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0% found this document useful (0 votes)
326 views46 pages

3a DnDestiny - BestiaryoftheWilds - v0.5

Uploaded by

Hector
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DUNGEONS & DESTINY BESTIARY OF THE WILDS

CREDITS LEGAL
@Username refers to Twitter profile unless otherwise Product Identity: The following items are hereby
stated identified as Product Identity, as defined in the Open
Game License version 1.02, Section 1(e) and are not
Creator, Director, Producer, Production Manager, Open Content: Velvet Fang, Velvet Fang logo. All
and Lead Rules Development​: trademarks, registered trademarks, proper names
Stacy Poor (characters, deities, etc.), dialogue, plots, storylines,
locations, characters, artwork, and trade dress not
Editor and Lead Writer​: previously been designated as Open Game Content or
Martin Souza (martinsouza.net) are in the public domain are not included in this
designation.
Artists​:
Charlie Eliasson (@snakebunker), Lauren Bagley Open Content: Except for material designated as
(bagleyarts.com) Product Identity (see above), the game mechanics of
this game product are Open Game Content, as defined
Assistant Project Manager​: in the Open Gaming License version 1.0a Section 1(d).
Phoenix “Orewing” Hayes (@orewings) No portion of this work other than the material
designated as Open Game Content may be reproduced
Rules Development in any form without our written permission.
Flynn Krusemark
Dungeons & Destiny​ is published under the Open
Cover Illustrator​: Game License version 1.0a Copyright 2000 Wizards of
Anna Grinenko (@tshortik) the Coast, Inc. It is a not-for-profit labor of love
produced solely for entertainment purposes that
Additional Interior Illustrators​: contains works inspired by Bungie’s video games
Em Kief (gcinkdraws.tumblr.com) Destiny ​(2014) and ​Destiny 2​ (2017).

With Special Thanks to our Volunteer Architects​: © Bungie, Inc. All rights reserved. Destiny, the Destiny
Slashseeker, Sanity, Cream, Tecatin, ZiDaRose, Logo, Bungie and the Bungie logo are among the
Ambipomfan, Weeb-Thanos, Emerald, Ahri, trademarks of Bungie, Inc.
Tenrouken, Docmonday, Foxficandink, Lich,
Sonashot, undead drifter © 2020, Velvet Fang. All rights reserved.

The original artworks within are commissioned or


donated works of fan art made possible by ​Patreon
supporters and are published here with permission.
Patreon support covers the overhead cost of creation;
everything else goes back into the gaming community
that Kitty fell in love with.

This document is NOT for resale. Permission granted to


print or photocopy this document for personal use
only.
TABLE OF CONTENTS

MONSTER MECHANICS 2 WALKER 2​3


GENERAL MECHANICS 2 WRETCH 2​4
ULTRA CREATURES 3 CHAPTER 2: HIVE 2​6
CLASSIFICATION 4 ACOLYTE 2​6
CHAPTER 1: FALLEN 6 ADHERENT 2​7
BARON 6 CURSED THRALL 28
BOMB SHANK 7 DARKBLADE 29
CAPTAIN 9 KNIGHT 3​0
DREG 1​0 OGRE 3​1
HEAVY SHANK 1​1 PHOGOTH THE ABOMINATION 3​2
MARAUDER 1​2 SHRIEKER 3​3
REPEATER SHANK 1​3 THRALL 3​4
SENTRY SHANK 1​4 CHAPTER 3: VEX 3​7
SERVITOR 1​5 CYCLOPS 3​7
SHANK 1​6 GOBLIN 38
SILENT FANG 18 HARPY 39
TRACER SHANK 19 HOBGOBLIN 4​0
TANIKS THE SCARRED 2​0 MINOTAUR 4​1
VANDAL 2​1 FANATIC 4​2

NOTICE
With the release of the ​Player’s Guidebook​ v1.0, we set out to completely re-do the Bestiary so that the creatures
are entirely geared toward PGB v1.0. Patrons will get regular updates and additional monsters up to the launch of
the Bestiary v1.0.
MONSTER MECHANICS
Dungeons & Destiny​, rather than being a completely separate game, builds atop the established rules of 5th Edition.
You will need an understanding of the core content of 5e before beginning your journey in ​Dungeons & Destiny,​
particularly with regards to creature stat blocks, as ​Dungeons & Destiny​ doesn’t change nearly as much here as it
does in other areas.

GENERAL MECHANICS
Below you’ll find information on new creature mechanics, or how we modify existing 5e mechanics to fit ​Dungeons &
Destiny.​ These are the general-use mechanics that appear on a wide variety of creatures. See Ultra Creatures for
information specifically on ultra creatures, and see Classification for information on the monster classification system.

ARTIFICIAL AND VIRTUAL INTELLIGENCE


There are two kinds of constructs. The first are those that are living machines, with minds and behaviors so complex
they are no different from any other sentient creature, though they may still experience the world differently. A
construct marked as being an artificial intelligence, or AI, is such a construct. It is unhackable, and it is not subject to
any effects that target devices.
A creature marked with a virtual intelligence, or VI, is not so complex. It may have manners or behaviors that
resemble a personality, but it is all pre-programmed. A VI cannot be compelled to act in a manner that contradicts or
is outside the scope of its design. However, they are hackable, and it may be possible, with time and resources, to
alter the scope or design or a VI.

HACK DC
The hack DC for VIs is equal to 8 + the proficiency bonus of the VI + the Intelligence modifier of the VI. Some VIs
have a hack DC listed in their stat block, which overrides what their hack DC would have been normally.

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

RECHARGE ROLLS
Unlike base 5e, creature recharge rolls are not assumed to always be a d6. Instead, whenever an ability calls for a
recharge roll, the size of the recharge die will be listed after the word ‘Recharge,’ and the minimum recharge value
will appear in brackets after. For example, ​Blink (Recharge d6 [5])​ means that, when making a recharge roll for the
ability Blink, the creature rolls a d6 and, if it rolls a 5 or higher, it regains the use of its ability.

ENERGY SHIELDS
Like Lightbearers, creatures can benefit from energy shields, though a creature’s energy shield is rarely a result of the
Light. Instead, most creatures with energy shields use advanced technology or the Darkness to achieve energy
shields.
Shields first, then health.​ If a creature with energy shields takes damage, that damage is applied to their
energy shields first, then any remainder is applied to their health points.
Energy shield alignment.​ All energy shields that are made from non-Light sources have a particular ​alignment​,
which is stated after the energy shield point total. Creatures that have at least 1 point in their energy shields are
vulnerable to damage that matches their energy shield alignment, but they have a resistance to all other damage
types. For example, a creature with solar-aligned energy shields is vulnerable to solar damage, but has a resistance to
all other damage types while it has at least 1 point left in its energy shields.
If a creature’s energy shields have no alignment, that means they are Light-based energy shields, and you treat
them the same way you treat the energy shields of Lightbearers.
Natural resistances, weaknesses, and vulnerabilities​. A creature may have both non-Light energy shields
and a resistance, vulnerability, or weakness to one or more damage types. While such a creature has at least 1 point
remaining in their energy shields, you ignore their resistances, vulnerabilities, or weaknesses and only consider the
effect of the energy shields.
AUTOMATIC FIRE
If a monster’s weapon has the Automatic Fire property, this is represented by appending the dice rolled with ‘d1,’
which means ‘drop 1.’ For example, a monster with an auto rifle attack would have the dice formula for its auto rifle
listed as 2d6d1—roll two d6s, then drop the lowest.

EXPLOSIVE DAMAGE
If a creature has a weakness to explosive damage, then all sources that deal damage that have the explosive modifier
deal twice as much damage to the creature than normal. If a creature has a resistance to explosive damage, then all
sources that deal damage that have the explosive modifier deal half as much damage to the creature than normal.
Having vulnerability and resistance​. If a creature is vulnerable to explosive damage, but has a resistance to a
damage type that has the explosive modifier, then the creature takes normal damage from that source. For example,
if a creature has a resistance to arc damage and a vulnerability to explosive damage, the creature would take damage
normally if struck with explosive arc damage; the resistance and the vulnerability cancel each other out.
The inverse—being vulnerable to a given damage type, but having a resistance to explosive damage—also results
in the two aspects canceling each other out.
Double vulnerability or resistance.​ When it comes to having a vulnerability or resistance to both a damage
type and the explosive modifier, the effect does not stack. For example, if a creature had a vulnerability to both arc
damage and explosive damage, it would not take four times as much damage from a source that dealt explosive arc
damage, it would only take the usual twice as much.

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

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

COMBATANT DESCRIPTION
Every creature stat block comes with a brief description of its typical behavior in a fight, listed as the combatant
description, above the ability scores of the creature. This is meant to be used as a source of inspiration, rather than a
hard rule. Feel free to completely ignore this portion of the creature’s stat block entirely.

ULTRA CREATURES
An ultra creature is a particularly powerful entity. They have multiple pools of health points, powerful attacks, and
may have access to special types of actions (ultra actions and enraged actions) that altogether make the ultra
creature a difficult opponent, even for fireteams who are prepared to face one.

HEALTH POINT POOLS


The defining characteristic of an ultra creature is its multiple health point pools. These pools, along with any potential
energy shield points, form the creature’s total hit points.
Each individual pool is tracked separately. All damage and healing must be completely applied to one pool at a
time, starting with the leftmost pool listed on the monster’s health point line and going to the right. Once a pool is
reduced to 0, that pool cannot receive any healing until the ultra creature completes a long rest.
If an ultra creature takes more damage than what they have remaining in their current health point pool, the
leftover damage is ignored. Any future damage is applied to the next available health point pool, if any.
Ultra breakthrough​. When one of an ultra creature’s health point pools is reduced to 0, all ongoing conditions
affecting the ultra creature immediately end for it.
Energy shields​. An ultra may have energy shields in addition to its multiple pools of health. Damage is always
applied to the energy shields first, with any leftover damage going into health points as normal.

ULTRA ACTIONS
Some ultra creatures have access to a special type of action called an ​ultra action​. When one of the ultra creature’s
health point pools is reduced to 0, if the ultra creature has at least one health point pool remaining it gets to
immediately use one of its ultra actions, interrupting the current turn in order to do so. Once the ultra action is
complete, the current turn resumes as normal.

ENRAGED
Another type of special action an ultra creature may have the ability to perform is an ​enraged action​. When an ultra
creature is reduced to 0 total hit points, it may drop to 1 health point instead and immediately enact its enraged
action, interrupting the current turn in order to do so. After resolving the enraged action, the current turn resumes as
normal. Once an enraged action has been used, it cannot be used again until the ultra creature completes a long rest.

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

CLASSIFICATION
Every monster in ​Dungeons & Destiny​ comes with two challenge ratings (or CR): its individual CR, which is a
measurement of how well the creature works alone, and its classification CR, which is a measurement of how strong a
group of the creature is as a whole.
There are five different classification types: the Minion, the Soldier, the Elite, the Major, and the Ultra. Under
average circumstances, you will be ignoring classification CR entirely and will only consider the individual CR of the
creature. A creature’s individual CR functions exactly the same as the normal challenge rating system present
throughout 5e.

CREATURE CLASSIFICATION
Type Ideal Group Size
Minion 8
Soldier 4
Elite 2
Major 1
Ultra 1

You take classification CR into account when the amount of a given creature reaches the ideal group size for its
classification. For example, imagine an encounter against four dregs. The classification CR of a dreg is listed as ‘CR 1
Minion ​(200 XP),’ which means there isn’t enough dregs to take classification CR into account, so you would simply
ignore classification CR and use the dregs’ individual CR to determine the difficulty of the encounter and how many
experience points to award your players after.
However, if the encounter was against eight dregs, you would then need to take classification CR into account.
Once again, dregs are listed as a ‘CR 1 Minion (200 XP).’ This means that, when calculating the difficulty of the
encounter and how many experience points to award your players, you will treat all eight dregs as if they are a single
CR 1 creature instead, which is worth 200 XP.

THE WITHIN-ONE RULE


You can mix and match creatures of different CRs if, and only if, the creatures are all within one CR of each other. For
example, imagine an encounter with four dregs (CR 1 Minion) and four shanks (CR 1 Minion). Because both creatures
have the same classification CR, you can consider this group as a single CR 1 creature.
Similarly, you could take one captain (CR 5 Elite) and one servitor (CR 4 Elite) and treat them as a single CR 5
creature, instead of two separate creatures.
You always use the highest CR of any creature in the group when determining what to treat the group as.

EQUIVALENT EXCHANGE
There is a level of equivalent exchange across the types of the classification, which is best explained by first
presenting the classification in terms of slots.
Imagine all of the creatures in an encounter as a specific size of slot piece, relative to their classification. A Minion
is worth 1/8th of a slot, a Soldier is worth 1/4th of a slot, an Elite is worth 1/2 of a slot, and Major and Ultras are both
worth one whole slot.

Minion Soldier

Elite Major or Ultra

In order to take the classification CR into account, you need to first fill a slot to 75% capacity or higher. This can
be done by using enough of a single creature to do so, such as eight dregs (CR 1 Minion) or two captains (CR 5 Elite),
but it can also be done by using a combination of classification types—but if, and only if, the different types are still
within one CR of each other.
For example, four dregs and one captain technically fill a single slot, but they are not within one CR of each other,
so you would have to ignore classification CR and use their individual CRs instead.
However, four dregs and two vandals (CR 2 Soldier) could be used to fill a single slot. In this case, the four dregs
and two vandals would be considered as a single CR 2 creature when calculating the difficulty of the encounter and
how many experience points to award the players. You always use the highest CR of any creature in the slot when
determining what to treat the slot as, and you can have as many or as few slots in an encounter as you desire.

IGNORING CLASSIFICATION
It is possible, and perfectly reasonable, to ignore classification CRs entirely and to always use a creature’s individual
CR to determine the difficulty of the encounter and how many experience points to award your players after. The
classification system is a tool for fine-tuning encounters and is by no means necessary.
CHAPTER 1: FALLEN
Before the Traveler came to our solar system, it visited many other worlds, pouring out the gift of its Light upon the
species it chose to help flourish. The Eliksni were one such race, and in the era of the Traveler’s residence with them,
they enjoyed their own golden age of incredible technological and cultural advancement. A society of noble houses
prospered, united in reverent worship of the Great Machine that graced their skies.
All this ended with shattering suddenness in the Whirlwind: a time of profound calamity during which the Traveler
departed (perhaps fleeing the pursuing Darkness) and the civilization it had nurtured utterly collapsed. Abruptly
deprived of the Traveler’s presence and protection, the Eliksni felt themselves diminished, and became the Fallen.
Desperate to maintain their identity and restore their halcyon way of life, the surviving Fallen houses departed their
home in search of their lost Great Machine.
However, catastrophe, deprivation, and the long exodus through untold reaches of interstellar cold took their toll.
The aristocratic order of the once proud houses became a murderously strict hierarchy, and reverential adoration of
the Traveler devolved into fanatical devotion to servitors—spheroid machines made in the Traveler’s image which
produce and distribute the ether Fallen require to survive—and the high-status archons who maintained them. By the
time the Fallen tracked the Traveler to Earth, they had become ruthlessly vicious scavenging pirates.
The Fallen arrived on Earth during our Dark Age, when the survivors of humanity were mostly scattered and the
Last City was only beginning to take shape. Disordered and fractious, they were unable to reclaim the Traveler
outright, but immediately established themselves as the most dangerous threat in the wilds. In time, as the City has
grown strong and its Guardians banded together, the Fallen too gather their forces in more concerted campaigns.
Some, like the House of Devils, are particularly bent on humanity’s destruction, while other groups seem more
interested in resolidifying Eliksni society, even if it means abandoning old ways. Whatever their disposition, the Fallen
have settled throughout the system, just as the Traveler they followed here. There seems to be little chance they will
ever depart.
The Eliksni are an insectoid species with partial exoskeletal plating, four eyes, and six limbs, each of which ends in
a three-digit appendage. They are adapted for upright bipedal walking, and use their middle and upper limbs as arms.
They rely on ether, an apparently synthetic gaseous substance, for all their nutritional needs. The physical stature of
individual Eliksni is directly related to the amount of ether they consume—and thus the rationing of ether is used to
enforce the hierarchy of ranks. Low-ranking Fallen are comparable in size to humans, but well-fed Fallen commanders
easily tower well above typical human height.
Prominent known Fallen houses include the House of Wolves, the House of Kings, the House of Winter, the House
of Exile, and the infamous House of Devils. Many smaller and lesser-known houses exist, though, and Vanguard
intelligence has never been able to definitively determine their number. Although generally all Fallen are thought to be
inimical toward humans, their motivations and allegiances are fluid and complex, and sometimes Eliksni and
Guardians find themselves with other enemies in common. Though fears that Fallen kill humans on sight are well
founded, there are also tales of pilgrims who swear they were saved or protected by Fallen in the wilds. Some
Guardians contend that cooperation with the Eliksni is possible, and could even pave the way for eventual peace and
reconciliation—although most in the Last City dismiss, if not condemn, such views.

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

Baron
Large Fallen
Armor Class​ 16 (heavy armor)
Health Points​ 153 (18d10+54)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ The baron will prefer to put subordinate allies between itself and the enemy. It will direct
allies to attack the target the baron perceives as the biggest threat to itself, and the baron will often use cover
or other obstructions to keep itself out of direct combat, giving itself every advantage possible.

STR DEX CON INT WIS CHA


18 (+4) 9 (-1) 16 (+3) 13 (+1) 14 (+2) 16 (+3)

Saving Throws​ Str +7, Con +6, Cha +6


Skills​ Athletics +7, Intimidation +6, Perception +5, Persuasion +6, Religion +5, Survival +5
Vehicle Proficiencies​ heavy pike, skiff
Senses​ darkvision 200 ft., passive Perception 15
Languages​ Eliksni
Individual CR​ 6 (2,300 XP)
Classification CR​ 6 Major (2,300 XP)

Expert Training.​ The baron adds an additional damage die to its weapon attacks (already shown in stats).

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

ACTIONS
Multiattack.​ The baron can use its Commanding Presence. It then takes two shots with its enhanced shock rifle.

Enhanced shock rifle.​ ​Firearm Weapon Attack:​ +7 to hit, scope 15/120/240 (medium), one target. ​Hit:​ 15
(3d8d1+4) arc damage.

Commanding Presence (1/Brief Rest).​ For 1 minute, the baron can utilize its natural presence and commanding
words to bolster allies. Whenever a nonhostile creature that the baron can see makes an attack roll or saving throw,
the creature can add a d6 to its roll, provided it can hear and understand the baron. A creature can benefit from
only one Commanding Presence die at a time. Once a creature uses a Commanding Presence die, it must wait until
the start of its next turn before it can use one again. This effect ends early if the baron is Incapacitated.

REACTIONS
Blink (Recharge d6 [5]).​ If a creature makes an attack roll against the baron, or causes the baron to make a
saving throw, the baron can cause the attack roll to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment with it
when it does this. The baron can only use this reaction if there is an unoccupied space within range, and only if it
can perceive the source of the attack roll or saving throw.

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

Bomb Shank
Small construct (VI, Fallen)

Armor Class​ 13 (natural armor)


Health Points​ 20 (8d6-8)
Speed​ fly 30 ft. (can hover)

Combatant Description​ The bomb shank will prefer to attack the nearest target, using every feature and skill it
has to do so. It will not stop until itself is defeated, and it will only change targets if its current target is
defeated, or it loses perception of its current target. It will never flee.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 9 (-1) 3 (-4) 12 (+5) 10 (+0)

Damage Vulnerabilities​ explosive


Damage Immunities​ psychic
Condition Immunities​ Charmed, Frightened
Senses​ passive Perception 11
Languages​ —
Individual CR​ 1/2 (50 XP)
Classification CR​ 3 Soldier (700 XP)

Hard-Coded​. The bomb shank cannot be compelled to act in a manner that is outside the scope of, or
contradictory to, its programming.

Explosive Demise.​ If the bomb shank takes damage that would reduce it to 0 health points, it must use its
Self-Destruct.

ACTIONS
Self-Destruct.​ The bomb shank explodes, destroying itself. All targets within 5 feet of it must make a DC 11
Dexterity saving throw, taking 17 (5d6) explosive solar damage on a failed save, or half as much on a success.

REACTIONS
Volatile.​ If a hostile creature moves within 5 feet of the bomb shank, it can use Self-Destruct.

Swarm of Bomb Shanks


Large swarm of Small constructs (VI, Fallen)

Armor Class​ 13 (natural armor)


Health Points​ 126 (28d8)
Speed​ fly 30 ft. (can hover)
Combatant Description​ The swarm will prefer to attack the nearest target, using every feature and skill it has to
do so. It will not stop until itself is defeated, and it will only change targets if its current target is defeated, or it
loses perception of its current target. It will never flee.

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 10 (+0) 5 (-3) 14 (+2) 10 (+0)

Skills​ Perception +4
Damage Vulnerabilities​ explosive
Damage Immunities​ psychic
Condition Immunities​ Charmed, Electrified, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained, Stunned, Suppressed, Tethered
Senses​ passive Perception 14
Languages​ —
Individual CR​ 4 (1,100 XP)
Classification CR​ 4 Major (1,100 XP)

Hard-Coded​. The swarm cannot be compelled to act in a manner that is outside the scope of, or contradictory to,
its programming.

Explosive Demise.​ If the swarm takes damage that would reduce it to 0 health points, it must use its Mass
Self-Destruct.

ACTIONS
Mass Self-Destruct.​ The swarm explodes, destroying itself. All targets within 5 feet of it must make a DC 11
Dexterity saving throw, taking 38 (11d6) explosive solar damage on a failed save, or half as much on a success. If
the swarm has been reduced to half its health points or less when it uses this action, targets take no damage if they
succeed on the saving throw, and only half damage if they fail.

REACTIONS
Volatile.​ If a target moves within 5 feet of the swarm, it can use Mass Self-Destruct.

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

Armor Class​ 15 (heavy armor)


Health Points​ 65 (10d8+20)
Energy Shields​ 22 (5d8) arc
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The captain will prefer to attack the strongest target it perceives, using all of its skills to
do so as quickly as possible. It will direct subordinates to join it in attacking the target or to distract any allies of
the target. The captain will readily listen to the orders of superiors. It will only rout if told to or if it lacks
confidence in its allies' ability to defeat the enemy.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 15 (+2) 14 (+2) 13 (+1) 14 (+2)

Saving Throws​ Str +6, Dex +4


Skills​ Athletics +6, Intimidation +5, Perception +4, Stealth +4, Survival +4
Vehicle Proficiencies​ heavy pike, pike, skiff
Senses​ darkvision 120 ft., passive Perception 14
Languages​ Eliksni, understands basic City Common
Individual CR​ 3 (700 XP)
Classification CR​ 5 Elite (1,800 XP)

Vicious.​ Once on each of the captain's turns, it can increase the amount of damage it does with a successful
weapon attack by 7 (2d6). The captain can choose to do this after it makes its attack roll, but before it rolls
damage.

ACTIONS
Multiattack.​ The captain takes two shots with its shrapnel launcher.

Shrapnel Launcher.​ ​Firearm Weapon Attack:​ +6 to hit, scope 10/15/20 (close), one target. ​Hit:​ 8 (1d10+3) solar
damage.

Recovery Blink (1/Brief Rest).​ The captain teleports to an unoccupied space it can see within 10 feet, taking all
carried and worn equipment of its choice with it. It recovers 13 (3d8) shield points when it does this.

REACTIONS
Blink (Recharge d6 [5]).​ If a creature makes an attack roll against the captain, or causes the captain to make a
saving throw, the captain can cause the attack roll to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it
when it does this. The captain can only use this reaction if there is an unoccupied space within range, and only if it
can perceive the source of the attack roll or saving throw.

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

Dreg
Medium Fallen

Armor Class​ 13 (light armor)


Health Points​ 7 (2d8-2)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ The dreg will prefer to attack the nearest target, or the target that the dreg perceives as
the greatest threat to its personal life. The dreg will do this even if a superior attempts to redirect their action.
If an ally the dreg recognizes as a superior falls, or if a companion of the dreg is killed, the dreg will rout.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 9 (-1) 10 (+0) 12 (+1) 8 (-1)

Skills​ Stealth +3
Senses​ darkvision 60 ft., passive Perception 11
Languages​ Eliksni
Individual CR​ 1/8 (25 XP)
Classification CR​ 1 Minion (200 XP)

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

Shock Pistol​. ​Firearm Weapon Attack:​ +3 to hit, scope 15/30/40 (close), one target. ​Hit:​ 3 (1d4+1) arc damage.

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

Armor Class​ 15 (natural armor)


Health Points​ 39 (6d8+12)
Speed​ fly 25 ft. (can hover)
Hack DC​ 25

Combatant Description​ The heavy shank will prefer to attack the nearest target, or the target that the heavy
shank perceives as the greatest threat to its personal life. The heavy shank will listen to the orders of its
superior. If an ally the heavy shank recognizes as a superior falls, or if a companion of the heavy shank is
killed, the heavy shank will rout.

STR DEX CON INT WIS CHA


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

Saving Throws​ Con +4


Skills​ History +4, Perception +4
Damage Resistances​ arc, bludgeoning, slashing, solar, void
Senses​ darkvision 120 ft., passive Perception 14
Languages​ Eliksni
Individual CR​ 1 (200 XP)
Classification CR​ 2 Elite (450 XP)

ACTIONS
Multiattack.​ The heavy shank takes two shots with its heavy shank turret.

Heavy Shank Turret.​ ​Firearm Weapon Attack:​ +4 to hit, scope 30/45/60 (medium), one target. ​Hit:​ 5 (1d6+2)
kinetic damage.

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

Marauder
Medium Fallen

Armor Class​ 14 (light armor)


Health Points​ 22 (4d8+4)
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The marauder avoids battlefield conflicts and prefers to ambush a single target that it has
caught alone, beginning the encounter already cloaked. It will only take on multiple targets if its allies
outnumber the targets, or if it believes some other factor at play will severely swing the fight in its favor. The
marauder will readily listen to the orders of its superiors, though if the call to rout is made, the marauder may
decide it is better to hide now and slip away later.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 12 (+1) 12 (+1) 16 (+3) 11 (+0)

Saving Throws​ Str +5, Dex +6


Skills​ Acrobatics +6, Athletics +5, Perception +6, Stealth +6, Survival +6, Technology +4
Vehicle Proficiencies​ heavy pike, pike
Senses​ darkvision 120 ft., passive Perception 16
Languages​ Eliksni
Individual CR​ 3 (700 XP)
Classification CR​ 5 Soldier (1,800 XP)

Superior Tactics.​ The marauder can take the Aim, Dash, Disengage, or Hide action as a bonus action on its turn.

Tactical Strike​. If the marauder is invisible when it hits a target with a weapon attack, the marauder can increase
the damage of its attack by 7 (2d6).

Evasion.​ If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

Shock Smallsword.​ ​Melee Weapon Attack:​ +6 to hit, reach 5 ft., one target. ​Hit:​ 7 (1d8+3) arc damage.

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

Repeater Shank
Small construct (VI, Fallen)

Armor Class​ 14 (natural armor)


Health Points​ 14 (3d8)
Speed​ fly 30 ft. (can hover)
Hack DC​ 16
Combatant Description​ The repeater shank will prefer to attack the nearest target, using every feature and skill it
has to do so. It will not stop until itself is defeated, and it will only change targets if its current target is
defeated, or it loses perception of its current target.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 10 (+0) 11 (+0) 14 (+2) 10 (+0)

Skills​ History +3, Perception +5


Damage Resistances​ bludgeoning, slashing, piercing
Damage Immunities​ psychic
Condition Immunities​ Charmed, Frightened
Senses​ darkvision 120 ft., passive Perception 15
Languages​ Eliksni
Individual CR​ 2 (450 XP)
Classification CR​ 5 Minion (1,800 XP)

Aggressive.​ As a bonus action, the repeater shank can move up to its speed toward a hostile creature it can see.

Hard-Coded​. The repeater shank cannot be compelled to act in a manner that is outside the scope of, or
contradictory to, its programming.

ACTIONS
Multiattack.​ The repeater shank takes two shots with its shock turret.

Shank Turret.​ ​Firearm Weapon Attack:​ +6 to hit, scope 15/30/40 (close), one target. ​Hit:​ 5 (1d4+3) arc damage.

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

Sentry Shank
Small construct (VI, Fallen)

Armor Class​ 13 (natural armor)


Health Points​ 4 (1d6)
Speed​ fly 30 ft. (can hover)
Hack DC​ 18

Combatant Description​ The sentry shank, once it has detected and marked an enemy target, will prefer to put
barriers or tougher allied creatures between itself and the enemy. It will often use cover or other obstructions to
keep itself out of direct combat, giving itself every advantage possible to stay alive so it can maintain its mark
on a target. It will not flee unless directed to. If the sentry shank loses perception of a marked target, it will
begin to search for the target, beginning in the location it last perceived the marked target.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 10 (+0) 11 (+0) 16 (+3) 10 (+0)

Skills​ Perception +7
Senses​ darkvision 200 ft., passive Perception 17, scanners 5 ft.
Languages​ Eliksni
Individual CR​ 0 (0 or 10 XP)
Classification CR​ 0 Minion (0 or 10 XP)

Hard-Coded​. The sentry shank cannot be compelled to act in a manner that is outside the scope of, or
contradictory to, its programming.

ACTIONS
Scan.​ The sentry shank focuses its scanners into a 20-foot cone.

Mark and Alarm​. The sentry shank marks a target it can perceive and begins broadcasting information about the
target to all allied VI constructs within 60 feet of it. All allied VI constructs within range have advantage on weapon
attacks they make against a marked target. The sentry shank can only mark up to 3 targets at a time, and if it
loses perception of a marked target for 1 minute or longer, the target is no longer marked by the sentry shank.
When it marks a target, it also sounds an alarm that can be heard up to 300 feet away. This alarm plays until
all targets the sentry shank have marked are destroyed, until the sentry shank is reset, or until the sentry shank
loses perception of its marked targets.

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

Servitor
Medium construct (AI, Fallen)
Armor Class​ 15 (natural armor)
Health Points​ 59 (9d8+18)
Speed​ fly 25 ft. (can hover)

Combatant Description​ The servitor will select a number of allies that it will focus on supporting, using its actions
and skills to their utmost potential to keep them alive, though not at the cost of its own life. If the allies it has
chosen to support are defeated, or if the allies it is supporting have chosen to rout, the servitor will rout. If the
servitor is supporting an ally it recognizes as a superior, it will give its life to support that ally.

STR DEX CON INT WIS CHA


9 (-1) 12 (+1) 14 (+2) 16 (+3) 15 (+2) 12 (+1)

Saving Throws​ Con +4


Skills​ Arcana +5, History +7, Medicine +5, Perception +4, Religion +4, Technology +7
Damage Resistances​ bludgeoning, piercing, slashing, void
Senses​ darkvision 200 ft., passive Perception 14
Languages​ Eliksni
Individual CR​ 2 (450 XP)
Classification CR​ 4 Elite (1,100 XP)

Power Sap (Range 60 ft.).​ Electronic devices and VIs lose all power when they are within range of the servitor.

ACTIONS
Ether Shield (Concentration, 1/Brief Rest)​. The servitor begins radiating excessive amounts of ether. For the
next minute, non-construct Fallen creatures who are within 10 feet of the servitor are immune to all damage and
conditions, and any ongoing conditions immediately end for them.

Servitor Eye Blast​. ​Ranged Weapon Attack:​ +5 to hit, range 30/80 ft., one target. ​Hit:​ 8 (1d10+3) void damage.

REACTIONS
Blink (Recharge d6 [5]).​ If a creature makes an attack roll against the servitor, or causes the servitor to make a
saving throw, the servitor can cause the attack roll to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment with it
when it does this. The servitor can only use this reaction if there is an unoccupied space within range, and only if it
can perceive the source of the attack roll or saving throw.

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

Shank
Small construct (VI, Fallen)

Armor Class​ 12 (natural armor)


Health Points​ 9 (2d6+2)
Speed​ fly 30 ft. (can hover)

Combatant Description​ The shank will prefer to attack the nearest target, using every feature and skill it has to
do so. It will not stop until it is defeated, and it will only change targets if its current target falls, or it loses
perception of the target. It will not flee unless directed to.

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 9 (-1) 14 (+2) 10 (+0)

Skills​ Perception +4
Damage Immunities​ psychic
Senses​ darkvision 60 ft., passive Perception 14
Languages​ Eliksni
Individual CR​ 1/8 (25 XP)
Classification CR​ 1 Minion (200 XP)

Hard-Coded​. The shank cannot be compelled to act in a manner that is outside the scope of, or contradictory to,
its programming.

ACTIONS
Shank Turret.​ ​Firearm Weapon Attack:​ +3 to hit, scope 15/30/40 (close), one target. ​Hit:​ 3 (1d4+1) arc damage.

Swarm of Shanks
Large swarm of Small constructs (VI, Fallen)

Armor Class​ 13 (natural armor)


Health Points​ 99 (18d10)
Speed​ fly 30 ft. (can hover)

Combatant Description​ The swarm will prefer to attack the nearest target, using every feature and skill it has to
attack that target and only that target. It will not stop until itself is defeated, and it will only change targets if
its current target is defeated, or it loses perception of its current target. It will not flee unless directed to.

STR DEX CON INT WIS CHA


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

Skills​ Perception +5
Damage Vulnerabilities​ explosive
Damage Immunities​ psychic
Condition Immunities​ Charmed, Electrified, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained, Stunned, Suppressed, Tethered
Senses​ darkvision 60 ft., passive Perception 15
Languages​ Eliksni
Individual CR​ 2 (450 XP)
Classification CR​ 2 Major (450 XP)

Hard-Coded​. The swarm cannot be compelled to act in a manner that is outside the scope of, or contradictory to,
its programming.

ACTIONS
Multiattack.​ The swarm makes four attacks with its shock turret. If the swarm has been reduced to half its health
points or less, it only makes two attacks instead.

Shock Turret​. ​Firearm Weapon Attack:​ +4 to hit, scope 15/30/40 (close), one target. ​Hit:​ 4 (1d4+2) arc damage.

SILENT FANG

Silent Fang
Medium Fallen

Armor Class​ 16 (medium armor)


Health Points​ 66 (12d8+12)
Energy Shields​ 22 (5d8) arc
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The silent fang avoids battlefield conflicts and prefers to ambush a single target that it
has caught alone, beginning the encounter already cloaked. The target it chooses is typically a creature itself or
its superiors has pinpointed as a leader or other important figure. The silent fang will only take on multiple
targets if its allies outnumber the targets, or if it believes some other factor at play will severely swing the fight
in its favor. The silent fang will readily listen to the orders of superiors it respects, and it prioritizes keeping
itself alive over winning any single battle: living now means getting a second shot at killing the target later.

STR DEX CON INT WIS CHA


14 (+2) 19 (+4) 12 (+1) 15 (+2) 16 (+3) 10 (+0)

Saving Throws​ Str +5, Dex +7


Skills​ Acrobatics +7, Athletics +5, Medicine +5, Perception +6, Sleight of Hand +7, Stealth +7, Survival +6,
Technology +5
Vehicle Proficiencies​ heavy pike, pike, skiff
Senses​ darkvision 120 ft., passive Perception 16
Languages​ Eliksni
Individual CR​ 4 (1,100 XP)
Classification CR​ 7 Elite (2,900 XP)

Tactical Strike​. If the silent fang is invisible when it hits a target with a weapon attack, the silent fang can
increase the damage of its attack by 14 (4d6).

Prepared Reaction​. If the silent fang uses its reaction to make an attack of opportunity, it gains a second use of
its reaction for the round. It can only choose to use Blink for this second reaction.

Superior Tactics.​ The silent fang can take the Aim, Dash, Disengage, or Hide action as a bonus action on its turn.

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

Shock Smallsword.​ ​Melee Weapon Attack:​ +7 to hit, reach 5 ft., one target. ​Hit:​ 8 (1d8+4) arc damage.

REACTIONS
Blink (Recharge d6 [5]).​ If a creature makes an attack roll against the silent fang, or causes the silent fang to
make a saving throw, the silent fang can cause the attack roll to have disadvantage, or grant itself advantage on
the saving throw, by teleporting to an unoccupied space within 10 feet of it. It takes all carried and worn equipment
with it when it does this. The silent fang can only use this reaction if there is an unoccupied space within range, and
only if it can perceive the source of the attack roll or saving throw.

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

Tracer Shank
Small construct (VI, Fallen)

Armor Class​ 15 (natural armor)


Health Points​ 28 (8d8-8)
Speed​ fly 30 ft. (can hover)
Hack DC​ 17

Combatant Description​ The tracer shank will prefer to keep itself distant from a fight, but will rarely leave its
position once it has been stationed. The tracer shank will prefer to attack the nearest target, or the target that
it perceives as the greatest threat to its personal life. The tracer shank will listen to the orders of its superior. It
will not flee unless directed to.

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 9 (-1) 11 (+0 17 (+3) 10 (+0)

Skills​ Acrobatics +6, History +3, Perception +6


Damage Resistances​ bludgeoning, piercing, slashing
Damage Immunities​ psychic
Condition Immunities​ Charmed, Frightened
Senses​ darkvision 120 ft., passive Perception 16
Languages​ Eliksni
Individual CR​ 2 (450 XP)
Classification CR​ 6 Soldier (2,300 XP)

Sniper​. If the tracer shank hits a target with a shot from a firearm while Aiming, and it did not have disadvantage
on the attack roll, the damage of the shot is increased by 10 (3d6).

Hard-Coded​. The tracer shank cannot be compelled to act in a manner that is outside the scope of, or
contradictory to, its programming.

ACTIONS
Shank Wire Rifle​. ​Firearm Weapon Attack:​ +6 to hit, scope 15/120/340 (long), one target. ​Hit:​ 8 (1d10+3) arc
damage.

TANIKS THE SCARRED

Taniks the Scarred


Large Fallen

Armor Class​ 17 (medium armor)


Health Points​ 105 (11d10+44) / 105 (11d10+44) / 105 (11d10+44)
Speed​ 30 ft.

Combatant Description​ he don’t know when to quit

STR DEX CON INT WIS CHA


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

Saving Throws​ Str +9, Dex +7


Skills​ Athletics +9, Intimidation +7, Investigation +8, Perception +6, Stealth +7, Technology +8
Vehicle Proficiencies​ pike, heavy pike, ketch, skiff
Senses​ darkvision 200 ft., passive Perception 16
Languages​ Eliksni
Individual CR​ 13 (10,000 XP)
Classification CR​ 9 Ultra (10,000 XP)

Perseverance (2/Long Rest)​. If Taniks fails a saving throw, he can choose to succeed instead.

Expert Ambusher.​ During his first turn after rolling initiative, Taniks has advantage on attack rolls against any
creature that hasn't taken a turn. In addition, if Taniks initiates combat with his Burst Strike ability, all of his
foes that roll initiative that round do so with disadvantage.

Ketch Interface​. If Taniks is within his ketch, his teleportation when he uses his Burst Strike ability or his Escape
Teleport ultra action have their range increased to any location within his ketch, and he no longer needs to be
able to see his ending location.

Trophy Hunter​. Taniks possess technology from many groups embedded within his body. This grants him
expertise in the Technology skill (already included in his skills), and the ability to interface with any Fallen, Hive,
Cabal, or Vex technology without the need for thieves’ toolkit or computer.

ACTIONS
Burst Strike (1 use/Brief Rest)​. Taniks uses his Teleport, and then takes two shots with his Scorch Cannon.

Scorch Cannon​. ​Payload Firearm Weapon Attack:​ DC 17, scope 30/50/80 (close), impact 5 ft. ​Failed Save (half on
success):​ 16 (2d10+5) solar damage.

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

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

Teleport.​ Taniks uses his Teleport.


Attack.​ Taniks takes a shot with his Scorch Cannon.

ULTRA ACTIONS
If one of Taniks’ health point pools is reduced to 0, and Taniks has at least one health point pool remaining, Taniks
can immediately perform one of the following actions.

Escape Teleport.​ Taniks teleports to an unoccupied spot he can see within 180 feet, taking all carried and worn
equipment with him when he does this. After teleporting, he can immediately take the Hide action.

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

Vandal
Medium Fallen

Armor Class​ 13 (light armor)


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

Combatant Description​ The vandal will prefer to attack the strongest target it perceives, using all of its skills to
do so as quickly as possible. It will often team up with other allies to do this, and will readily listen to the orders
of superiors. Will only route if told to or if it is the last creature of its faction alive.

STR DEX CON INT WIS CHA


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

Skills​ Acrobatics +4, Athletics +3, Perception +3, Stealth +4


Vehicle Proficiencies​ heavy pike, pike
Senses​ darkvision 80 ft., passive Perception 13
Languages​ Eliksni
Individual CR​ 1/8 (25 XP)
Classification CR​ 2 Soldier (450 XP)

ACTIONS
Shock Rifle​. ​Firearm Weapon Attack:​ +4 to hit, scope 20/60/120 (medium), one target. ​Hit:​ 5 (1d6+2) arc
damage.

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

Sniper Vandal
Medium Fallen

Armor Class​ 14 (light armor)


Health Points​ 50 (9d8+9)
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The sniper vandal will prefer to keep itself distant from a fight, and will preemptively flee
to a better position if it perceives an enemy encroaching on it. The sniper vandal values its life over winning any
individual fight: being alive now means it can try to get the kill later. It will only stick around a losing battle if a
superior orders it to.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 10 (+0)

Saving Throws​ Dex +5


Skills​ Acrobatics, Athletics, Perception, Stealth
Vehicle Proficiencies​ heavy pike, pike
Senses​ darkvision 80 ft., passive Perception 14
Languages​ Eliksni
Individual CR​ 2 (450 XP)
Classification CR​ 3 Elite (700 XP)

Superior Tactics.​ The sniper vandal can take the Aim, Dash, Disengage, or Hide action as a bonus action on its
turn.

Sniper​. If the sniper vandal hits a target with a shot from a firearm while Aiming, and it did not have disadvantage
on the attack roll, the damage of the shot is increased by 7 (2d6).
ACTIONS
Wire Rifle.​ ​Firearm Weapon Attack:​ +5 to hit, scope 15/120/340 (long), one target. ​Hit:​ 10 (2d6+3) arc damage.

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

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

Walker
Huge construct (VI, Fallen)

Armor Class​ 17 (natural armor)


Health Points​ 104 (11d12+33) / 104 (11d12+33)
Speed​ 30 ft.
Hack DC​ 31

Combatant Description​ The walker will prefer to attack either the largest group of targets or the largest single
target that it can detect. It will always listen to the commands of its superiors. It will not stop until itself is
defeated, and it will change targets to always prioritize the largest amount or largest single target it can
perceive.

STR DEX CON INT WIS CHA


20 (+5) 7 (-2) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Saving Throws​ Str +8, Con +6


Skills​ Athletics +8, History +3, Perception +6
Damage Resistances​ bludgeoning, explosive, kinetic, piercing, slashing
Senses​ darkvision 300 ft., passive Perception
Languages​ Eliksni
Individual CR​ 9 (5,000 XP)
Classification CR​ 5 Ultra (5,000 XP)

Perseverance (3/Long Rest)​. If the walker fails a saving throw, it can choose to succeed instead.
Hard-Coded​. The walker cannot be compelled to act in a manner that is outside the scope of, or contradictory to,
its programming.

ACTIONS
Multiattack.​ The walker takes three shots with either its mounted turret or minigun.

Walker Mounted Turret.​ ​Firearm Weapon Attack:​ +8 to hit, scope 50/120/300 (medium), one target. ​Hit:​ 10
(1d10+5) arc damage.

Walker Minigun​. ​Firearm Weapon Attack:​ +8 to hit, scope 20/45/60 (close), one target. ​Hit:​ 9 (2d6d1+5) kinetic
damage.

Walker Main Cannon (Recharge d6 [5]).​ ​Payload Firearm Weapon Attack:​ DC 16, scope 200/800/1200
(medium), impact 5 ft. ​Failed Save (half on success):​ 54 (12d8) explosive solar damage. The walker cannot choose
a spot within 15 feet of itself as the impact location for this.

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

Move (Costs 2 Actions).​ The walker moves up to half its speed without provoking attacks of opportunity.
Open Fire.​ The walker makes one attack with either its mounted turret or minigun.
Arc Wave (Costs 2 Actions)​. The walker lets out a shockwave of arc energy. All creatures within 10 feet must
make a DC 16 Strength saving throw. On a failed save, they take 18 (4d8) arc damage and are pushed back 15
feet, where they fall prone. On a success they take half as much damage and are not pushed back.

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

Wretch
Medium Fallen

Armor Class​ 14 (medium armor)


Health Points​ 14 (4d8-4)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ The wretch will prefer to attack the nearest target, or the target that the wretch perceives
as the greatest threat to its personal life. The wretch will do this even if a superior attempts to redirect their
action. If an ally the wretch recognizes as a superior falls, or if a companion of the wretch is killed, the wretch
will route.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 9 (-1) 11 (+0) 14 (+2) 10 (+0)

Skills​ Intimidation +2, Stealth +3


Vehicle Proficiencies​ heavy pike, pike
Senses​ darkvision 60 ft., passive Perception 12
Languages​ Eliksni
Individual CR​ 1 (200 XP)
Classification CR​ 4 Minion (1,100 XP)

Aggressive.​ As a bonus action, the wretch can move up to its speed toward a hostile creature it can see.

ACTIONS
Shock Halberd​. ​Melee Weapon Attack:​ +5 to hit, reach 10 ft., one target. ​Hit:​ 8 (1d10+3) arc damage.
CHAPTER 2: HIVE
Very long ago, a distant gas planet was home to a diminutive, short-lived species called the krill people. Among them
grew up three sisters who yearned for a better lot: strength to resist constant predation, longer life to seek
knowledge, and freedom to explore the world widely. Following a mysterious whisper, they dove deep into their
planet’s oceans, and came upon unexpected allies: ancient worms, godlike and huge, who promised to fulfill the
sisters’ wishes and more if they would strike a bargain of symbiosis. Taking the worm gods’ larvae into their own
bodies, the sisters became immortal. Bringing the larvae to all their kind, the benighted krill people gained the power
to conquer and depart their world—and grew into the Hive.
Through the bond of their larvae, the worm gods granted the Hive something else: the Sword Logic, a paracausal
mechanism by which destruction is converted into transferable energy—power they can use to grow, to cut wounds
through space for travel, and to fuel their arcane, ritualistic operations. As they multiplied and spread, the Hive used
this ability to establish an order of tithing, whereby the slaughter wrought by lesser Hive is collected and channeled
through the ascending ranks of Hive commanders. Eventually this metaphysical tribute amasses to feed the Hive’s
mightiest leaders, who must forever sate the endlessly growing appetites of their symbiotic worms, or be consumed
themselves. To satisfy their worms’ unbounded hunger, the Hive have traveled inconceivably vast distances over an
untold span of eons, visiting genocidal violence upon every species they encounter anywhere in the universe.
However, they do this not merely to reap paracausal strength from their rolling harvest of destruction. The Hive
are evangels of the worm gods’ Deep Claim: the idea that existence is the struggle to exist, and that everything in the
universe must assert its right to being by competing against and overcoming all else it encounters. For the Hive, to
destroy is to continuously prove the validity of their existence, while to be destroyed is self-sufficient proof of
unworthiness to exist. In this way, the worm gods and the Hive pursue a perfected state of the universe in which they
have obliterated every other form of life, every alternative way to exist, and so become what they call the Final
Shape.
Thus they stand in antinomy with the Traveler, which nurtures cooperative forms of life by the gift of its Light.
This diametric opposition makes the Traveler the Hive’s most hated enemy, and the long, grueling course of their
interstellar carnage has followed the Traveler’s peregrinations with grim, patient determination. They located the
Traveler on Earth when the Hive prince Crota arrived on the Moon, where they have carved out a far-reaching
labyrinth of tunnels and caverns. Their creeping presence has spread to Earth, Mars, Saturn’s moon Titan, and may
extend anywhere in the system. Many Guardians dread discovering previously unknown Hive infestations more than
anything else.
Individual Hive vary considerably in size and shape depending on their maturity, rank, and changes to their form
brought on by assuming different morphs, or caused by direct perversion or augmentation of their development. In
general, the Hive conform to a roughly humanoid body plan, much of it covered by chitinous plates. The form of these
often indicates which morph a mature Hive individual has assumed. Lowly Hive are similar in stature to humans, but
those whose worms feed upon the gathered tribute of underlings become significantly larger. Hive leaders of even
middling rank easily exceed human height, and high-status Hive may grow to truly titanic proportions. Except for the
juvenile thrall and artificially cultivated ogre, all Hive are distinctly recognizable by their three glowing eyes.
The three who made the original bargain with the worm gods became the supreme echelon of Hive leadership.
Oryx assumed primacy as King of all Hive, and throughout their history has mostly maintained a cooperative, if not
also competitive alliance with his sisters, Savathûn and Xivu Arath. Each of them presides over many branching
lineages of spawn, between which have arisen variations of form, behavior, and purpose. Guardians regard the Hive
as an existential threat of the highest order, but despite this, many in the Last City consider the Hive bogeymen, and
accounts of their horrors merely tall tales. Some Guardians devote themselves to deciphering the Hive language and
studying their rituals—ostensibly to better understand the enemy. A few have found the Hive’s power alluring, and
among Guardians, the darkest stories are those of fellow Lightbearers who drew too close or delved too deep, and lost
themselves to the shadows—or worse, knowingly embraced them.

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

Acolyte
Medium Hive

Armor Class​ 13 (natural armor)


Health Points​ 23 (5d8)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ The acolyte will prefer to attack the nearest target, or the target that the acolyte
perceives as the greatest threat to its personal life. The acolyte will listen to the orders of its superior. It will
never rout: all fights are battles to the death.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 10 (+0) 11 (+0) 15 (+2) 10 (+0)

Skills​ Perception +4, Religion +4, Stealth +4


Senses​ blindsight 60 ft., darkvision 120 ft., passive Perception 14
Languages​ krill
Individual CR​ 1 (200 XP)
Classification CR​ 4 Soldier (1,100 XP)

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

ACTIONS
Multiattack.​ The acolyte takes two shots with its shredder rifle.

Shredder Rifle.​ ​Firearm Weapon Attack:​ +4 to hit, scope 30/40/75 (close), one target. ​Hit:​ 6 (2d6d1+2) void
damage.

ADHERENT

Adherent
Medium Hive

Armor Class​ 15 (natural armor)


Health Points​ 83 (15d8+15)
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The adherent will prefer to keep itself distant from a fight, and will preemptively flee to a
better position if it perceives an enemy encroaching on it. The adherent values its life over winning any
individual fight: being alive now means it can try to get the kill later. It will only stick around a losing battle if a
superior orders it to.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 10 (+0)

Saving Throws​ Str +4, Dex +6


Skills​ Acrobatics +6, Perception +6, Religion +6, Stealth +6
Senses​ blindsight 60 ft., darkvision 300 ft., passive Perception 16
Languages​ krill
Individual CR​ 4 (1,100 XP)
Classification CR​ 6 Elite (2,300 XP)

Superior Tactics.​ The adherent can take the Aim, Dash, Disengage, or Hide action as a bonus action on its turn.

ACTIONS
Soulfire Rifle.​ ​Firearm Weapon Attack:​ +6 to hit, scope 15/120/340 (long), one target. ​Hit:​ 14 (2d10+3) void
damage. Creatures that are hit must make a DC 14 Constitution saving throw, taking an additional 13 (3d8) void
damage on a failed save.

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

Cursed Thrall
Medium Hive

Armor Class​ 15 (natural armor)


Health Points​ 23 (3d8+9)
Speed​ 20 ft.

Combatant Description​ The cursed thrall will prefer to attack the nearest target, using every feature and skill it
has to do so. It will not stop until itself is defeated, and it will only change targets if its current target is
defeated, or it loses perception of its current target.

STR DEX CON INT WIS CHA


10 (+0) 9 (-1) 16 (+3) 9 (-1) 13 (+1) 7 (-2)

Skills​ Perception +3
Damage Vulnerabilities​ explosive
Senses​ blindsight 30 ft. (blind beyond this radius), passive Perception 13
Languages​ krill
Individual CR​ 2 (450 XP)
Classification CR​ 5 Soldier (1,800 XP)
Explosive Demise.​ If the cursed thrall takes damage that would reduce it to 0 health points, it must use its
Self-Destruct.

ACTIONS
Self-Destruct.​ The cursed thrall explodes, destroying itself. All targets within 5 feet of it must make a DC 14
Dexterity saving throw, taking 22 (5d8) explosive arc damage on a failed save, or half as much on a success.

REACTIONS
Volatile.​ If a hostile creature moves within 5 feet of the cursed thrall, it can use Self-Destruct.

DARKBLADE

Darkblade
Large Hive

Armor Class​ 17 (natural armor)


Health Points​ 162 (17d10+68)
Speed​ 25 ft.

Combatant Description​ The darkblade will prefer to chase targets, and is willing to change targets if its original
target is too far away to chase while dealing damage. The darkblade is willing to die if it kills at least one other
creature, but will attempt to flee if it doesn't think it can kill any foes.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) 13 (+1) 12 (+1) 16 (+3)

Saving Throws​ Str +8, Dex +3, Con +8


Skills​ Athletics +8, Intimidation +7, Perception +5, Stealth +3
Condition Immunities​ Blinded, Frightened
Senses​ blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages​ krill
Individual CR​ 10 (5,900 XP)
Classification CR​ 10 Major (5,900 XP)

Terror of the Night.​ The darkblade has advantage on Dexterity (Stealth) checks while in darkness, and its
darkvision can see in paracausal darkness. In addition, the darkblade can use its bonus action to move up to 15
feet towards a Frightened creature without provoking attacks of opportunity.

ACTIONS
Multiattack.​ The darkblade can use its Frightful Presence. It then makes three attacks with its hive axe.

Hive Axe​. ​Melee Weapon Attack:​ +8 to hit, reach 10 ft., one target. ​Hit:​ 13 (2d8+4) slashing damage plus 9 (2d8)
darkness damage.

Axe Slam​. The darkblade makes a hive axe attack against a target within 5 feet of it. Hit or miss, all creatures
within 5 feet of the target (excluding the darkblade) must make a DC 16 Strength saving throw. Creatures take 14
(4d6) darkness damage and are knocked prone on a failed save. On a successful save, a creature takes half as
much damage and isn't knocked prone.

Frightful Presence.​ Each creature of the darkblade's choice who is within 60 feet of it and aware of it must make
a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to the darkblade's Frightful Presence for the next 24 hours.

REACTIONS
Dark Phasing (Recharge d6 [6]​. Upon being dealt damage, the darkblade can use its reaction to temporarily
phase away from combat. The darkblade disappears from combat until the start of its next turn, at which point it
returns to an unoccupied location within 15 feet of its original location.

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

Knight
Medium Hive

Armor Class​ 16 (natural armor)


Health Points​ 91 (14d8+28)
Speed​ 30 ft.. climb 15 ft.

Combatant Description​ The knight will prefer to attack the strongest target it perceives, using all of its skills and
abilities to do so. If the knight considers the target weaker than itself, it will direct subordinates to join it in
attacking the target. If the knight considers the target stronger than itself, it will fight even its allies to try to
get the killing blow. The knight will readily listen to the orders of superiors. It will never rout: all fights are
battles to the death.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 15 (+2) 13 (+1) 14 (+2) 12 (+1)

Saving Throws​ Str +6, Dex +3


Skills​ Athletics +6, Intimidation +4, Perception +5, Religion +5
Senses​ blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages​ krill
Individual CR​ 4 (1,100 XP)
Classification CR​ 7 Elite (2,900 XP)
ACTIONS
Boomer Cannon​. ​Payload Firearm Weapon Attack:​ DC 14, scope 20/80/120 (close), impact 5 ft. ​Failed Save (half
on success):​ 25 (4d10+3) explosive arc damage.

Hive Cleaver​. ​Melee Weapon Attack:​ +6 to hit, reach 5 ft., one target. ​Hit:​ 10 (2d6+3) arc damage. If the knight
is holding this weapon with two hands when it hits with an attack, the knight can use a bonus action to pour some
of its magic into the blade, causing the attack to deal an additional 17 (4d6+3) darkness damage.

REACTIONS
Shield of Darkness (Recharge d6 [5]).​ If a creature makes a weapon attack against the knight, the knight can
summon a shield of pure Darkness to completely absorb all effects of the attack, including all damage or saving
throws the attack would have caused. The knight heals itself for 10 (3d6) health points when it does this.

OGRE
The largest and vilest of Hive spawn, lumbering horrors cultivated through artificial transformation induced by the
hideous sacraments of Hive ritual. Ogres are created from specially selected thrall, and vaguely resemble them,
though bloated to grotesquely gargantuan proportions. They keep the typical ashiness and underdeveloped physical
features of thrall, but are inflated to towering heights of fifteen to twenty feet. Their upper bodies are massively
hypertrophied, giving ogres a topheavy, hunched posture. Thrall retain the juvenile cranial membrane through their
transformation into ogres, and the process leaves the covered head repulsively bulging with a seething, tumorous
growth that is in fact its primary weapon. This growth can emit hazardous pulses of high-energy charged particles, as
dangerous and effective as the fire of any directed-energy weapon. Between these blasts, their boulder-like fists, and
an unbridled, unquenchable rage, ogres are terrifying walking war engines.
Though their existence is unceasingly tormenting and brutal, ogres are fanatically, mindlessly devoted. While they
exist outside the main structure of Hive hierarchy, they do have ranks of their own. Common ogres are considered
‘unborn’ until ritually summoned for higher purposes, at which time they become ‘reborn’ in their further augmented
strength. They may be deployed as guards or serve as heavy support for Hive incursions. Additional ceremonies of
agonizing hallowing can endow ogres with greater and greater might, and ever deeper ferocity. Those that survive
long enough come to be known by name, and earn special duties protecting the Hive’s darkest pits and most dire
secrets.

Ogre
Large Hive

Armor Class​ 16 (natural armor)


Health Points​ 196 (23d10+69)
Speed​ 20 ft., climb 10 ft.

Combatant Description​ The ogre will prefer to attack the nearest target, using every feature and skill it has to do
so. It will not stop until itself is defeated, and it will only change targets if its current target is defeated, or it
loses perception of its current target.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 17 (+3) 7 (-2) 12 (+1) 16 (+3)

Saving Throws​ Str +8, Con +6


Skills​ Athletics +8, Intimidation +6, Perception +4
Damage Resistances​ darkness, psychic
Condition Immunities​ Blinded, Frightened
Senses​ blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages​ understands krill
Individual CR​ 8 (3,900 XP)
Classification CR​ 8 Major (3,900 XP)

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

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

Eye Blast.​ ​Ranged Spell Attack:​ +6 to hit, range 200 ft., one target. ​Hit:​ 16 (3d8+3) void damage.

Fists​. ​Melee Weapon Attack:​ +8 to hit, reach 5 ft., one target. ​Hit:​ 12 (2d6+5) bludgeoning damage.

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

Assault​. The ogre makes either an eye blast or fists attack.


Thrash (Costs 2 Actions)​. The ogre makes two fists attacks against a single target within 5 feet. If both hit, the
target is knocked prone, and has its speed halved until the end of its next turn.

PHOGOTH THE ABOMINATION

Phogoth The Abomination


Gargantuan (20 ft. by 20 ft.) Hive

Armor Class​ 16 (natural armor)


Health Points​ 108 (7d20+35) / 108 (7d20+35) / 108 (7d20+35)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ Phogoth will prefer to attack the nearest target, using every feature and skill it has to do
so. It will not stop until itself is defeated, and it will only change targets if its current target is defeated, or it
loses perception of its current target.

STR DEX CON INT WIS CHA


21 (+5) 9 (-1) 20 (+5) 10 (+0) 17 (+3) 18 (+4)

Saving Throws​ Str +9


Skills​ Athletics +9, Intimidation +8, Perception +7
Damage Resistances​ bludgeoning, piercing, slashing
Senses​ blindsight 200 ft. (blind beyond this radius), passive Perception 17
Languages​ understands krill
Individual CR​ 16 (15,000 XP)
Classification CR​ 9 Ultra (15,000 XP)
Perseverance (3/Long Rest)​. If Phogoth fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack.​ Phogoth can use its terrifying roar. It then makes up to three attacks: two with its eye blast and one
with its fists.

Eye Blast.​ ​Ranged Spell Attack:​ +8 to hit, range 400 ft., one target. ​Hit:​ 17 (3d8+4) void damage.

Fists​. ​Melee Weapon Attack:​ +9 to hit, reach 10 ft., one target. ​Hit:​ 16 (2d10+5) bludgeoning damage.

Terrifying Roar​. Each creature of Phogoth’s choice that is within 120 feet of it and aware of it must succeed on a
DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. Creatures who succeed on their saving throw, or for
whom the effect ends, become immune to Phogoth’s terrifying roar for the next 24 hours.

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

Eye Blast (Costs 2 Actions).​ Phogoth makes one eye blast attack.
Move.​ Phogoth moves up to half its speed without provoking opportunity attacks.
Pulverize (Costs 2 Actions).​ Phogoth slams its fists down with its full might. All creatures within 10 feet of it
must make a DC 17 Strength saving throw. On a failed save they take 22 (5d8) kinetic damage and are
knocked back 10 feet, where they fall prone. On a successful save they take half as much and are not pushed
back.

ULTRA ACTIONS
If one of Phogoth’s health point pools is reduced to 0, and Phogoth has at least one health point pool remaining,
Phogoth can immediately perform one of the following actions.

Infuriated​. Phogoth regains one spent use of Perseverance, and the number of legendary actions it can take
increases by one.

SHRIEKER
Part ensorceled turret, part unsleeping eye, shriekers are neither living nor mechanical. Actuated by paracausal
magic, they have no will or awareness of their own, but embody the will of the Hive. Immobile but capable of hovering
at fixed aerial positions, the body of each shrieker consists of a multipart shell of interlocking hardened chitin plates.
When closed, this shell forms a roughly diamond-shaped solid about ten feet tall—though some reports exist of
remarkable shriekers of unusual size. The closed shrieker shell is impervious to all small-arms fire, and even
Guardian’s Light abilities leave it unscathed. Only when shriekers open to go on the offensive do they become
vulnerable. Bound within the shrieker’s shell is a nexus of void energy, a dreadful unnatural eye whose gaze directs
relentless torrents of tracking projectiles. Only by directing fire into this eye can the void nexus be disrupted, and a
shrieker destroyed.
Debate is ongoing among Hive scholars whether shriekers are merely defensive weapons installed like automated
gun emplacements, or if their eye-like form suggests a capability to actually provide remote surveillance to the Hive
who control them. If this is so, then the questions of who exactly can view what shriekers’ watchful eyes behold, and
how far they may be able to see become matters of potentially grave concern.
Shrieker
Large Hive Construct (artifact)

Armor Class​ 15 (natural armor)


Health Points​ 60 (8d10+16)
Speed​ 0 ft. (mounted, can hover)

Combatant Description​ The shrieker will target the first hostile creature within its range, turn after turn. It that
creature dies or is no longer targetable, it will choose a new hostile creature within range to target.

STR DEX CON INT WIS CHA


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

Saving Throws​ Con +5


Skills​ Perception +6, Stealth +3
Damage Resistances​ bludgeoning, explosive, necrotic, piercing, slashing, void
Damage Immunities​ poison, psychic
Condition Immunities​ Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,
Suppressed
Senses​ blindsight 60 ft. (blind beyond this radius), passive Perception 16, scanners 20 ft.
Languages​ understands krill
Individual CR​ 3 (700 XP)
Classification CR​ 5 Elite (1,800 XP)

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

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

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

ACTIONS
Multiattack (Open form only)​. The shrieker makes two attacks with its void projectiles.

Void Projectiles (Open form only).​ ​Ranged Spell Attack:​ +6 to hit, range 60 ft., one target. ​Hit:​ 12 (2d8+3)
void damage.

REACTIONS
Snap Shut (Recharge d6 [5], Open form only)​. After taking damage, the shrieker can shift into its Closed form.
It can do this even if it detects a hostile creature. It heals itself for 14 (4d6) hit points when it does this. The
shrieker can only roll to recharge this reaction while in its Open form.

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

Swarm of Thralls
Huge Swarm of Medium Hive

Armor Class​ 14 (natural armor)


Health Points​ 128 (17d12+17)
Speed​ 30 ft., climb 20 ft.

Combatant Description​ The swarm of thrall will prefer to attack the nearest target, using every feature and skill it
has to attack that target and only that target. It will not stop until itself is defeated, and it will only change
targets if its current target is defeated, or it loses perception of its current target.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 13 (+1) 7 (-2) 16 (+3) 7 (-2)

Saving Throws​ Str +5


Skills​ Athletics +5, Perception +5, Stealth +4
Damage Vulnerabilities​ explosive
Condition Immunities​ Charmed, Electrified, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained, Stunned, Suppressed, Tethered
Senses​ blindsight 30 ft., passive Perception 15
Languages​ krill
Individual CR​ 4 (1,100 XP)
Classification CR​ 4 Major (1,100 XP)

Swarm​. The swarm can occupy another creature's space and vice versa, and the swarm can move through any
opening large enough for a Medium thrall. The swarm can't regain hit points or gain temporary hit points. If the
swarm of thrall is below half health points, its size becomes Large.

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

ACTIONS
Multiattack.​ The swarm of thralls makes five melee attacks. If the swarm is below half hit points, it only makes
three melee attacks.

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

Bite​. ​Melee Weapon Attack:​ +5 to hit, reach 5 ft., one target. ​Hit:​ 5 (1d4+3) piercing damage.
Swarming Grip.​ The swarm makes a melee attack (+5 to hit) against a target it shares a space with. The target
takes 8 (2d4+3) bludgeoning damage on a hit and, if the target is a Medium or smaller creature, it is grappled
(escape DC 13). Until this grapple ends, the target is Restrained, and when the swarm uses its multiattack, it
makes one less attack than normal.

Thrall
Medium Hive

Armor Class​ 12 (natural armor)


Health Points​ 11 (3d8-3)
Speed​ 30 ft., climb 30 ft.

Combatant Description​ The thrall will prefer to attack the nearest target and it will do this even if a superior
attempts to redirect their action. The thrall will never rout.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 9 (-1) 7 (-2) 14 (+2) 7 (-2)

Skills​ Perception +4, Stealth +3


Senses​ blindsight 30 ft. (blind beyond this radius), passive Perception 14
Languages​ krill
Individual CR​ 1/2 (100 XP)
Classification CR​ 3 Minion (700 XP)

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

ACTIONS
Multiattack.​ The thrall makes two melee attacks.

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

Name.​ ​Melee Weapon Attack:​ +4 to hit, reach 5 ft., one target. ​Hit:​ 4 (1d4+2) piercing damage.
CHAPTER 3: VEX
Malicious or ambivalent? Ancient watchers, or interlopers from a distant future? Unfeeling machines, or thinking
creatures that transcended biology? The Vex are the most perplexing and inscrutable of the antagonists humanity
faces. Nothing is known of their origin, and little is understood of their motivations. What is known is they possess
astronomical computational power, an uncharted network of transdimensional gates that may reach across time as
well as space, and a tireless collective consciousness that unflinchingly controls countless legions of combatant units.
The Vex Collective will not hesitate to annihilate interference by manipulating the current of events—or even entirely
excising people from time.
Humanity’s earliest knowledge of the Vex comes from the Ishtar Collective, a Golden Age group of scientists who
studied the Vex on Venus. Recovered records from their archives indicate they discovered Vex structures dated to
billions of years before the advent of human life. However, given the Vex’s capacity for some form of time travel, we
cannot be certain whether the ruins on Venus suggest a prehistoric local origin, or if they merely indicate the Vex
inserted themselves into our distant past when our system became of interest to them.
In some locations, Vex occupation seems to be incidental. For instance, on Mars, they appear primarily concerned
with safeguarding the Black Garden, an enigmatic region of mysteriously enclosed spacetime on the Martian surface
which the Vex may have created, or perhaps only came upon. Vex fastidiously defend the entrance to the Black
Garden and patrol the surrounding regions, but otherwise lay little claim to Martian territory. On the other hand,
elsewhere they have not only invaded in full force, but have undertaken construction and machinoforming projects of
gargantuan scale. On Mercury and Nessus, the Vex have gone so far as to hollow the planetary bodies and use their
volume to house immense arrays of computational infrastructure. While in Mercury’s case it is known the planet-sized
computer is used to operate the sophisticated simulation engine called the Infinite Forest, for the most part we can
only guess at the ends to which the Vex employ their almost inconceivable data-processing capacity.
Vex units are constructed in a wide assortment of configurations for different roles. The smallest and most
numerous are humanoid and approximately human-sized, but many Vex hull types are distinctly not humanlike in
form or scale. Units with higher-level functions and capabilities are often many times larger than typical human
height, whether or not they bear any resemblance to human form. Despite this variety, all Vex share certain physical
commonalities. Every type of Vex, regardless of specialized function, uses a primary monocular sensor, which usually
emits a red glow in the human visible spectrum. The true core of an individual Vex is not this eye, but an enclosed
capsule of radiolarian brine, sometimes called mind fluid—or more colloquially, Vex milk. Although organic, this liquid
is thought to be the true substrate of Vex consciousness.
Both these features are objects of curiosity to Guardians interested in the Vex. In addition to facilitating vision,
their eyes also sometimes carry access permissions to the Vex network. Enterprising Guardians have been known to
hunt Vex with such permissions in hopes of salvaging their eyes to use as keys, both to access protected information
and gain entry to places the Vex keep secure. Their radiolarian fluid inspires both deep fascination and grave fear
among those knowledgeable about the Vex. For some it represents a promising new dimension of multipurpose
computation. Others warn that the mere presence of Vex mind fluid, let alone actual contact with it, can cause
insidious nanoscale infiltration of systems both digital and biological, leading inevitably to conversion and subsumption
to the Vex Collective. This fear accompanies stories of Guardians believed lost in action against the Vex, whose
comrades later report hearing Vex speaking with their voices. Despite this, a few adventurous types claim the brine
has excellent culinary value.

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

Armor Class​ 15 (natural armor)


Health Points​ 145 (17d10+51)
Speed​ 0 ft. (mounted)

Combatant Description​ The cyclops will prefer to attack the nearest target, or the target that the cyclops
perceives as the greatest threat to its allies. The cyclops immediately responds to the orders of its superiors. It
will never rout without being told to.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 16 (+3) 15 (+2) 18 (+4) 11 (+0)

Skills​ Investigation +5, Perception +7


Damage Resistances​ explosive
Condition Immunities​ Prone, Restrained
Senses​ blindsight 30 ft., darkvision 300 ft., passive Perception 17
Languages​ speaks Hexinary, understands all
Individual CR​ 5 (1,800 XP)
Classification CR​ 5 Major (1,800 XP)

Defensive Design.​ If a creature hits the cyclops with a weapon attack, but the source of the attack is not within 5
feet of the cyclops, or the source is not Aiming when it makes its attack, the cyclops only takes half damage
from the attack.

ACTIONS
Integrated Cannon.​ ​Payload Firearm Weapon Attack:​ DC 15, scope 60/200/500 (medium), impact 5 ft. ​Failed
Save (half on success):​ 31 (7d8) explosive void damage. This attack destroys most forms of cover, but it is blocked
by 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt.

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

Goblin
Medium Vex
Armor Class​ 15 (natural armor)
Health Points​ 28 (5d8+5)
Speed​ 20 ft.

Combatant Description​ The goblin will prefer to attack the nearest target, or the target that the goblin perceives
as the greatest threat to its personal life. The goblin will always listen to the orders of its superiors. It will only
abandon a fight if directed to.

STR DEX CON INT WIS CHA


13 (+1) 8 (-1) 12 (+1) 14 (+2) 15 (+2) 11 (+0)

Skills​ History +7, Perception +5, Technology +7


Senses​ darkvision 120 ft., passive Perception 15
Languages​ speaks Hexinary, understands all
Individual CR​ 2 (450 XP)
Classification CR​ 6 Soldier (2,300 XP)

ACTIONS
Multiattack.​ The goblin takes two shots with its integrated slap rifle.

Integrated Slap Rifle​. ​Firearm Weapon Attack:​ +5 to hit, scope 25/40/60 (close), one target. ​Hit:​ 6 (2d6d1+2)
solar damage.

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

Scan.​ The goblin focuses its scanners into a 15-foot cone.

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

Harpy
Medium Vex

Armor Class​ 15 (natural armor)


Health Points​ 14 (3d8)
Speed​ fly 35 ft. (can hover)
Combatant Description​ The harpy will prefer to attack the nearest target, or the target that the harpy perceives
as the greatest threat to its personal life, but it will keep itself at a range and will rarely get close to its target.
The harpy will always listen to the orders of its superiors. It will only abandon a fight if directed to.

STR DEX CON INT WIS CHA


7 (-2) 16 (+3) 12 (+1) 13 (+1) 16 (+3) 12 (+1)

Skills​ Acrobatics +6, History +4, Perception +6, Stealth +6


Senses​ darkvision 120 ft., passive Perception 16
Languages​ speaks Hexinary, understands all
Individual CR​ 1 (200 XP)
Classification CR​ 5 Minion (1,800 XP)

ACTIONS
Integrated Slap Rifle​. ​Firearm Weapon Attack:​ +6 to hit, scope 25/40/60 (close), one target. ​Hit:​ 7 (2d6d1+3)
solar damage.

HOBGOBLIN
Supplemental infantry units specialized for long-range precision fire. Hobgoblins are built on the same basic chassis as
goblins, and are the same size. Their most immediately distinctive feature is the broad, horned crest of their heads,
which house extremely dense integrated sensor and antenna arrays. They also have a flexible sensory tentacle
attached at the back of the torso, somewhat like a tail. Otherwise, they are distinguished from goblins by their
equipment. Hobgoblins’ primary armament is the line rifle, a directed-energy weapon that can project a highly
accelerated, narrowly confined particle stream with pinpoint accuracy. They are also widely known (and deeply
despised) for a reactive defense system that shrouds the hobgoblin in a protective field when attacked, making it
temporarily impervious. This effect is short-lived, but provides the hobgoblin enough time to execute partial
self-repair, perhaps by exploiting an artificially induced local temporal differential. It also is often long enough for
nearby Vex to reposition themselves as reinforcement for the hobgoblin.
Hobgoblins use the combination of sniping and reflexive self-defense to keep targets pinned down at long
distances while resisting counterattack. In old accounts of early engagements, Guardians referred to them as
‘cheapshot Vex’ and stressed the importance of approaching through adequate cover. Because of their long effective
range, hobgoblins are unsurprisingly often found guarding the approaches to significant Vex assets, but it is also
common for a hobgoblin to be included in a typical Vex patrol group. This lends a little weight to speculation that the
hobgoblin’s horns are not only for taking measurements to refine firing solutions, but may also serve as signal
amplifiers for Vex communications.

Hobgoblin
Medium Vex

Armor Class​ 16 (natural armor)


Health Points​ 78 (12d8+24)
Speed​ 10 ft.

Combatant Description​ The hobgoblin will prefer to keep itself distant from a fight, and will preemptively flee to a
better position if it perceives an enemy encroaching on it. The hobgoblin will prefer to attack keystone targets,
using all of its skills to do so as quickly as possible. It will always listen to the orders of superiors and will
coordinate fire with allies. It will only rout if directed to.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 17 (+3) 16 (+3) 12 (+1)

Skills​ History +6, Investigation +6, Perception +9, Technology +7


Senses​ darkvision 200 ft., passive Perception 19, scanners 5 ft.
Languages​ speaks Hexinary, understands all
Individual CR​ 3 (700 XP)
Classification CR​ 6 Elite (2,300 XP)

Sniper​. If the hobgoblin hits a target with a shot from a firearm while Aiming, and it did not have disadvantage on
the attack roll, the damage of the shot is increased by 10 (3d6).

ACTIONS
Integrated Linear Fusion Rifle.​ ​Firearm Weapon Attack:​ +7 to hit, scope 15/120/340 (long), one target. ​Hit:​ 15
(2d10+4) solar damage.

Teleport.​ The hobgoblin teleports to an unoccupied spot within 30 feet, taking all carried and worn equipment of its
choice with it.

Scan.​ The hobgoblin focuses its scanners into a 20-foot cone.

REACTIONS
Solar Shield (Recharged d6 [5])​. After taking damage, the hobgoblin can surround itself with intense solar
energy. Until the start of the hobgoblin's next turn, all creatures that move within 5 feet of the hobgoblin take 7
(2d6) solar damage, and the hobgoblin has a damage point of 20.

MINOTAUR
Vex heavy infantry, sturdy, resilient, and aggressive. The minotaur hull is a larger, bulkier sibling to the goblin. It
shares the basic bipedal chassis, but reaches about ten feet tall, and features a proportionally wider, heavy-set torso
and shoulders. Its larger size both houses more onboard processing hardware and permits it to carry heavier
weaponry, as well as a regenerative shield generator and a more sophisticated short-range teleportation matrix with a
superior cooldown rate. This allows minotaurs to perform repeated teleports in quick succession, a capability they use
to avoid incoming fire while charging toward hostile targets.
Despite their aggressive combat behavior, field observations confirm that minotaurs are mainly deployed to
conduct Vex construction projects. Their greater computational capacity is mostly devoted to the multidimensional
physics of Vex structural engineering, and their special shielding may actually be intended to protect them from
spacetime instabilities and other hazards of integrating disparate spatial dimensions into a contiguous geometry. Their
torch hammers may be excavation and subatomic welding tools first, and weapons only secondarily.

Minotaur
Large Vex

Armor Class​ 16 (natural armor)


Health Points​ 83 (11d8+33)
Energy Shields​ 22 (5d8) void
Speed​ 20 ft.

Combatant Description​ The minotaur will calculate which target to attack based on the skills and support of its
allies. For example, a minotaur that is working alongside hobgoblins will often target opponents that appear to
be geared for close combat, preventing those opponents from encroaching on the hobgoblins. The minotaur will
always listen to the orders of its superiors. It will only abandon a fight if told to.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 16 (+3) 16 (+3) 14 (+2) 14 (+2)

Saving Throws​ Str +8, Dex +2


Skills​ History +6, Perception +5, Technology +6
Senses​ darkvision 120 ft., passive Perception 15
Languages​ speaks Hexinary, understands all
Individual CR​ 4 (1,100 XP)
Classification CR​ 7 Elite (2,900 XP)

ACTIONS
Multiattack.​ The minotaur takes two shots with its integrated torch hammer.

Integrated Torch Hammer.​ ​Payload Firearm Weapon Attack:​ DC 16, scope 20/80/120 (close), impact 5 ft. ​Failed
Save (half on success):​ 16 (2d10+5) explosive void damage.

Bull Rush (Recharge d6 [5]).​ The minotaur charges up to 30 feet toward a hostile target, provoking no attacks
of opportunity as it teleports in short bursts along the way. When it reaches its target it makes an unarmed strike
against it. If the attack hits, the damage of the unarmed strike increases by 18 (4d8) and the target must succeed
on a DC 16 Strength saving throw or be knocked prone.

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

Scan.​ The minotaur focuses its scanners into a 15-foot cone.

REACTIONS
Blink (Recharge d6 [5]).​ If a creature makes an attack roll against the minotaur, or causes the minotaur to make
a saving throw, the minotaur can cause the attack to have disadvantage, or grant itself advantage on the saving
throw, by teleporting to an unoccupied space within 15 feet of it. It takes all carried and worn equipment with it
when it does this. The minotaur can only use this reaction if there is an unoccupied space within range, and only if
it can perceive the source of the attack roll or saving throw.

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

Armor Class​ 14 (natural armor)


Health Points​ 13 (5d8-10)
Speed​ 20 ft.

Combatant Description​ The fanatic will prefer to attack the nearest target, using every feature and skill it has to
do so. It will not stop until itself is defeated, and it will only change targets if its current target is defeated, or it
loses perception of its current target.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 7 (-2) 5 (-3) 12 (+1) 5 (-3)

Damage Vulnerabilities​ kinetic


Senses​ blindsight 40 ft. (blind beyond this radius), passive Perception 11
Languages​ —
Individual CR​ 2 (450 XP)
Classification CR​ 4 Soldier (1,100 XP)

Explosive Demise.​ If the fanatic takes damage that would reduce it to 0 health points, it must use its
Self-Destruct.

ACTIONS
Self-Destruct.​ The fanatic explodes, destroying itself. All targets within 10 feet of it must make a DC 12
Constitution saving throw, taking 22 (5d8) explosive arc damage and becoming Poisoned for the next minute on a
failed save. Creatures Poisoned in this way take 4 (1d8) poison damage at the start of each of their turns.
Poisoned creatures can repeat the saving throw at the end of each of their turns, ending the effect on itself
early on a success. Creatures who succeed on their saving throw, or for whom the effect ends, become immune to
being Poisoned in this way for 24 hours.

Integrated Slap Rifle​. ​Firearm Weapon Attack:​ +2 to hit, scope 25/40/60 (close), one target. ​Hit:​ 6 (2d6d1+2)
solar damage.
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Coast, Inc. and is Copyright 2000 Wizards of the this License. You must affix such a notice to any Open
Coast, Inc ("Wizards"). All Rights Reserved. Game Content that you Use. No terms may be added
to or subtracted from this License except as described
1. Definitions: (a)"Contributors" means the copyright by the License itself. No other terms or conditions may
and/or trademark owners who have contributed Open be applied to any Open Game Content distributed
Game Content; (b)"Derivative Material" means using this License.
copyrighted material including derivative works and
translations (including into other computer languages), 3.Offer and Acceptance: By Using the Open Game
potation, modification, correction, addition, extension, Content You indicate Your acceptance of the terms of
upgrade, improvement, compilation, abridgment or this License.
other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to 4. Grant and Consideration: In consideration for
reproduce, license, rent, lease, sell, broadcast, publicly agreeing to use this License, the Contributors grant
display, transmit or otherwise distribute; (d)"Open You a perpetual, worldwide, royalty-free, nonexclusive
Game Content" means the game mechanic and license with the exact terms of this License to Use, the
includes the methods, procedures, processes and Open Game Content.
routines to the extent such content does not embody
the Product Identity and is an enhancement over the 5.Representation of Authority to Contribute: If You are
prior art and any additional content clearly identified contributing original material as Open Game Content,
as Open Game Content by the Contributor, and means You represent that Your Contributions are Your original
any work covered by this License, including creation and/or You have sufficient rights to grant the
translations and derivative works under copyright law, rights conveyed by this License.
but specifically excludes Product Identity. (e) "Product
Identity" means product and product line names, logos 6.Notice of License Copyright: You must update the
and identifying marks including trade dress; artifacts; COPYRIGHT NOTICE portion of this License to include
creatures characters; stories, storylines, plots, the exact text of the COPYRIGHT NOTICE of any Open
thematic elements, dialogue, incidents, language, Game Content You are copying, modifying or
artwork, symbols, designs, depictions, likenesses, distributing, and You must add the title, the copyright
formats, poses, concepts, themes and graphic, date, and the copyright holder's name to the
photographic and other visual or audio COPYRIGHT NOTICE of any original Open Game
representations; names and descriptions of characters, Content you Distribute.
spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, 7. Use of Product Identity: You agree not to Use any
environments, creatures, equipment, magical or Product Identity, including as an indication as to
supernatural abilities or effects, logos, symbols, or compatibility, except as expressly licensed in another,
graphic designs; and any other trademark or independent Agreement with the owner of each
registered trademark clearly identified as Product element of that Product Identity. You agree not to
identity by the owner of the Product Identity, and indicate compatibility or co-adaptability with any
which specifically excludes the Open Game Content; (f) Trademark or Registered Trademark in conjunction
"Trademark" means the logos, names, mark, sign, with a work containing Open Game Content except as
motto, designs that are used by a Contributor to expressly licensed in another, independent Agreement
identify itself or its products or the associated products with the owner of such Trademark or Registered
contributed to the Open Game License by the Trademark. The use of any Product Identity in Open
Contributor (g) "Use", "Used" or "Using" means to use, Game Content does not constitute a challenge to the
Distribute, copy, edit, format, modify, translate and ownership of that Product Identity. The owner of any
otherwise create Derivative Material of Open Game Product Identity used in Open Game Content shall
Content. (h) "You" or "Your" means the licensee in retain all rights, title and interest in and to that
terms of this agreement. Product Identity.
8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work
that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated


Agents may publish updated versions of this License.
You may use any authorized version of this License to
copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of


this License with every copy of the Open Game
Content You Distribute.

11. Use of Contributor Credits: You may not market or


advertise the Open Game Content using the name of
any Contributor unless You have written permission
from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to


comply with any of the terms of this License with
respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so
affected.

13. Termination: This License will terminate


automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall
survive the termination of this License.

14. Reformation: If any provision of this License is held


to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 Copyright 2016,


Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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