turn or throw a grenade.
Provoke. The mastermind mocks one creature within Frag Grenade. Ranged Attack: creatures within
60 feet; until the end of the mastermind’s next turn, 15 feet of a point within 60 feet take 19 (3d6)
the creature has disadvantage to attack anyone but fire damage, or half on a DC15 DEX save.
the mastermind. Melee Weapon. Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
ACTIONS
bludgeoning damage.
Pistol, heavy semi-auto. Ranged Weapon Attack: +4
Ranged Weapon. Ranged Weapon Attack: +7 to
to hit, range 80/320 ft., one target. Hit: 7 (1d10 + 2)
hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
piercing damage.
Summon Minion (1/day). The Mastermind summons 3
minor minions to defend them. They appear within BONUS ACTIONS
30 feet and act at the end of the mastermind’s turn. Helper. The minion can take the Help action as a
bonus action.
Survival Training. The minion has received
M ASTERMIND, M AJOR combat training and can Dash, Disengage, or
Medium humanoid Hide as a bonus action.
BONUS ACTIONS
Tentacle. Melee Power Attack: +9 to hit, range 10 ft., one
MENTALIST target. Hit: 9 (1d8 + 5) bludgeoning damage.
Medium humanoid ACTIONS
Armor Class 19 (force armor) Hit Points 90 Enlarged Strike. Melee Power Attack: +9 to hit, range 5
Speed 30 ft. Initiative Bonus +2 ft., one target. Hit: 39 (6d12) bludgeoning damage.
98
Kenneth Amacker (Order #41978118)
Kenneth Amacker (Order #41978118)
MYSTIC, SENIOR SPECIAL AGENT G RUNT
Medium humanoid Medium humanoid
Armor Class 19 (force armor) Hit Points 83 Armor Class 15 (Kevlar) Hit Points 35
Speed 30 ft. Initiative Bonus +2 Speed 30 ft., climb 30 ft.
Initiative Bonus +2 (with advantage)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
2 (+1) 14 (+2) 12 (+1) 10 (+1) 12 (+1) 12 (+1)
Saving Throws Int +9, Cha +4
Skills Investigation +13, Mysticism +13 Skills Deception +3, Investigation +3, Perception +3,
Damage Resistance Necrotic Stealth +3
Condition Immunity Frightened Senses passive perception 13
Senses passive perception 11, Darkvision 120 ft. Languages English
Languages English Challenge 1 (700 XP) Proficiency Bonus +2
Challenge 5 (1,800 XP) Proficiency Bonus +4
Cunning Action. The Special Agent Grunt can take the
Vitality Siphon. When the Mystic reduces a hostile Dash, Disengage, Hide, or Use an Object actions as a
creature to 0 HP, they gain 15 temporary HP. bonus action.
Special Attack. Once a turn, the Special Agent Grunt
ACTIONS
can deal an additional (7) 2d6 damage on an attack.
Eldritch Blast. Melee Power Attack: +9 to hit, range 120
ft., three beams, one target per beam. Hit: 10 (1d10 + 5) ACTIONS
force damage. Field Medic (3/day). The Special Agent Grunt can apply
Inflict Wounds. Melee Power Attack: +5 to hit, range 5 ft., first aid to themselves or an ally within 5 feet, healing
one target. Hit: 33 (6d10) necrotic damage. them for 5 HP.
Bayonet (on machine gun). Melee weapon attack: +4
REACTIONS
to hit, one target, 5 ft reach. Hit: 5 (1d6 + 2) piercing
Intimations. When the Mystic is targeted with a
damage.
visible attack, they can use their reaction to impose
disadvantage on the roll. Machine Gun. Ranged Weapon Attack: +4 to hit, range
300/1200, one target. Hit: 7 (1d10 + 2) piercing damage.
100
Kenneth Amacker (Order #41978118)
Generic Super NPCs
STR DEX CON INT WIS CHA Death Burst. When the mephit dies, it explodes in a
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) burst of dust. Each creature within 5 ft. of it must then
succeed on a DC 10 Constitution saving throw or be
Damage Resistances lightning; thunder; bludgeoning, blinded for 1 minute. A blinded creature can repeat
piercing, and slashing from non-superpowered the saving throw on each of its turns, ending the
weapons effect on itself on a success.
Damage Immunities poison
Innate Power (1/Day). The mephit can innately use
Senses darkvision 60 ft., passive perception 10
sleep; Its innate power ability is Wisdom.
Languages Auran
Challenge 5 (1,800 XP) Proficiency Bonus +3 ACTIONS
Air Form. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage.
The elemental can enter a hostile creature’s space and
stop there. It can move through a space as narrow as Blinding Breath (Recharge 6). The mephit exhales a
1 inch wide without squeezing. 15-foot cone of blinding dust. Each creature in that
area must succeed on a DC 10 Dexterity saving throw
ACTIONS or be blinded for 1 minute. A creature can repeat the
Multiattack. The elemental makes two slam attacks. saving throw at the end of each of its turns, ending
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one the effect on itself on a success.
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the E ARTH ELEMENTAL
elemental’s space must make a DC 13 Strength
Large elemental
saving throw. On a failure, a target takes 15 (3d8 +
2) bludgeoning damage and is flung up 20 feet away Armor Class 17
from the elemental in a random direction and knocked Hit Points 126 (12d10 + 60)
prone. If a thrown target strikes an object, such as Speed 30 ft. Burrow 30 ft.
a wall or floor, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The elemental makes two touch attacks.
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3) Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) fire damage. If the target is
Damage Vulnerabilities thunder
a creature or a flammable object, it ignites. Until a
Damage Resistances bludgeoning, piercing, and
creature takes an action to douse the fire, the target
slashing from non-superpowered weapons
takes 5 (1d10) fire damage at the start of each of its
Damage Immunities poison
turns.
Senses darkvision 60 ft., tremorsense 60 ft., passive
perception 10
Languages Terran ICE MEPHIT
Challenge 5 (1,800 XP) Proficiency Bonus +3 Small elemental (ice)
Earth Glide. The elemental can burrow through non- Armor Class 11
superpowered, unworked Earth and stone. While Hit Points 21 (6d6)
doing so, the elemental doesn’t disturb the material it Speed 30 ft. Fly 30 ft.
moves through.
STR DEX CON INT WIS CHA
Siege Monster. The elemental deals double damage to
7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1)
objects and structures.
Skills Perception +2, Stealth +3
ACTIONS
Damage Vulnerabilities bludgeoning, fire
Multiattack. The elemental makes two slam attacks. Damage Immunities cold, poison
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one Senses darkvision 60 ft., passive perception 12
target. Hit: 14 (2d8 + 5) bludgeoning damage. Languages Aquan, Auran
Challenge 1/2 (100 XP) Proficiency Bonus +2
FIRE ELEMENTAL Death Burst. When the mephit dies, it explodes in a
Large elemental burst of jagged ice. Each creature within 5 ft. of it
must make a DC 10 Dexterity saving throw, taking
Armor Class 13 4 (1d8) slashing damage on a failed save, or half as
Hit Points 102 (12d10 + 36) much damage on a successful one.
Speed 50 ft.
False Appearance. While the mephit remains
STR DEX CON INT WIS CHA motionless, it is indistinguishable from an ordinary
10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2) shard of ice.
Damage Resistances bludgeoning, piercing, and Innate Power (1/Day). The mephit can innately use fog
slashing from non-superpowered weapons cloud. Its innate power ability is Wisdom.
Damage Immunities fire, poison
104
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
106
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
ACTIONS
Multiattack. The eldritch thing makes two tentacle
attacks or uses its Assimilate ability.
Assimilate. As an action, the eldritch thing chooses a C HUUL
creature it has grappled with 0 hit points and absorbs The chuul are a race of sentient alien crustaceans bent on
them into its form. The target instantly dies, its body galactic domination, usually in service to a greater threat
dissolving into the mass of the eldritch thing. The such as an Aboleth.
victim’s body and soul are destroyed entirely by this
Large aberration
process; only a wish spell can return the victim to life.
Once the eldritch thing has absorbed its victim’s body, it Armor Class 16 (Natural Armor)
learns all the languages the target knows and gains all its Hit Points 93 (11d10 + 33)
proficiencies. It also recalls the victim’s life, experiences, Speed 30 ft., swim 30 ft.
and personality to an uncanny degree. When the eldritch
STR DEX CON INT WIS CHA
thing shapeshifts into a creature it has assimilated, it
19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3)
has advantage on Charisma (Deception) checks to trick
people into believing it is the victim. Skills Perception +4
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., Damage Immunities Poison
one target. Hit: 17 (4d6 + 3) bludgeoning damage plus Condition Immunities Poisoned
7 (2d6) necrotic damage. If the target is Medium or Senses Darkvision 60 ft., Passive Perception 14
smaller, it is grappled (escape DC 18) and restrained Languages Chuul
until the grapple ends. The eldritch thing has two Challenge 4 (1,100 XP) Proficiency Bonus +2
tentacles, each of which can grapple one target. Amphibious. The chuul can breathe air and water.
REACTIONS ACTIONS
Split. When an eldritch thing that is Medium is Multiattack. The chuul makes two pincer attacks. If the
subjected to slashing damage, it splits into two Small chuul is grappling a creature, the chuul can also use
eldritch things if it has at least 10 hit points. Each new its tentacles once.
eldritch thing has hit points equal to half the original
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one
thing’s, rounded down. Small eldritch things have
target. Hit: 11 (2d6 + 4) bludgeoning damage. The
Intelligence of 5 (−3). Once the have assimilated a
target is grappled (escape DC 14) if it is a Large or
Medium creature or three Small creatures, they grow
smaller creature and the chuul doesn’t have two other
to Medium size and have game statistics as listed
creatures grappled.
above.
Tentacles. One creature grappled by the chuul must
succeed on a DC 13 Constitution saving throw or be
poisoned for 1 minute. Until this poison ends, the
target is paralyzed. The target can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success.
108
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
Tiny construct
Armor Class 13
Hit Points 5 (2d4)
Speed fly 50 ft. (over)
110
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5) 12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4)
ACTIONS
Multiattack. The assassin makes two attacks.
Throwing Knife. Melee or Ranged Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
successful one.
Semi-auto Rifle. Ranged Weapon Attack: +6 to hit,
range 300 ft./1200 ft., one target. Hit: 8 (1d10 + 3)
piercing damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
successful one.
112
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
C IVILIAN
99% of the world’s human population falls into this MORE A LIENS!
category. If you wish to create extraterrestrial threats that
are roughly humanoid (though perhaps with
Medium human
futuristic gear), use one of the stat blocks below,
Armor Class 10 Add +2 to the AC to represent high tech armor and
Hit Points 4 (1d8) change the weapon damage to radiant for ranged
Speed 30 ft. weapon attacks to represent lasers, and force to
melee weapon attacks to represent vibroblades
STR DEX CON INT WIS CHA
or other force projecting melee weapons.
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
ACTIONS
Multiattack. The mercenary makes two attacks.
Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage.
Large semi-auto pistol. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 7 (1d10 + 2) piercing
damage.
MILITARY OFFICER
Medium human
Armor Class 18
Hit Points 52 (8d8)
Speed 30 ft.
114
Kenneth Amacker (Order #41978118)
Kenneth Amacker (Order #41978118)
MMA FIGHTER ACTIONS
Mixed martial arts (MMA) fighters can be formidable Multiattack. The enforcer makes three attacks: two
adversaries. with its pistol and one with its switchblade. Or the
captain makes three ranged attacks with its pistol.
Medium human
Small Semi-auto Pistol. Ranged Weapon Attack: +5 to
Armor Class 16 hit, range 80/320, one target. Hit: 7 (1d8+ 3) piercing
Hit Points 112 (15d8) damage.
Speed 30 ft. Switchblade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 5 (1d4 + 3) piercing damage.
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
REACTIONS SCOUT
Parry. The MMA fighter adds 3 to its AC against one Scouts excel in wilderness locations in particular.
melee attack that would hit it. To do so, the MMA
Medium human
fighter must see the attacker and be wielding a melee
weapon. Armor Class 13
Hit Points 16 (3d8)
Speed 30 ft.
MOB ENFORCER
Criminal organizations have foot soldiers to do their STR DEX CON INT WIS CHA
dirty work. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Medium human Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive perception 15
Armor Class 15 Languages any one language (usually English)
Hit Points 65 (10d8) Challenge 1/2 (100 XP) Proficiency Bonus +2
Speed 30 ft.
Keen Hearing and Sight. The scout has advantage on
STR DEX CON INT WIS CHA Wisdom (Perception) checks that rely on hearing or
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) sight.
Skills Athletics +4, Deception +4 ACTIONS
Senses passive perception 10
Multiattack. The scout makes two melee attacks or two
Languages any two languages
ranged attacks.
Challenge 2 (450 XP) Proficiency Bonus +2
Survival Knife. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
116
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
SOLDIER
Medium human
Armor Class 13
Hit Points 19 (3d8 + 6)
Speed 30 ft.
ACTIONS
Multiattack. The soldier makes two melee attacks or
two ranged attacks.
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Survival Knife. Melee Weapon Attack: +4 to hit, reach 5
target. Hit: 5 (1d6 + 2) piercing damage.
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Semi-auto rifle. Ranged Weapon Attack: +3 to hit, range
Small semi-auto pistol. Ranged Weapon Attack: +4 to hit,
300/1200 ft., one target. Hit: 5 (1d10 + 1) piercing
range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
damage.
SPY
THUG
Medium human
Medium human
Armor Class 12
Armor Class 11
Hit Points 27 (6d8)
Hit Points 32 (5d8)
Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills Deception +5, Insight +4, Investigation +5,
Skills Intimidation +2
Perception +6, Persuasion +5, Stealth +4
Senses passive perception 10
Senses passive perception 16
Languages any one language (usually English)
Languages any two languages
Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 1 (200 XP) Proficiency Bonus +2
Pack Tactics. The thug has advantage on an attack
Cunning Action. On each of its turns, the spy can use
roll against a creature if at least one of the thug’s
a bonus action to take the Dash, Disengage, or Hide
allies is within 5 ft. of the creature and the ally isn’t
action.
incapacitated.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack ACTIONS
and has advantage on the attack roll, or when the Multiattack. The thug makes two melee attacks.
target is within 5 ft. of an ally of the spy that isn’t Switchblade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
incapacitated, and the spy doesn’t have disadvantage one creature. Hit: 4 (1d4 + 2) piercing damage.
on the attack roll.
Small semi-auto pistol. Ranged Weapon Attack: +2 to
ACTIONS hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing
Multiattack. The spy makes two melee attacks. damage.
ACTIONS
Multiattack. The balor makes two attacks: one with its
longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 21 (3d8 + 8) slashing damage plus 13
(3d8) lightning damage. If the balor scores a critical
hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one
target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6)
fire damage, and the target must succeed on a DC
20 Strength saving throw or be pulled up to 25 feet
toward the balor.
Teleport. The balor magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.
118
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
120
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
122
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
ACTIONS
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one and capabilities are otherwise replaced by those of
target. Hit: 17 (2d8 + 8) bludgeoning damage. the new form, except any class features or legendary
Frightful Presence. Each creature of the dragon’s choice actions of that form.
that is within 120 feet of the dragon and aware of
LEGENDARY ACTIONS
it must succeed on a DC 21 Wisdom saving throw
The dragon can take 3 legendary actions, choosing from
or become frightened for 1 minute. A creature can
the options below. Only one legendary action option
repeat the saving throw at the end of each of its turns,
can be used at a time and only at the end of another
ending the effect on itself on a success. If a creature’s
creature’s turn. The dragon regains spent legendary
saving throw is successful or the effect ends for it, the
actions at the start of its turn.
creature is immune to the dragon’s Frightful Presence
for the next 24 hours. Detect. The dragon makes a Wisdom (Perception) check.
Breath Weapons (Recharge 5–6). The dragon uses one Tail Attack. The dragon makes a tail attack.
of the following breath weapons. Wing Attack (Costs 2 Actions). The dragon beats its
Fire Breath. The dragon exhales fire in a 60-foot wings. Each creature within 10 feet of the dragon must
cone. Each creature in that area must make a DC succeed on a DC 22 Dexterity saving throw or take 15
21 Dexterity saving throw, taking 66 (12d10) fire (2d6 + 8) bludgeoning damage and be knocked prone.
damage on a failed save, or half as much damage on a The dragon can then fly up to half its flying speed.
successful one.
Weakening Breath. The dragon exhales gas in a 60-foot HAG
cone. Each creature in that area must succeed on a
Medium fey
DC 21 Strength saving throw or have disadvantage
on Strength-based attack rolls, Strength checks, and Armor Class 14 (Natural Armor)
Strength saving throws for 1 minute. A creature can Hit Points 52 (7d8 + 21)
repeat the saving throw at the end of each of its turns, Speed 30 ft., swim 40 ft.
ending the effect on itself on a success.
STR DEX CON INT WIS CHA
Change Shape. The dragon magically polymorphs 18 (+2) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
into a humanoid or beast that has a challenge rating
no higher than its own, or back into its true form. It Skills Deception +4, Mysticism +3, Perception +4,
reverts to its true form if it dies. Any equipment it is Stealth +3
wearing or carrying is absorbed or borne by the new Senses Darkvision 60 ft., Passive Perception 14
form (the dragon’s choice). Languages English, Sylvan
In a new form, the dragon retains its hit points, Challenge 2 (450 XP) Proficiency Bonus +2
Hit Dice, ability to speak, proficiencies, Legendary Amphibious. The hag can breathe air and water.
Resistance, lair actions, and Intelligence, Wisdom, and
Horrific Appearance. Any humanoid that starts its turn
Charisma scores, as well as this action. Its statistics
within 30 feet of the hag and can see the hag’s true
124
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Skills Perception +2, Performance +6, Stealth +5 Skills Perception +7, Stealth +9
Senses Passive Perception 12 Damage Resistances necrotic; bludgeoning, piercing,
Languages English, Sylvan and slashing from non-superpowered weapons
Challenge 1/2 (100 XP) Proficiency Bonus +2 Senses darkvision 120 ft., passive perception 17
Languages the languages it knew in life
ACTIONS Challenge 13 (10,000 XP) Proficiency Bonus +5
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) bludgeoning damage. Shapechanger. If the vampire isn’t in sun light or
running water, it can use its action to polymorph into
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
a Tiny bat or a Medium cloud of mist, or back into its
one target. Hit: 6 (1d6 + 3) piercing damage.
true form. While in bat form, the vampire can’t speak,
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 its walking speed is 5 feet, and it has a flying speed
ft., one target. Hit: 6 (1d6 + 3) piercing damage. of 30 feet. Its statistics, other than its size and speed,
are unchanged. Anything it is wearing transforms
SPRITE with it, but nothing it is carrying does. It reverts to its
true form if it dies. While in mist form, the vampire
Tiny fey
can’t take any actions, speak, or manipulate objects.
Armor Class 15 (Leather Armor) It is weightless, has a flying speed of 20 feet, can
Hit Points 2 (1d4) hover, and can enter a hostile creature’s space and
Speed 10 ft., fly 40 ft. stop there. In addition, if air can pass through a space,
the mist can do so without squeezing, and it can’t
STR DEX CON INT WIS CHA
pass through water. It has advantage on Strength,
3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Dexterity, and Constitution saving throws, and it is
Skills Perception +3, Stealth +8 immune to all non-superpowered damage, except the
Senses Passive Perception 13 damage it takes from sunlight.
Languages English, Sylvan Legendary Resistance (3/Day). If the vampire fails a
Challenge 1/4 (50 XP) Proficiency Bonus +2 saving throw, it can choose to succeed instead.
ACTIONS Misty Escape. When it drops to 0 hit points outside its
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., resting place, the vampire transforms into a cloud of
one target. Hit: 1 slashing damage. mist (as in the Shapechanger trait) instead of falling
unconscious, provided that it isn’t in sunlight or
Shortbow. Ranged Weapon Attack: +6 to hit, range
running water. If it can’t transform, it is destroyed.
40/160 ft., one target. Hit: 1 piercing damage, and the
While it has 0 hit points in mist form, it can’t revert
target must succeed on a DC 10 Constitution saving
to its vampire form, and it must reach its resting
throw or become poisoned for 1 minute. If its saving
place within 2 hours or be destroyed. Once in its
throw result is 5 or lower, the poisoned target falls
resting place, it reverts to its vampire form. It is then
unconscious for the same duration, or until it takes
paralyzed until it regains at least 1 hit point. After
damage, or another creature takes an action to shake
spending 1 hour in its resting place with 0 hit points,
it awake.
it regains 1 hit point.
Invisibility. The sprite magically turns invisible until it
Regeneration. The vampire regains 20 hit points at the
attacks or casts a spell, or until its concentration ends
start of its turn if it has at least 1 hit point and isn’t
(as if concentrating on a spell). Any equipment the
in sunlight or running water. If the vampire takes
sprite wears or carries is invisible with it.
radiant damage or damage from holy water, this trait
Bite (Bat or Vampire Form Only). Melee Weapon Attack: Skills Perception +3, Stealth +6
+9 to hit, reach 5 ft., one willing creature, or a creature Damage Resistances necrotic; bludgeoning, piercing,
that is grappled by the vampire, incapacitated, or and slashing from non-superpowered weapons
restrained. Hit: 7 (1d6 + 4) piercing damage plus Senses darkvision 60 ft., passive perception 13
10 (3d6) necrotic damage. The target’s hit point Languages the languages it knew in life
maximum is reduced by an amount equal to the Challenge 5 (1,800 XP) Proficiency Bonus +3
necrotic damage taken, and the vampire regains
Regeneration. The vampire regains 10 hit points at the
hit points equal to that amount. The reduction lasts
start of its turn if it has at least 1 hit point and isn’t
until the target finishes a long rest. The target dies
in sunlight or running water. If the vampire takes
if this effect reduces its hit point maximum to 0. A
radiant damage or damage from holy water, this trait
humanoid slain in this way and then buried in the
doesn’t function at the start of the vampire’s next
ground rises the following night as a vampire spawn
turn.
under the vampire’s control.
Spider Climb. The vampire can climb difficult surfaces,
Charm. The vampire targets one humanoid it can see
including upside down on ceilings, without needing
within 30 ft. of it. If the target can see the vampire, the
to make an ability check.
target must succeed on a DC 17 Wisdom saving throw
against this power or be charmed by the vampire. Vampire Weaknesses. The vampire has the following
The charmed target regards the vampire as a trusted flaws: Forbiddance. The vampire can’t enter a
friend to be heeded and protected. Although the residence without an invitation from one of the
target isn’t under the vampire’s control, it takes the occupants. Harmed by Running Water. The vampire
vampire’s requests or actions in the most favorable takes 20 acid damage when it ends its turn in running
way it can, and it is a willing target for the vampire’s water. Stake to the Heart. The vampire is destroyed
bite attack. Each time the vampire or the vampire’s if a piercing weapon made of wood is driven into
companions do anything harmful to the target, it can its heart while it is incapacitated in its resting place.
repeat the saving throw, ending the effect on itself Sunlight Hypersensitivity. The vampire takes 20
on a success. Otherwise, the effect lasts 24 hours or radiant damage when it starts its turn in sunlight.
until the vampire is destroyed, is on a different plane While in sunlight, it has disadvantage on attack rolls
of existence than the target or takes a bonus action to and ability checks.
end the effect.
126
Kenneth Amacker (Order #41978118)
Miscellaneous Foes
ACTIONS
Multiattack. The vampire makes two attacks, only one
of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) necrotic damage. The
target’s hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire
regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the vampire can grapple the target
(escape DC 13).
WEREWOLF
Whether the curse of lycanthropy is an infection or a curse,
it can transform a human being into a bestial creature Claws (Hybrid Form Only). Melee Weapon Attack: +4 to
out of folk tales. hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
damage.
Medium human
Survival Knife (Humanoid Form Only). Melee or
Armor Class 11 Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
Hit Points 58 (9d8 + 18) 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing
Speed 30 ft, 40 ft. in wolf form. damage.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
ZOMBIE
Skills Perception +4 Zombies are reanimated corpses, brought to awareness
Damage Immunities bludgeoning, piercing, and by Mystics or unethical science.
slashing damage from non-superpowered weapons
Medium undead
that aren›t silvered
Senses passive perception 14 Armor Class 8
Languages English (can’t speak in wolf form) Hit Points 22 (3d8 + 9)
Challenge 3 (700 XP) Proficiency Bonus +2 Speed 20 ft.
Shapechanger. The werewolf can use its action to STR DEX CON INT WIS CHA
polymorph into a wolf-humanoid hybrid or into a 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
wolf, or back into its true form, which is humanoid.
Senses darkvision 60 ft., passive perception 8
Its statistics, other than its AC, are the same in each
Languages understands all languages it spoke in life
form. Any equipment it is wearing or carrying isn’t
but can›t speak
transformed. It reverts to its true form if it dies.
Challenge 1/4 (50 XP) Proficiency Bonus +2
Keen Hearing and Smell. The werewolf has advantage
on Wisdom (Perception) checks that rely on hearing Undead Fortitude. If damage reduces the zombie to 0
or smell. hit points, it must make a Constitution saving throw
with a DC of 5+the damage taken, unless the damage
ACTIONS is radiant or from a critical hit. On a success, the
Multiattack (Humanoid or Hybrid Form Only). The zombie drops to 1 hit point instead.
werewolf makes two attacks: one with its bite and one
with its claws or spear. ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
target. Hit: 4 (1d6 + 1) bludgeoning damage.
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. If the target is a humanoid, it must succeed
on a DC 12 Constitution saving throw or be cursed
with werewolf lycanthropy.
1. Definitions: (a)”Contributors” means the copyright and/or trade- 6.Notice of License Copyright: You must update the COPYRIGHT
mark owners who have contributed Open Game Content; (b)”Deriva- NOTICE portion of this License to include the exact text of the
tive Material” means copyrighted material including derivative works COPYRIGHT NOTICE of any Open Game Content You are copying,
and translations (including into other computer languages), potation, modifying or distributing, and You must add the title, the copyright
modification, correction, addition, extension, upgrade, improvement, date, and the copyright holder’s name to the COPYRIGHT NOTICE of
compilation, abridgment or other any original Open Game Content you Distribute.
form in which an existing work may be recast, transformed or adapt- 7. Use of Product Identity: You agree not to Use any Product Iden-
ed; (c) “Distribute” means to reproduce, license, rent, lease, sell, tity, including as an indication as to compatibility, except as expressly
broadcast, publicly display, transmit or otherwise distribute; (d)”Open licensed in another, independent Agreement with the owner of each
Game Content” means the game mechanic and includes the methods, element of that Product Identity. You agree not to indicate compatibility
procedures, processes and routines to the extent such content does not or co-‐adaptability with any Trademark or Registered Trademark in
embody the Product Identity and is an enhancement over the prior art conjunction with a work containing Open Game Content except as
and any additional content clearly identified as Open Game Content expressly licensed in another, independent Agreement with the owner
by the Contributor, and means any work covered by this License, of such Trademark or Registered Trademark. The use of any Product
including translations and derivative works under copyright law, but Identity in Open Game Content does not constitute a challenge to the
specifically excludes Product Identity. (e) “Product Identity” means ownership of that Product Identity. The owner of any Product Identity
product and product line names, logos and identifying marks including used in Open Game Content shall retain all rights, title and interest in
trade dress; artifacts; creatures characters; stories, storylines, plots, and to that Product Identity.
thematic elements, dialogue, incidents, language, artwork, symbols,
8. Identification: If you distribute Open Game Content You must
designs, depictions, likenesses, formats, poses, concepts, themes
clearly indicate which portions of the work that you are distributing are
and graphic, photographic and other visual or audio representa-
Open Game Content.
tions; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, 9. Updating the License: Wizards or its designated Agents may
locations, environments, creatures, equipment, magical or supernatural publish updated versions of this License. You may use any authorized
abilities or effects, logos, symbols, or graphic designs; and any other version of this License to copy, modify and distribute any Open Game
trademark or registered trademark clearly identified as Product identity Content originally distributed under any version of this License.
by the owner of the Product Identity, and which specifically excludes 10. Copy of this License: You MUST include a copy of this License
the Open Game Content; (f) “Trademark” means the logos, names, with every copy of the Open Game Content You Distribute.
mark, sign, motto, designs that are used by a Contributor to identify
11. Use of Contributor Credits: You may not market or advertise the
itself or its products or the associated products contributed to the Open
Open Game Content using the name of any Contributor unless You
Game License by the Contributor (g) “Use”, “Used” or “Using” means
have written permission from the Contributor to do so.
to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) “You” or 12. Inability to Comply: If it is impossible for You to comply with any
“Your” means the licensee in terms of this agreement. of the terms of this License with respect to some or all the Open Game
Content due to statute, judicial order, or governmental regulation then
2. The License: This License applies to any Open Game Content that
You may not Use any Open Game Material so affected.
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to 13. Termination: This License will terminate automatically if You fail
any Open Game Content that you Use. No terms may be added to or to comply with all terms herein and fail to cure such breach within 30
subtracted from this License except as described by the License itself. days of becoming aware of the breach. All sublicenses shall survive
No other terms or conditions may be applied to any Open Game the termination of this License.
Content distributed using this License. 14. Reformation: If any provision of this License is held to be
3.Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the extent
indicate Your acceptance of the terms of this License. necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
this License, the Contributors grant You a perpetual, worldwide, royal- 2000, Wizards of the Coast, LLC.
ty-‐free, non-‐ exclusive license with the exact terms of this License to System Reference Document 5.1 Copyright 2016, Wizards of the
Use, the Open Game Content. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
5.Representation of Authority to Contribute: If You are contributing Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
original material as Open Game Content, You represent that Your R. Cordell, Chris Sims, and Steve Townshend, based on original mate-
Contributions are Your original creation and/or You have sufficient rial by E. Gary Gygax and Dave Arneson.
rights to grant the rights conveyed by this License. END OF LICENSE
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new rules, classes, items, powers,
backgrounds, places, characters, artwork, sidebars, and trade dress.
Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other portion of this work
may be reproduced in any form without permission.
128
Kenneth Amacker (Order #41978118)