ABOUT THIS PACK:
The AID Series consists of monthly materials released by Blaine OVA PATRONS!
Simple for 5E and beyond! You’re free to share this pack privately
with friends and family, but please refrain from uploading the Aaron Saddler Icedemon565
materials publicly online. Alex Jordan Identity Crisis
Andrew Graybill JadeWarlock
BALANCE PATCHES AND HOTFIXES Andrew Bracht Jeremy Sorejian
This pack will stay updated for 3 months after its initial release! apexhydra John Hamilton
Patrons can join our public discord server and check out the Apple Jackson9388 Jonathan Sullivan Davis
#anime-pack-updates channel for frequent balance changes and Armarillo-kun KKD Silver
format edits. Feel free to download the newest updated packs as Azeria Antcliff Kristopher Hawkins
soon as you see an announcement there! Barnzinator Kyle_Sunrider
Also, if you’re a patron and haven’t received your special Patreon Brambotheninja 9 Machia Meredith
tag on discord, please make a request in the #claim-your-tags C_Dub 77 Matthew
channel. Cooper Henderson Matthew Wrightington
Crimson Eclipse NekoTheKing
SPECIES Cynthia Slime Nicolas Smith
In light of 5E changing the word ‘race’ to ‘species’, the AID Series Darkstar02 PhoenixSenpai
will also begin to refer to them as such moving forward. Species Doctor Rogue Pockieh
works as a better descriptor for the more monstrous and outland- dragoncamper Pyro Prima
ish character options out there, which these packs wholehearted- DragonJoker Rentarion Cain
ly support! Dranzer Robert Pursey
Dylan Shadow1317
SILVER’S MONSTER GIRL MANUAL! Emilio Lara Simon Bengtsson
Silver’s Monster Girl Manual drops February 15th! Famaskingdom ;-; Straw
To celebrate, this issue of The AID Series comes with an exclu- Gearshock 2341 Thestralpony
sive review of Iron Abductors! Silver’s MGM is a system-neutral Gerish51 worstofnoobs
book filled with ideas for fleshing out and dating monstrous Hack.Ruinz Zero1503
characters! Direct 5E conversions of the monsters present within harrison miller
the book may continue to get dedicated conversions through the hdcoffey 1
AID series!
TESTERS FOR THIS PACK!
DarkErebus13 kunhah
Gogoko McNuxxy
Halikon Pokeman
Ice God PrinceDraconis12
Ito Sora TheBlackF0X
Kitsu the King waffler.exe
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, charac-
ters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
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Open Content
Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may
be reproduced in any form without written permission.
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Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
SPECIES
IRON ABDUCTOR
Originally designed to act as a peaceful policing force, iron Spiked Core. Your lower body is a medium-sized metal core
abductors have been modified into weaponized killers. Most have that takes up a separate space adjacent to you. Treat the core’s
fallen inert for centuries and awaken with caution towards the occupied space as if it was an extension of your own. As you
new world. move, your core moves as well and can never be separated from
you while you’re alive.
IRON ABDUCTOR TRAITS
You can share the space of your iron core with other creatures.
Ability Scores Size Speed If you do so, you can make unarmed strikes against creatures that
Str +2; Con +1; Medium Fly 20ft (limited) share the space. When you hit with them, the target is grappled
Age. Iron abductors have been abandoned for centuries, pos- by your core and the strike deals 1d6 + your Strength modifier
sessing full maturity since their creation. If an abductor fails to piercing damage, instead of the bludgeoning damage normal for
kill a creature at least once every week, they fall into a dead-like an unarmed strike. You can’t attack creatures with your Spiked
slumber. core while grappling with it. At 3rd level, the damage from your
Alignment. Iron abductors were last used as front line soldiers spiked core is considered magical.
within humanoid armies that upheld law and order. As of such,
many iron abductors are lawful good.
Appearance. Abductors are crafted using a mix of humanoid
and construct parts. As they siphon energy from their victims
to power themselves, ethereal purple magic flows around and
through their bodies.
All iron abductors are exactly 10 feet tall. Their upper-halves
resemble that of a humanoid, while their lower bodies are large
spiked cores weighing 200 pounds.
Sentry’s Rest. You can attempt a long rest by spending at least
6 hours in an inactive, motionless state, instead of sleeping. In
this state, you appear inert, but you remain conscious.
Fitted Weapon. Choose a one-handed weapon during
character creation to have replace one of your upper arms.
The weapon is specially made to fit, cannot be unwillingly
removed while you’re alive, and at 3rd level is considered
magical while fitted. As an action you can either remove
or fit a weapon to your arm. A skilled crafter can modify
preexisting weapons to fit the upper arms of iron
abductors in 10 minutes if they have the correct tools
on hand.
Float. You possess a fly speed of 20 feet. If attempting
to move or maintain yourself in the air with this speed, you
can only do so up to 15 feet into the air, and only if
objects below you could normally support your weight.
While using this speed, your weight influences objects
as if you were directly on top of them.
Healing Receptors. Your energy core was made to
benefit from several spells that preserve life but that
normally don’t affect Constructs: cure wounds, healing
word, mass cure wounds, mass healing word, and spare the
dying.
Inexhaustible. You cannot gain sleep-based exhaustion
levels. If you would normally gain exhaustion due to a lack of
sleep, you instead lose the ability to gain benefits from
short rests until you benefit from a long rest.
Mechanical Interior. You don’t need to eat or drink, but
can do so if you desire. Foreign nonmagical foodstuffs that
enter your body are immediately destroyed. You are also
resistant to poison damage, and immune to disease.
Species & Languages. You are a Construct. You can
speak, read, and write Common and one other language
that you and your DM agree is appropriate for your
character.
WEAPON WEAPON
SPIKED FLAIL VETERAN’S PROSTHETIC
Martial weapon, melee weapon Weapon (spiked flail), very rare (requires attunement)
15 gp, 3 lb. 1d8 bludgeoning/piercing - multipurpose Salvaged from a forgotten decorated war construct, this +1 flail
Multipurpose. When choosing to attack with this weapon, you once replaced the soldier’s upper arm. To attune to the prosthetic,
can first choose one of the two damage types listed. If no damage you must lop off your upper arm by the joint and press the item’s
type is called, the type used is the first one listed for the weapon. clawed end to the stump. The prosthetic painfully grips to the
bone and remains connected until forcefully removed when you
die.
Energy Reap. Whenever you kill a non-undead or non-construct
creature with this weapon, you can choose to gain one of the
following benefits:
1. You gain 6 temporary hit points.
2. You reduce your levels of exhaustion by one.
3. You end the poisoned, blinded, and deafened conditions on
yourself.
Flashbacks. Visions of war occasionally flash in your mind,
causing short-lived panic attacks and fatigue. Whenever you kill a
creature while in initiative order, roll a 1d8 and consult the table
below.
1-5: Nothing happens.
6-7: You waste one of your unspent Hit Dice.
8: If the creature left a corpse, you become frightened of it until
the end of your turn.
MONSTER
CULT ABDUCTOR
Although most iron abductors are powered down
and scattered across war fields, the spikes within
their iron cores are still dangerous enough to gravely
wound creatures that stray too close. Nefarious forc-
es have taken to make sacrifices using the abductor’s
core to awaken and re-purpose them for their evil
ideologies. Terrified of the world as it is now, iron
abductors mistakenly latch onto the safety and teach-
ings of evil cults that provide the energy they require
and the bonds they need.
CULT ABDUCTOR
Large construct, chaotic evil ACTIONS
Multiattack. The Cult Abductor makes two Spiked Flail attacks.
• Armor Class 16 (natural armor)
• Hit points 120 (16d10+32) Spiked Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
• Speed fly 30ft (hover) Hit: 18 (2d10 + 4) bludgeoning or piercing damage.
Skewer (Recharge 5-6): Each creature in the Cult Abductor’s space
STR DEX CON INT WIS CHA must make a DC 15 Dexterity saving throw. On a failure, a target takes
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 8 (-1) 13 (2d8 + 4) piercing damage. If it is Large or smaller, it is also grap-
pled (escape DC 14). Until this grapple ends, the target is restrained.
• Skills Perception +13 If the saving throw is successful, the target is pushed out of the cult ’s
• Damage Resistances Piercing, Bludgeoning, and Slashing from space.
At the start of each of the Cult Abductor’s turns, each target grappled
non-magical attacks by them takes 13 (2d8 + 4) piercing damage. Whenever the construct
• Damage Immunities Poison takes damage, creatures restrained through the use of Skewer can
• Condition Immunities Poisoned, Charmed, Frightened, Exhaustion attempt another roll to escape.
• Languages Common
• Challenge 5 (1,800 XP) Proficiency Bonus +3
Magic Weapons. The Cult Abductor’s weapon attacks are magical.
Float. The Cult Abductor cannot use their fly speed to move more than
20 feet off the ground.
Construct
Wild!
Iron Abductor (Pursue With Caution)
Originally designed to act as a peaceful policing
force, iron abductors have been modified into wea-
ponized killers. Most have fallen inert for centuries
and awaken with caution towards the new world.
The Wayward’s Advice
Warborn. The iron abductor’s original purpose were
to capture and contain dangerous monsters and
criminals within their confining cores. Back then,
abductors lacked weapon, and sourced their power
through charging pedestals stationed around city
streets. Through the need for super soldiers in the
last global conflict, iron abductors were modified
with spike-laced interiors to kill their captives. When
hostile forces eventually destroyed the abductor’s
charging stations, a need for a new power source
arose, modifying them again to stay active through
the use of sacrifices. Many abductors abhor their
wartime modifications, and suffer from PTSD
through the intensity of the time period.
Lost age. As conflict subsided and death diminished,
many abductors fell into a deep slumber. Due to the
large gap in time since they were last awake, many
abductors are worriedly cautious against the new
world and lash out towards everything unusual.
Creatures old enough to have lived in the same time
period as the abductor have an easier time interact-
ing with the construct on a general basis.
Sacrificial Prison. Iron abductors have a hollow
core within their base riddled with long spikes. To
reawaken an abductor for a week, a sacrifice of a
living creature must be made using the construct’s in-
ternals. Abductor’s become antsy as their awakened
states draw to an end, and value anyone willing to
help them find a solution to their energy crisis. Some
abductors even request they be allowed to fall inert
yet again as they woe death being their salvation.
Hollow. Decades of conflict have dulled an abductor’s
personality and sharpened its paranoia. Although
some parts of the construct are lost or changed for-
ever, a peaceful partner can help restore fragments
of these once passionate and community focused
creations.
Likes dislikes
community Sacrifices
Familiar Faces War
10’ pg.? Being Relied On Large Changes
Large Weapon Prosthetic
Silver’s Monster Girl Manual
Wayward FORGOTTEN WAR FIELD
Affiair
Review IRON ABDUCTOR!
The abductor became entranced with me the moment I began playing
some old tunes on my lute. We traveled through war torn fields and
regaled in the classics, which put their weary mind to ease. Wish I was
around for the generation they so adamantly praised, but the least I
could do was show them the wonders of present day. Needing to hunt
down a few dozen animals to keep their energy going was a bit much,
Silver but its great to see that a machine of war can actually find peace.
The local city had prisoners they were eager to use as sacrifices to power
the abductor. Although I spoke against it, the mayor was thrilled. Once the
construct was powered up, it lashed out at the city officials in a scared stu-
por and fled the scene. I later caught up with the abductor and recognized
them as one that used to protect my hometown. We bonded through those
childhood memories and got back on track towards building a solid relation-
Gwen ship! I hope a permanent solution for their energy problem is fixed soon.
I introduced the abductor to my patron and hooked them up with a more permanent
energy source. Their new crystal core kept them energized, and we spent most of
our time laughing through the world’s folly. The abductor would tense up whenever
I brought up more serious global topics, which was a bit upsetting as I love any
Desmond chance to talk politics. A great companion for lighthearted fun!
Silver’s Monster Girl Manual
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