Mass Effect 5e - Player's Handbook
Bestiary
- ElcorAlien6keyboard_arrow_down
Elcor(Alien)
Large Organic, Lawful Neutral
- Armor Class 20
- Hit Points 125 (10d10 + 70)
- Shield Points 50 (10 regen)
- Speed 4m
STR
20 (+5)
DEX
4 (-3)
CON
24 (+7)
INT
16 (+3)
WIS
18 (+4)
CHA
8 (-1)
- Saving Throws Strength +8, Constitution +10
- Skills History +3, Insight +4
- Damage Resistances bludgeoning, piercing, slashing
- Senses passive Perception 14
- Challenge 6 (2300 XP)
Slow Moving. The elcor has disadvantage on all Dexterity saving throws and skill checks.
Actions
Mass Accelerator Cannon. Ranged Weapon Attack: +6 to hit, range 120m, one target.
Hit: 22 (5d8) radiant damage.
Elcor Images - HarvesterAlien19keyboard_arrow_down
Harvester(Alien)
Huge Organic, Unaligned
- Armor Class 16
- Hit Points 351 (26d12 + 182)
- Speed 20m, fly 30m
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
- Saving Throws Strength +14, Constitution +13, Wisdom +8
- Skills Perception +2
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 18
- Challenge 19 (22000 XP)
Frightful Presence. Each creature of the harvester's choice that is within 60m of the name and aware of it must succeed on a DC 19 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 harvester's Frightful Presence for the next 24 hours.
Actions
Multiattack. The harvester can use its Frightful Presence. It then makes three attacks: one with its acid spit and two with its stomp.
Acid Spit. Ranged Weapon Attack: +8 to hit, range 60m, one target.
Hit: The harvester targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the harvester's next turn, each creature that enters the area or ends its turn there must also make the saving throw.
Stomp. Melee Weapon Attack: +14 to hit, reach 4mm, one target.
Hit: 15 (2d6 + 8) piercing damage.
Drop Klixen. Regional Weapon Attack: +NaN to hit, range nullm, null.
Hit: If the harvester is within a region that contains Klixen, it begins the fight by droping 1d10 Klixen in a 6m by 20m area.
Legendary Actions
The Harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Harvester regains spent legendary actions at the start of his turn.
Detect. The harvester makes a Wisdom (Perception) check.
Stomp Attack. The harvester makes a stomp attack.
Trample Attack (Costs 2 Actions). The harvester moves 10m in a straight line moving over Large or smaller creature in its path. Each creature caught in its path must succeed on a DC 19 piercing damage and be knocked {prone}. The harvester cannot move through a Huge or larger creature.
Harvester Images - KlixenAlien1keyboard_arrow_down
Klixen(Alien)
Medium Organic, Unaligned
- Armor Class 14
- Hit Points 27 (5d8 + 5)
- Speed 10m
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
5 (-2)
WIS
10 (+0)
CHA
7 (-1)
- Damage Vulnerabilities cold
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Challenge 1 (200 XP)
Death Burst. When the klixen dies, it explodes in a burst of lava. Each creature within 2m of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Heated Body. A creature that touches the klixen or hits it with a melee attack while within 2m of it takes 3 (1d6) fire damage.
Actions
Pincer. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6). The klixen exhales a 6-meter cone of fire. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Klixen Images - PyjakAlien0keyboard_arrow_down
Pyjak(Alien)
Small Organic, Unaligned
- Armor Class 12
- Hit Points 3 (1d6)
- Speed 10m, climb 6m
STR
8 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
- Senses passive Perception 11
- Challenge 0 (10 XP)
Pack Tactics. The pyjak has advantage on an attack roll against a creature if at least one of the pyjak's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 2m, one target.
Hit: 1 (1d4 - 1) piercing damage.
Pyjak Images - Thresher MawAlien28keyboard_arrow_down
Thresher Maw(Alien)
Gargantuan Organic, Unaligned
- Armor Class 22
- Hit Points 615 (30d20 + 300)
- Speed 20m, burrow 12m
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-3)
WIS
11 (+0)
CHA
11 (+0)
- Saving Throws Strength +18, Constitution +18
- Damage Resistances acid, bludgeoning, cold, fire, force, lightning, piercing, poison, slashing
- Condition Immunities charmed, frightened, paralyzed, frozen, lifted
- Senses blindsight 10m, tremorsense 20m, passive Perception 10
- Challenge 28 (120000 XP)
Frightful Presence. Each creature of the thresher maw's choice that is within 60m of the name and aware of it must succeed on a DC 22 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 thresher maw's Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If the thresher maw fails a saving throw, it can choose to succeed instead.
Siege Monster. The thresher maw deals double damage to objects and structures.
Destroy Terrain. When the thresher maw moves via burrowing, the ground it moves through becomes difficult terrain.
Actions
Multiattack. The thresher maw can use its Frightful Presence. It then makes four attacks: one with its grasp, two with its tail, one with its acid spit. It can use its Swallow instead of its grasp.
Acid Spit. Ranged Weapon Attack: +8 to hit, range 60m, one target.
Hit: The thresher maw targets a 6m radius within 60m and launches a glob of acid that coats the area. Each creature within the area must succeed on a DC 22 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one. Until the end of the thresher maw's next turn, each creature that enters the area or ends its turn there must also make the saving throw.
Tail. Melee Weapon Attack: +18 to hit, reach 8m, one target.
Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Grasp. Melee Weapon Attack: +18 to hit, reach 4m, one target.
Hit: 23 (2d12 + 10) bludgeoning damage and 13 (2d12) acid damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the thresher maw can't grasp another target.
Swallow. The thresher maw makes one grasp attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the grasp's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thresher maw, and it takes 56 (16d6) acid damage at the start of each of the thresher maw's turns. --If the thresher maw takes 60 damage or more on a single turn from a creature inside it, the thresher maw must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 4m of the thresher maw. If the thresher maw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 12m of movement, exiting prone.
Legendary Actions
The Thresher Maw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Thresher Maw regains spent legendary actions at the start of his turn.
Acid Spit Attack (Costs 2 Actions). The thresher maw makes an acid spit attack.
Move. The thresher maw moves up to half its speed.
Tail Attack. The thresher maw makes a tail attack.
Thresher Maw Images - VarrenAlien1/4keyboard_arrow_down
Varren(Alien)
Medium Organic, Unaligned
- Armor Class 13
- Hit Points 11 (2d8 + 2)
- Speed 16m
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-3)
WIS
12 (+1)
CHA
6 (-2)
- Skills Perception +1, Stealth +2
- Senses passive Perception 13
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The varren has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The varren has advantage on an attack roll against a creature if at least one of the varren's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked {prone}.
Varren Images - Varren AlphaAlien1keyboard_arrow_down
Varren Alpha(Alien)
Large Organic, Unaligned
- Armor Class 14
- Hit Points 37 (5d10 + 10)
- Speed 20m
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-3)
WIS
12 (+1)
CHA
7 (-1)
- Skills Perception +1, Stealth +2
- Senses passive Perception 13
- Challenge 1 (200 XP)
Keen Hearing and Smell. The varren alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The varren alpha has advantage on an attack roll against a creature if at least one of the varren alpha's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked {prone}.
Varren Alpha Images - YahgAlien8keyboard_arrow_down
Yahg(Alien)
Large Organic, Chaotic Evil
- Armor Class 17
- Hit Points 157 (21d10 + 42)
- Speed 16m
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
- Saving Throws Strength +7, Dexterity +4, Wisdom +6, Intelligence +7
- Skills Acrobatics +1, Athletics +4, Deception +0, Insight +6, Perception +3, Stealth +4
- Damage Resistances poison
- Senses blindsight 6m, passive Perception 16
- Challenge 8 (3900 XP)
Assassinate. During its first turn, the yahg has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the yahg scores against a surprised creature is a critical hit.
Avoidance. If the yahg subjected to an effect that allows it to make a 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.
Sneak Attack. The yahg deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 2m of an ally of the yahg that isn't incapacitated and the yahg doesn't have disadvantage on the attack roll.
Actions
Multiattack. The yahg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 2m, one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 4m, one target.
Hit: 13 (2d8 + 4) slashing damage.
Yahg Images - AdjutantCerberus6keyboard_arrow_down
Adjutant(Cerberus)
Large Synorg, Lawful Evil
- Armor Class 18
- Hit Points 127 (15d10 + 45)
- Barrier 6 ticks
- Speed 10m
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
- Saving Throws Dexterity +7
- Senses darkvision 20m, passive Perception 9
- Challenge 6 (2300 XP)
Grappler. The adjutant has advantage on attack rolls against any creature grappled by it.
Innate Biotics. The Adjutant's innate biotic ability is Charisma (spell save DC 12, +4 to hit with biotic attacks). It can innately cast the following:
3/day each: singularity
Actions
Multiattack. The adjutant makes two Arm Cannon attacks.
Arm Cannon. Ranged Weapon Attack: +7 to hit, range 20m, one target.
Hit: 9 (1d10 + 4) piercing damage.
Bash. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
Reaper Infection. Melee Weapon Attack: +5 to hit, reach 2m, one organic creature that is grappled by the adjutant, incapacitated, or restrained.
Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.
Adjutant Images - Assault TrooperCerberus1keyboard_arrow_down
Assault Trooper(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 39 (6d8 + 12)
- Speed 10m
STR
12 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
- Saving Throws Dexterity +3
- Senses passive Perception 10
- Challenge 1 (200 XP)
Actions
Stun Baton. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
M-25 Hornet. Ranged Weapon Attack: +3 to hit, range (8m/24m) & hip fire, one target.
Hit: 6 (2d4 + 1) piercing damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Assault Trooper Images - AtlasCerberus14keyboard_arrow_down
Atlas(Cerberus)
Large Synthetic, Neutral
- Armor Class 20
- Hit Points 147 (14d10 + 70)
- Shield Points 50 (5 regen)
- Speed 6m
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
10 (+0)
CHA
9 (+0)
- Saving Throws Strength +10, Intelligence +9
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, grappled, paralyzed, petrified, poisoned, stunned
- Senses darkvision 20m, passive Perception 10
- Challenge 14 (11500 XP)
Actions
Smash. Melee Weapon Attack: +10 to hit, reach 2m, one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Mass Accelerator Cannon. Ranged Weapon Attack: +9 to hit, range 120m, one target.
Hit: 22 (5d8) radiant damage.
Rocket Launcher (Recharge 5-6). The atlas targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.
Smoke Grenade (Recharge 5-6). As an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.
Legendary Actions
The Atlas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Atlas regains spent legendary actions at the start of his turn.
Smash Attack. The atlas makes a Smash attack.
Mass Accelerator Cannon Attack. The atlas makes a Mass Accelerator Cannon attack.
Eject (Costs 3 Actions). The pilot of the Atlas ejects, landing in an unoccupied space within 40m. The pilot is an Assault Trooper. The Atlas then self-destructs. Each creature within a 6m radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 39 (6d12) thunder damage or half as much on a successful one.
Atlas Images - CenturionCerberus4keyboard_arrow_down
Centurion(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 52 (7d8 + 21)
- Shield Points 10 (10 regen)
- Speed 10m
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
9 (+0)
CHA
12 (+1)
- Damage Resistances bludgeoning, piercing, slashing
- Senses infrared vision 20m, passive Perception 10
- Challenge 4 (1100 XP)
Aggressive. As a bonus action, the centurion can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The centurion makes two M-96 Mattock attacks or two Stun Baton attacks.
Stun Baton. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 5 (1d6 + 2) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
M-96 Mattock. Ranged Weapon Attack: +4 to hit, range (40m/120m), one target.
Hit: 6 (1d8 + 2) piercing damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Smoke Grenade (Recharge 5-6). As an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.
Centurion Images - Combat EngineerCerberus3keyboard_arrow_down
Combat Engineer(Cerberus)
Medium Organic, Neutral
- Armor Class 14
- Hit Points 77 (14d8 + 14)
- Shield Points 20 (10 regen)
- Speed 10m
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
16 (+3)
- Skills Electronics +3
- Senses passive Perception 11
- Challenge 3 (700 XP)
Deploy Turret. The combat engineer is equipped with 1 Turret (see Bestiary). As an action, the combat engineer can deploy the Turret on a level surface within 2m. The Turret is controlled by the combat engineer and takes its turn at the end of the combat engineer's turn. The combat engineer can use an action to stow the Turret, placing it at another location with a subsequent action.
Actions
Multiattack. The combat engineer makes two M-5 Phalanx attacks.
M-5 Phalanx. Ranged Weapon Attack: +5 to hit, range (20m/60m) & hip fire, one target.
Hit: 5 (1d4 + 3) piercing damage.
Repair. The combat engineer uses its action to repair a friendly, synthetic target within 2m for 1d8 hit points.
Combat Engineer Images - DragoonCerberus5keyboard_arrow_down
Dragoon(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 16
- Hit Points 110 (20d8 + 20)
- Speed 12m
STR
12 (+1)
DEX
18 (+4)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
13 (+1)
- Saving Throws Dexterity +7
- Skills Acrobatics +4
- Senses passive Perception 11
- Challenge 5 (1800 XP)
Aggressive. As a bonus action, the dragoon can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The dragoon makes three Omni-whip attacks
Omni-Whip. Melee Weapon Attack: +7 to hit, reach 4m, one target.
Hit: 9 (2d4 + 4) lightning damage.
M-25 Hornet. Ranged Weapon Attack: +7 to hit, range (8m/24m) & hip fire, one target.
Hit: 9 (2d4 + 4) piercing damage.
Dragoon Images - GuardianCerberus5keyboard_arrow_down
Guardian(Cerberus)
Medium Organic, Neutral
- Armor Class 18
- Hit Points 130 (20d8 + 40)
- Speed 6m
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
- Saving Throws Strength +6
- Senses passive Perception 10
- Challenge 5 (1800 XP)
Heavy Shield. While the guardian has their Heavy Shield equipped, it gains +2 AC and has resistance bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The guardian makes two M-358 Talon attacks.
M-358 Talon. Ranged Weapon Attack: +4 to hit, range (10m/30m), one target.
Hit: 8 (2d6 + 1) piercing damage.
Stun Baton. Melee Weapon Attack: +6 to hit, reach 2m, one target.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target takes 2 (1d4) lightning damage. If the target is {unprotected} and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
Guardian Images - NemesisCerberus6keyboard_arrow_down
Nemesis(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 16
- Hit Points 67 (15d8)
- Shield Points 20 (10 regen)
- Speed 10m
STR
8 (-1)
DEX
20 (+5)
CON
11 (+0)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
- Saving Throws Dexterity +8
- Skills Perception +1, Stealth +5, Survival +1
- Senses darkvision 60m, passive Perception 14
- Challenge 6 (2300 XP)
Self-Destruct. When the nemesis dies, it explodes. Each creature within 4m of it must make a DC 15 Dexterity saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.
Pack Tactics. The nemesis has advantage on an attack roll against a creature if at least one of the nemesis's allies is within 2m of the creature and the ally isn't incapacitated.
Surprise Attack. If the nemesis surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Shadow Cloak. While in dim light or darkness, the nemesis can take the Hide action as a bonus action.
Actions
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 2 (1d6 - 1) bludgeoning damage.
M-98 Widow. Ranged Weapon Attack: +8 to hit, range (80m/240m), one target.
Hit: 18 (2d12 + 5) piercing damage, and if the target is not behind cover, it takes and additional 1d4 damage.
Nemesis Images - PhantomCerberus7keyboard_arrow_down
Phantom(Cerberus)
Medium Organic, Neutral Evil
- Armor Class 17
- Hit Points 110 (20d8 + 20)
- Barrier 8 ticks
- Speed 14m
STR
16 (+3)
DEX
22 (+6)
CON
12 (+1)
INT
11 (+0)
WIS
15 (+2)
CHA
15 (+2)
- Saving Throws Dexterity +9
- Skills Acrobatics +6, Electronics +0, Perception +2, Stealth +6
- Senses passive Perception 15
- Challenge 7 (2900 XP)
Avoidance. If the phantom subjected to an effect that allows it to make a 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.
Aggressive. As a bonus action, the phantom can move up to its speed toward a hostile creature that it can see.
Barrier (3/Day). As an action or bonus action, the phantom gains 8 barrier ticks.
Actions
Multiattack. The phantom makes three Monomolecular Blade attacks or one Palm Blaster attack and two Monomolecular Blade (one-handed) attacks.
Palm Blaster. Ranged Weapon Attack: +9 to hit, range 4mm, one target.
Hit: 16 (3d10) thunder damage.
Monomolecular Blade. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 11 (1d10 + 6) slashing damage.
Phantom Images - Weakened AdjutantCerberus2keyboard_arrow_down
Weakened Adjutant(Cerberus)
Large Synorg, Lawful Evil
- Armor Class 14
- Hit Points 55 (10d10)
- Speed 8m
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
- Senses passive Perception 10
- Challenge 2 (450 XP)
Grappler. The weakened adjutant has advantage on attack rolls against any creature grappled by it.
Actions
Multiattack. The adjutant makes two Arm Cannon attacks.
Arm Cannon. Ranged Weapon Attack: +5 to hit, range 20m, one target.
Hit: 8 (1d10 + 3) piercing damage.
Bash. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 4 (1d8) bludgeoning damage.
Reaper Infection. Melee Weapon Attack: +2 to hit, reach 2m, one organic creature that is grappled by the weakened adjutant, incapacitated, or restrained.
Hit: 3 (1d6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An organic creature slain in this way becomes a Weakened Adjutant and becomes an Adjutant after a long rest.
Weakened Adjutant Images - Collector AssassinCollector3keyboard_arrow_down
Collector Assassin(Collector)
Medium Organic, Lawful evil
- Armor Class 14
- Hit Points 45 (10d8)
- Barrier 4 ticks
- Speed 10m, fly 6m
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Saving Throws Dexterity +6
- Skills Athletics +0
- Senses darkvision 20m, passive Perception 9
- Challenge 3 (700 XP)
Possessed Collector. When the collector assassin is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The collector assassin makes two Particle Rifle attacks.
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) bludgeoning damage.
Particle Rifle. Ranged Weapon Attack: +6 to hit, range (10m/30m), one target.
Hit: 15 (2d10 + 4) radiant damage.
Collector Assassin Images - Collector CaptainCollector7keyboard_arrow_down
Collector Captain(Collector)
Medium Organic, Lawful evil
- Armor Class 16
- Hit Points 123 (19d8 + 38)
- Barrier 6 ticks
- Speed 10m, fly 6m
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
- Saving Throws Dexterity +7, Constitution +5
- Skills Athletics +2, Science +0, Survival +2
- Senses darkvision 20m, passive Perception 12
- Challenge 7 (2900 XP)
Pack Tactics. The collector captain has advantage on an attack roll against a creature if at least one of the collector captain's allies is within 2m of the creature and the ally isn't incapacitated.
Possessed Captain. When the captain is possessed by a harbinger it gains temporary hit points equal to its total hit points and 8 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. Instead of summoning a seaker swarm, it summons a seeker plague.
Actions
Multiattack. The collector captain makes two Collector Assault Rifle attacks.
Leadership (Recharges after a Short or Long rest). For 1 minute, the collector captain can utter a special command or warning whenever a non-hostile creature that it can see within 10m of it makes an attack roll or a saving throw. The creature can add a d4 to its role provided it can hear and understand the collector captain. A creature can benefit from only one Leadership die at a time. This effect ends if the collector captain is incapacitated.
Summon Seeker Swarm (Recharge 5-6). The collector captain summons 1d4 seeker swarms at an unoccupied space it can see within 10m.
Collector Assault Rifle. Ranged Weapon Attack: +7 to hit, range (20m/60m), one target.
Hit: 14 (4d4 + 4) piercing damage.
Collector Captain Images - Collector DroneCollector1keyboard_arrow_down
Collector Drone(Collector)
Medium Organic, Lawful evil
- Armor Class 13
- Hit Points 31 (7d8)
- Speed 10m, fly 6m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Saving Throws Dexterity +2
- Skills Athletics +0
- Senses darkvision 20m, passive Perception 9
- Challenge 1 (200 XP)
Possessed Collector. When the collector drone is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Weapon Strike. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) bludgeoning damage.
Collector Assault Rifle. Ranged Weapon Attack: +2 to hit, range (20m/60m), one target.
Hit: 10 (4d4) piercing damage.
Collector Drone Images - Collector GeneralCollector11keyboard_arrow_down
Collector General(Collector)
Large Organic, Lawful Evil
- Armor Class 16
- Hit Points 162 (25d10 + 25)
- Barrier 20 ticks
- Speed 10m
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
- Skills History +2, Perception +3, Science +2, Persuasion +4, Deception +4
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 17
- Challenge 11 (7200 XP)
Biotics. The Collector General is a 12th-level biotic. Its biotic ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Collector General has the following biotic spells:
Cantrips (at will): dark channel
1st level (5 slots): pull, reave, shockwave
2nd level (4 slots)
3rd level (3 slots): singularity
4th level (2 slots)
Actions
Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 4 (1d8) bludgeoning damage.
Legendary Actions
The Collector General can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Collector General regains spent legendary actions at the start of his turn.
Bash Attack. The collector general makes one bash attack.
Assume Control (Costs 2 Actions). The harbinger targets a friendly collector that is not incapacitated. The target creature becomes possessed and gains the benefits listed on its monster sheet. The harbinger can only assume control of one creature at a time. While it is assuming control, its speed becomes 0, attacking creatures have advantage, it automatically fails Strength and Dexterity saving throws, and it cannot cast any spells. If the harbinger is incapacitated, assume control ends. The harbinger can use its bonus action to end assume control. As a result, the targeted creature loses all benefits including any temporary hit points and barrier ticks.
Cast a Spell (Costs 3 Actions). The collector general casts a spell from its list of prepared spells, using a spell slot as normal.
Collector General Images - Collector GuardianCollector4keyboard_arrow_down
Collector Guardian(Collector)
Medium Organic, Lawful evil
- Armor Class 16
- Hit Points 75 (10d8 + 30)
- Barrier 5 ticks
- Speed 10m, fly 6m
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
9 (+0)
- Saving Throws Constitution +5
- Skills Athletics +3
- Senses darkvision 20m, passive Perception 9
- Challenge 4 (1100 XP)
Warp Ammo. Successful ranged attacks on a target with an active barrier will strip away 2 barrier ticks and reduce the damage reduction by half. Warp ammo can detonate primed targets.
Possessed Collector. When the collector guardian is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The collector guardian makes two Collector Assault Rifle attacks.
Weapon Strike. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Collector Assault Rifle. Ranged Weapon Attack: +4 to hit, range (20m/60m), one target.
Hit: 12 (4d4 + 2) piercing damage.
Hex Shield (1/Day). As a bonus action, the collector guardian generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.
Collector Guardian Images - Collector TrooperCollector3keyboard_arrow_down
Collector Trooper(Collector)
Medium Organic, Lawful evil
- Armor Class 15
- Hit Points 77 (14d8 + 14)
- Speed 10m, fly 6m
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
8 (-1)
- Saving Throws Dexterity +4
- Skills Athletics +1
- Senses darkvision 20m, passive Perception 11
- Challenge 3 (700 XP)
Possessed Collector. When the collector trooper is possessed by a harbinger it gains temporary hit points equal to its total hit points and 6 barrier ticks. While it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage.
Actions
Weapon Strike. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Collector SMG. Ranged Weapon Attack: +4 to hit, range (10m/30m), one target.
Hit: 11 (2d8 + 2) piercing damage.
Collector Web. Ranged Weapon Attack: +4 to hit, range 10m, one target.
Hit: The target is restrained by organic webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Collector Trooper Images - PraetorianCollector12keyboard_arrow_down
Praetorian(Collector)
Large Synorg, Lawful evil
- Armor Class 20
- Hit Points 136 (13d10 + 65)
- Barrier 10 ticks
- Speed 10m, fly 10m
STR
20 (+5)
DEX
19 (+4)
CON
21 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
- Saving Throws Dexterity +8, Constitution +9, Strength +9
- Skills Acrobatics +4, Athletics +5, Perception +2
- Damage Resistances force, necrotic
- Condition Immunities charmed, grappled, paralyzed, petrified, poisoned
- Senses darkvision 20m, passive Perception 16
- Challenge 12 (8400 XP)
Possessed Praetorian. When the praetorian is possessed by a harbinger it gains 10 barrier ticks and while it has barrier ticks it also gains resistance to bludgeoning, piercing, and slashing damage. It can use its action to launch 2 missiles at a single or different target creatures within 60m. Each target must make a DC 18 Dexterity saving throw. On a failed save a target takes 33 (6d10) thunder damage, or half as much on a successful one. Once the praetorian fires its missiles, it cannot do so again.
Actions
Pounce (Recharge 5-6). The praetorian pounces to a location within 14m and makes a claw attack.
Claw. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 38 (6d10 + 5) piercing damage.
Twin Particle Beams (Recharge 5-6). The praetorian shoots particle beams in a 10m line that is 4m wide originating from itself. Each creature within the area must make a DC 18 Dexterity saving throw. On a failed save a creature takes 54 (12d8) radiant damage or half as much on a successful one.
Reactions
Negation Barrier (3/Day). When targeted by a biotic spell or tech power, the praetorian can use its reaction to gain 2 barrier ticks and gain resistance to force, necrotic, cold, lightning, and fire damage until the start of its next turn.
Praetorian Images - Seeker PlagueCollector1/4keyboard_arrow_down
Seeker Plague(Collector)
Small Organic, Lawful Evil
- Armor Class 13
- Hit Points 14 (4d6)
- Barrier 1 ticks
- Speed fly 10m
STR
4 (-3)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
6 (-2)
- Saving Throws Dexterity +3
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Actions
Plague Sting. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 3 (1d4 + 1) poison damage and 2 (1d4) necrotic damage. The target must succeed on DC 13 Constitution saving throw or has disadvantage on its next attack roll.
Seeker Plague Images - Seeker SwarmCollector1/8keyboard_arrow_down
Seeker Swarm(Collector)
Small Organic, Lawful Evil
- Armor Class 13
- Hit Points 10 (4d6 - 4)
- Speed fly 10m
STR
2 (-4)
DEX
10 (+0)
CON
8 (-1)
INT
10 (+0)
WIS
8 (-1)
CHA
5 (-2)
- Saving Throws Dexterity +2
- Senses passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or has disadvantage on its next attack roll.
Seeker Swarm Images - Geth ArmatureGeth15keyboard_arrow_down
Geth Armature(Geth)
Huge Synthetic, Lawful Neutral
- Armor Class 15
- Hit Points 135 (10d12 + 70)
- Shield Points 100 (0 regen)
- Speed 6m
STR
22 (+6)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
6 (-2)
CHA
8 (-1)
- Saving Throws Intelligence +9
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
- Senses darkvision 20m, infrared vision 20m, passive Perception 13
- Challenge 15 (13000 XP)
Repair Protocol (3/Day). If the geth armature starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.
Actions
Siege Pulse (Recharge 6). The geth armature releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 18 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.
Siege Cannon. The geth armature targets a creature within 60m and launches a homing projectile. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.
Mass Accelerator Machinegun. Ranged Weapon Attack: +9 to hit, range 120m, one target.
Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth armature can make a burst fire attack instead.
Geth Armature Images - Geth BomberGeth2keyboard_arrow_down
Geth Bomber(Geth)
Small Synthetic, Lawful Neutral
- Armor Class 16
- Hit Points 15 (10d6 - 20)
- Shield Points 15 (5 regen)
- Speed fly 10m
STR
6 (-2)
DEX
18 (+4)
CON
6 (-2)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
- Saving Throws Dexterity +6
- Skills Perception +0
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 60m, passive Perception 12
- Challenge 2 (450 XP)
Innate Tech. The Geth Bomber's innate tech ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It can innately cast the following for 2 tech points:
Recharge 4-6: Overload
Actions
Multi-frag Grenade (Recharge 5-6). As an Action, target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one.
Geth Bomber Images - Geth ColossusGeth21keyboard_arrow_down
Geth Colossus(Geth)
Gargantuan Synthetic, Lawful Neutral
- Armor Class 17
- Hit Points 175 (9d20 + 81)
- Shield Points 100 (0 regen)
- Speed 6m
STR
28 (+9)
DEX
8 (-1)
CON
28 (+9)
INT
20 (+5)
WIS
6 (-2)
CHA
8 (-1)
- Saving Throws Intelligence +12
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities charmed, deafened, frightened, frozen, grappled, invisible, lifted, paralyzed, petrified, poisoned, restrained, stunned
- Senses darkvision 20m, infrared vision 20m, passive Perception 15
- Challenge 21 (33000 XP)
Repair Protocol (3/Day). If the geth colossus starts its turn with 0 shield points, it activates its repair protocol, collapsing into a compact shell. Until the start of its next turn, its speed becomes 0m and it can take no Actions, but it is immune to all damage. At the start of its next turn, it regains 50 shields points.
Actions
Siege Pulse (Recharge 6). The geth colossus releases a burst of electrostatic energy that disrupts armor biofeedback. Each creature within a 6m radius must make a DC 20 Constitution saving throw. On a failed save, a creature wearing armor looses 1d4 to their Strength and Dexterity ability scores. This loss ends if the armor is repaired, removed, or replaced.
Siege Cannon. The geth colossus targets a creature within 60m and launches a homing projectile. The target must make a DC 20 Dexterity saving throw. On a failed save, the target takes 55 (10d10) radiant damage, or half as much on a successful one.
Mass Accelerator Machinegun. Ranged Weapon Attack: +12 to hit, range 120m, one target.
Hit: 19 (3d12) piercing damage and 19 (3d12) radiant damage. The geth colossus can make a burst fire attack instead.
Legendary Actions
The Geth Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Geth Colossus regains spent legendary actions at the start of his turn.
Siege Cannon Attack. The geth colossus makes a Siege Cannon attack.
Mass Accelerator Machinegun Attack. The geth colossus makes a Mass Accelerator Machinegun attack.
Siege Pulse Attack (Costs 2 Actions). The geth colossus uses its Siege Pulse
Geth Colossus Images - Geth HunterGeth4keyboard_arrow_down
Geth Hunter(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 14
- Hit Points 60 (8d8 + 24)
- Shield Points 20 (10 regen)
- Speed 14m
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
- Saving Throws Intelligence +5
- Skills Electronics +3, Stealth +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 60m, passive Perception 11
- Challenge 4 (1100 XP)
Assassination. Once per turn, the geth hunter can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.
Actions
Multiattack. The geth hunter makes two Geth Plasma Shotgun attacks.
Weapon Strike. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Geth Plasma Shotgun. Ranged Weapon Attack: +4 to hit, range (6m/12m) & hip fire, one target.
Hit: 13 (2d10 + 2) radiant damage.
Tactical Cloak (3/Day). As a bonus action, the geth hunter activates its tactical cloak, becoming {invisible}. When the geth hunter makes a melee, ranged, or uses a tech or combat power, tactical cloak ends.
Geth Hunter Images - Geth JuggernautGeth8keyboard_arrow_down
Geth Juggernaut(Geth)
Large Synthetic, Lawful Neutral
- Armor Class 15
- Hit Points 133 (14d10 + 56)
- Shield Points 20 (5 regen)
- Speed 12m
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
13 (+1)
WIS
8 (-1)
CHA
4 (-3)
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 8 (3900 XP)
Aggressive. As a bonus action, the geth juggernaut can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The geth juggernaut makes two Bash attacks.
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Geth Plasma SMG. Ranged Weapon Attack: +3 to hit, range (18m/54m), one target.
Hit: 10 (4d4) radiant damage.
Geth Juggernaut Images - Geth PrimeGeth9keyboard_arrow_down
Geth Prime(Geth)
Large Synthetic, Lawful Neutral
- Armor Class 18
- Hit Points 170 (20d10 + 60)
- Shield Points 30 (10 regen)
- Speed 10m
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
- Saving Throws Constitution +7, Intelligence +6
- Skills Electronics +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 9 (5000 XP)
Actions
Multiattack. The geth prime makes two Geth Pulse Rifle attacks.
Weapon Strike. Melee Weapon Attack: +7 to hit, reach 2m, one target.
Hit: 8 (1d10 + 3) bludgeoning damage.
Geth Pulse Rifle. Ranged Weapon Attack: +8 to hit, range (40m/120m), one target.
Hit: 11 (2d6 + 4) radiant damage.
Summon Combat Drone (3/Day). The geth prime summons a Combat Drone. It can only have 1 Combat Drone active at a time.
Summon Geth Turret (1/Day). The geth prime summons a Geth Turret.
Radar Jamming. The geth prime releases an emp burst that temporarily disables targeting systems. Each hostile creature within a 10m radius has disadvantage on ranged weapon attack rolls until the start of the geth prime's next turn.
Legendary Actions
The Geth Prime can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Geth Prime regains spent legendary actions at the start of his turn.
Geth Pulse Rifle Attack. The geth prime makes a Geth Pulse Rifle attack.
Activate Radar Jamming (Costs 2 Actions). The geth prime activates its radar jamming.
Summon Turret or Drone (Costs 3 Actions). The geth prime uses its Summon Drone or Summon Geth Turret action.
Geth Prime Images - Geth StalkerGeth3keyboard_arrow_down
Geth Stalker(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 14
- Hit Points 63 (18d8 - 18)
- Shield Points 5 (5 regen)
- Speed 16m
STR
8 (-1)
DEX
16 (+3)
CON
8 (-1)
INT
12 (+1)
WIS
14 (+2)
CHA
5 (-2)
- Saving Throws Dexterity +5
- Skills Perception +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses darkvision 30m, infrared vision 30m, passive Perception 14
- Challenge 3 (700 XP)
Avoidance. If the geth stalker subjected to an effect that allows it to make a 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.
Assassination. Once per turn, the geth stalker can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must be made with a melee or ranged weapon.
Spider Climb. The geth stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The geth stalker can leap up to one half its speed.
Innate Tech. The Geth Stalker's innate tech ability is Intelligence (spell save DC 11, +3 to hit with tech attacks). It can innately cast the following for 1 tech points:
Recharge 4-6: Sabotage
Actions
Bash. Melee Weapon Attack: +1 to hit, reach 2m, one target.
Hit: 3 (1d8 - 1) bludgeoning damage.
Eye Cannon. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 13 (3d6 + 3) radiant damage.
Geth Stalker Images - Geth TrooperGeth2keyboard_arrow_down
Geth Trooper(Geth)
Medium Synthetic, Lawful Neutral
- Armor Class 13
- Hit Points 72 (16d8)
- Speed 10m
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 2 (450 XP)
Actions
Multiattack. The geth trooper makes two Geth Pulse Rifle attacks.
Weapon Strike. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Geth Pulse Rifle. Ranged Weapon Attack: +4 to hit, range (40m/120m), one target.
Hit: 9 (2d6 + 2) radiant damage.
Geth Trooper Images - Geth TurretGeth1/4keyboard_arrow_down
Geth Turret(Geth)
Small Synthetic, Lawful Neutral
- Armor Class 12
- Hit Points 7 (2d6)
- Shield Points 5 (5 regen)
- Speed fly 6m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Actions
Pulse Cannon. Ranged Weapon Attack: +2 to hit, range 20m, one target.
Hit: 5 (1d10) radiant damage.
Shield Restore (Recharge 5-6). The geth turret restores 9 (2d8) shield points to a friendly creature within 4m.
Geth Turret Images - Assault DroneMech1/2keyboard_arrow_down
Assault Drone(Mech)
Small Synthetic, Neutral
- Armor Class 12
- Hit Points 10 (3d6)
- Shield Points 5 (5 regen)
- Speed fly 10m
STR
11 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/2 (100 XP)
Actions
Pulse Cannon. Ranged Weapon Attack: +4 to hit, range 20m, one target.
Hit: 7 (1d10 + 2) radiant damage.
Assault Drone Images - Combat DroneMech1/4keyboard_arrow_down
Combat Drone(Mech)
Small Synthetic, Neutral
- Armor Class 13
- Hit Points 13 (3d6 + 3)
- Shield Points 10 (5 regen)
- Speed fly 14m
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/4 (50 XP)
Innate Tech. The Combat Drone's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 1 tech points:
3/Day: Sabotage
Actions
Shock Attack. Ranged Weapon Attack: +4 to hit, range 10m, one target.
Hit: 5 (1d6 + 2) lightning damage.
Combat Drone Images - Defense DroneMech1/2keyboard_arrow_down
Defense Drone(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 22 (4d6 + 8)
- Shield Points 5 (5 regen)
- Speed fly 10m
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
7 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/2 (100 XP)
Actions
Bash. Melee Weapon Attack: +4 to hit, reach 2m, one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Guard. When a creature the defense drone can see attacks a target other than itself that is within 2m of it, it can use its reaction to impose disadvantage on the attack roll.
Defense Drone Images - Disruption DroneMech1/8keyboard_arrow_down
Disruption Drone(Mech)
Small Synthetic, Neutral
- Armor Class 8
- Hit Points 5 (2d6 - 2)
- Speed fly 16m
STR
8 (-1)
DEX
14 (+2)
CON
8 (-1)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Kamikaze Attack. When the disruption drone is within 2m of an enemy creature, it explodes. Each creature within a 2m radius must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d12 thunder damage, or half as much on a successful one.
Disruption Drone Images - FENRIS MechMech1/2keyboard_arrow_down
FENRIS Mech(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 35 (10d6)
- Speed 14m
STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
- Saving Throws Dexterity +5
- Skills Perception +2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infrared vision 30m, passive Perception 14
- Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the fenris mech can move up to its speed toward a hostile creature that it can see.
Post-mortem Explosion. If damage reduces the FENRIS mech to 3 or fewer hit points, it deactivates its primary systems and remains stationary. Any additinonal damage done to the mech while in this state causes it to explode. Any creature within a 4m radius sphere must succeed on a DC 13 Constitution saving throw or take 7 (3d4) lightning damage.
Innate Tech. The FENRIS Mech's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 2 tech points:
10/Day: Shocking Grasp
Actions
Pounce. Melee Weapon Attack: +3 to hit, reach 4m, one target.
Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Stun. Melee Weapon Attack: +3 to hit, reach 2m, one prone target.
Hit: 9 (2d8) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.
FENRIS Mech Images - LOKI MechMech1/8keyboard_arrow_down
LOKI Mech(Mech)
Medium Synthetic, Neutral
- Armor Class 10
- Hit Points 22 (5d8)
- Speed 8m
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
8 (-1)
WIS
6 (-2)
CHA
5 (-2)
- Skills Perception +-2
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infrared vision 30m, passive Perception 10
- Challenge 1/8 (25 XP)
Chatter (variant). The LOKI mech can be programmed with pre-recorded phrases, which it utters occasionally during combat. Each hostile creature that hears the phrase much pass a Wisdom saving throw. On a failure, a creature becomes unnerved by the phrase and can only target the LOKI mech when making attack rolls or using damaging spells. On a success, a creature is unaffected and is immune to the LOKI mech's Chatter. The DC of the saving throw is dependant on the phrase, but cannot be higher than 12.
Limited Tactics. The LOKI mech is incapable of complex combat tactics. It never seeks cover and cannot take the Hide, Dodge, Help, or Disengage actions.
Post-mortem Explosion. When the LOKI mech is reduced to 0 hit points, it self-destructs. Each creature within a 2m radius sphere must succeed on a DC 10 Dexterity saving throw or take 5 (2d4) thunder damage.
Innate Tech. The LOKI Mech's innate tech ability is Intelligence (spell save DC 9, +1 to hit with tech attacks). It can innately cast the following for 1 tech points:
5/Day: Shocking Grasp
Actions
M-4 Shuriken. Ranged Weapon Attack: +3 to hit, range (4m/12m) & hip fire, one target.
Hit: 6 (2d4 + 1) piercing damage.
M-3 Predator. Ranged Weapon Attack: +3 to hit, range (20m/60m), one target.
Hit: 3 (1d4 + 1) piercing damage.
LOKI Mech Images - Rampart MechMech2keyboard_arrow_down
Rampart Mech(Mech)
Medium Synthetic, Neutral
- Armor Class 15
- Hit Points 52 (15d8 - 15)
- Speed
STR
16 (+3)
DEX
15 (+2)
CON
8 (-1)
INT
16 (+3)
WIS
11 (+0)
CHA
8 (-1)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 2 (450 XP)
Aggressive. As a bonus action, the rampart mech can move up to its speed toward a hostile creature that it can see.
Post-Mortem Vent. When the rampart mech dies, it vents excess heat from its weapon and armor in a 2m radius until the start of its next turn. Each creature that enters the radius for the first time or ends its turn there takes 5 (2d4) radiant damage.
Actions
Multiattack. The rampart mech makes two omni-blade attacks.
Omni-Blade. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 7 (1d8 + 3) slashing damage.
M-23 Katana. Ranged Weapon Attack: +4 to hit, range (4m/8m) & hip fire, one target.
Hit: 9 (2d6 + 2) piercing damage.
Hex Shield (1/Day). As a bonus action, the rampart mech generates a 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points which offers full-cover.
Rampart Mech Images - Recon DroneMech1/8keyboard_arrow_down
Recon Drone(Mech)
Small Synthetic, Neutral
- Armor Class 13
- Hit Points 5 (2d6 - 2)
- Shield Points 5 (5 regen)
- Speed fly 16m
STR
10 (+0)
DEX
16 (+3)
CON
8 (-1)
INT
11 (+0)
WIS
12 (+1)
CHA
5 (-2)
- Skills Perception +1, Stealth +3
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infared vision 60m, passive Perception 13
- Challenge 1/8 (25 XP)
Actions
Pulse Rifle. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 5 (1d4 + 3) radiant damage.
Tactical Cloak (3/Day). As a bonus action, the recon drone activates its tactical cloak, becoming {invisible}. When the recon drone makes a melee, ranged, or uses a tech or combat power, tactical cloak ends.
Recon Drone Images - Repair DroneMech1/8keyboard_arrow_down
Repair Drone(Mech)
Small Synthetic, Neutral
- Armor Class 11
- Hit Points 7 (2d6)
- Shield Points 5 (5 regen)
- Speed fly 12m
STR
8 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
6 (-2)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/8 (25 XP)
Innate Tech. The Repair Drone's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 1 tech points:
3/Day: First Aid
Actions
Defibrillators. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 1d4 lightning damage.
Stabalize (Recharges after a Short or Long rest). The repair drone can stabalize a friendly creature within 2m.
Repair Drone Images - Rocket DroneMech1/4keyboard_arrow_down
Rocket Drone(Mech)
Small Synthetic, Neutral
- Armor Class 11
- Hit Points 7 (2d6)
- Speed fly 10m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
4 (-3)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1/4 (50 XP)
Actions
Distortion Rocket. Ranged Weapon Attack: +2 to hit, range 30m, one target.
Hit: 2d6 thunder damage.
Rocket Drone Images - Sentry TurretMech1keyboard_arrow_down
Sentry Turret(Mech)
Small Synthetic, Neutral
- Armor Class 14
- Hit Points 77 (22d6)
- Speed 0m
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
- Damage Vulnerabilities lightning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 10
- Challenge 1 (200 XP)
Stationary. The sentry turret automatically fails Strength and Dexterity saving throws and skill checks.
Innate Tech. The Sentry Turret's innate tech ability is Intelligence (spell save DC 10, +2 to hit with tech attacks). It can innately cast the following for 2 tech points:
5/Day: Flamethrower
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60m, one target.
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The sentry turret can make a burst fire attack instead.
Sentry Turret Images - TurretMech1keyboard_arrow_down
Turret(Mech)
Small Synthetic, Neutral
- Armor Class 12
- Hit Points 25 (10d6 - 10)
- Shield Points 10 (0 regen)
- Speed 0m
STR
1 (-4)
DEX
1 (-4)
CON
8 (-1)
INT
10 (+0)
WIS
6 (-2)
CHA
1 (-4)
- Damage Vulnerabilities lightning
- Damage Resistances bludgeoning
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses passive Perception 8
- Challenge 1 (200 XP)
Stationary. The turret automatically fails Strength and Dexterity saving throws and skill checks.
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +2 to hit, range 60m, one target.
Hit: 7 (2d6) piercing damage and 7 (2d6) radiant damage. The turret can make a burst fire attack instead.
Turret Images - YMIR MechMech11keyboard_arrow_down
YMIR Mech(Mech)
Large Synthetic, Neutral
- Armor Class 18
- Hit Points 161 (17d10 + 68)
- Shield Points 50 (10 regen)
- Speed 6m
STR
20 (+5)
DEX
6 (-2)
CON
18 (+4)
INT
16 (+3)
WIS
8 (-1)
CHA
12 (+1)
- Saving Throws Strength +9, Intelligence +7
- Damage Vulnerabilities lightning
- Damage Resistances cold, bludgeoning, piercing, slashing
- Damage Immunities poison, psychic
- Condition Immunities petrified, poisoned
- Senses infared vision 60m, passive Perception 9
- Challenge 11 (7200 XP)
Post-mortem Explosion. When the YMIR mech is reduced to 0 hit points, it self-destructs. Each creature within a 6m radius sphere must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) thunder damage or half as much on a successful one.
Actions
Mass Accelerator Machinegun. Ranged Weapon Attack: +7 to hit, range 60m, one target.
Hit: 16 (3d10) piercing damage and 16 (3d10) radiant damage. The ymir mech can make a burst fire attack instead.
Rocket Launcher (Recharge 5-6). The ymir mech targets an area within 60m. Each creature within 6m of the target must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) thunder damage or half as much damage on a successful one.
YMIR Mech Images - Rachni Brood WarriorRachni4keyboard_arrow_down
Rachni Brood Warrior(Rachni)
Large Organic, Unaligned
- Armor Class 15
- Hit Points 102 (12d10 + 36)
- Barrier 5 ticks
- Speed 10m
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
7 (-1)
WIS
15 (+2)
CHA
7 (-1)
- Saving Throws Constitution +5, Wisdom +4
- Skills Perception +2
- Senses blindsight 4m, passive Perception 14
- Challenge 4 (1100 XP)
Grappler. The rachni brood warrior has advantage on attack rolls against any creature grappled by it.
Barrier (3/Day). As an action or bonus action, the rachni brood warrior gains 5 barrier ticks.
Innate Biotics. The Rachni Brood Warrior's innate biotic ability is Wisdom (spell save DC 12, +4 to hit with biotic attacks). It can innately cast the following:
5/day each: warp
3/day each: stasis
Actions
Multiattack. The brood warrior makes two Impale attacks or attempts to grapple a creature and makes an Impale attack.
Acid Spit. Ranged Weapon Attack: +3 to hit, range 20m, one target.
Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.
Impale. Melee Weapon Attack: +6 to hit, reach 4m, one target.
Hit: 15 (2d10 + 4) and 5 (1d10) acid damage.
Rachni Brood Warrior Images - Rachni QueenRachni18keyboard_arrow_down
Rachni Queen(Rachni)
Gargantuan Organic, Lawful neutral
- Armor Class 21
- Hit Points 319 (22d20 + 88)
- Speed 6m
STR
25 (+7)
DEX
10 (+0)
CON
18 (+4)
INT
22 (+6)
WIS
25 (+7)
CHA
18 (+4)
- Saving Throws Wisdom +13, Constitution +10, Strength +13
- Skills Perception +7, History +6
- Condition Immunities charmed
- Senses blindsight 10m, passive Perception 23
- Challenge 18 (20000 XP)
Actions
Multiattack. The rachni queen makes one bite attack and two impale attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 4m, one target.
Hit: 26 (3d12 + 7) piercing damage.
Impale. Melee Weapon Attack: +13 to hit, reach 8m, one target.
Hit: 29 (4d10 + 7) piercing damage.
Lair Actions
On initiative count 20 (losing initiative ties), the Rachni Queen takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The rachni queen summons 1d10 + 3 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
- The rachni queen summons 1d6 + 1 rachni workers. These arrive at the beginning of the queen's next turn and take their turn on the queen's initiative.
- The rachni queen summons one rachni brood warrior. It arrives at the beginning of the queen's next turn and takes its turn on the queen's initiative.
Rachni Queen Images - Rachni SoldierRachni1keyboard_arrow_down
Rachni Soldier(Rachni)
Medium Organic, Unaligned
- Armor Class 14
- Hit Points 44 (8d8 + 8)
- Speed 10m
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
- Saving Throws Constitution +3, Wisdom +2
- Skills Stealth +3, Perception +0
- Senses blindsight 4m, passive Perception 12
- Challenge 1 (200 XP)
Grappler. The rachni soldier has advantage on attack rolls against any creature grappled by it.
Ambusher. The rachni soldier has advantage on attack rolls against any creature it has surprised.
Actions
Acid Spit. Ranged Weapon Attack: +5 to hit, range 20m, one target.
Hit: 7 (2d6) acid damage and 7 (2d6) necrotic damage. This damage bypasses shields.
Impale. Melee Weapon Attack: +5 to hit, reach 4m, one target.
Hit: 8 (1d10 + 3) and 2 (1d4) acid damage.
Rachni Soldier Images - Rachni WorkerRachni1/8keyboard_arrow_down
Rachni Worker(Rachni)
Small Organic, Unaligned
- Armor Class 13
- Hit Points 9 (2d6 + 2)
- Speed 12m
STR
8 (-1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (-4)
WIS
7 (-1)
CHA
3 (-3)
- Saving Throws Wisdom +1
- Senses blindsight 4m, passive Perception 9
- Challenge 1/8 (25 XP)
Actions
Acid Splash. The rachni worker spits acit at one target within 10m or two targets within 10m if both targets are within 2m of each other. A target must succeed on a Dexterity saving throw or take 3 (1d6) acid damage.
Bite. Melee Weapon Attack: +2 to hit, reach 2m, one target.
Hit: 3 (1d6) piercing damage.
Rachni Worker Images - AbominationReaper1keyboard_arrow_down
Abomination(Reaper)
Medium Synorg, Lawful evil
- Armor Class 11
- Hit Points 26 (4d8 + 8)
- Speed 10m
STR
13 (+1)
DEX
8 (-1)
CON
14 (+2)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Wisdom +0
- Senses darkvision 20m, passive Perception 8
- Challenge 1 (200 XP)
Aggressive. As a bonus action, the abomination can move up to its speed toward a hostile creature that it can see.
Post-Mortem Explosion. When the abomination dies, it explodes in a burst of necrotic energy. Each creature within 2m of it must succeed on a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that is grappled by the abomination automatically fails its saving throw.
Actions
Grapple. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: The creature is grappled (escape DC 11). At the start of the abomination's next turn, it uses Post-Mortem Explosion.
Abomination Images - BansheeReaper13keyboard_arrow_down
Banshee(Reaper)
Large Synorg, Lawful evil
- Armor Class 16
- Hit Points 165 (30d10)
- Barrier 20 ticks
- Speed 6m
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
- Saving Throws Dexterity +8, Wisdom +9
- Senses darkvision 20m, passive Perception 14
- Challenge 13 (10000 XP)
Barrier (3/Day). As an action or bonus action, the banshee gains 20 barrier ticks.
Biotics. The Banshee is a 15th-level biotic. Its biotic ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Banshee has the following biotic spells:
Cantrips (at will): charge, nova
1st level (5 slots)
2nd level (5 slots): warp
3rd level (4 slots)
4th level (4 slots)
5th level (2 slots)
Actions
Wail (Recharge 5-6). The banshee lets out a wail. Each creature within 60m that can hear the wail must make DC 17 Wisdom saving throw. On a failed save a creature is {frightened} for 1 minute.
Impale. Melee Weapon Attack: +5 to hit, reach 2m, one target.
Hit: 13 (3d8) piercing damage.
Legendary Actions
The Banshee can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Banshee regains spent legendary actions at the start of his turn.
Wail Attack (Costs 2 Actions). The banshee uses its wail.
Impale Attack. The banshee uses its imaple attack.
Cast a Spell (Costs 3 Actions). The banshee casts a spell from its list of prepared spells, using a spell slot as normal.
Reactions
Teleporting Dodge (1/Turn). In response to making a Dexterity saving throw, the banshee can use its reaction to teleport up to 4m away. If it is still within the affected area, it has advantage on the saving throw.
Banshee Images - BruteReaper10keyboard_arrow_down
Brute(Reaper)
Large Synorg, Lawful evil
- Armor Class 18
- Hit Points 123 (13d10 + 52)
- Speed 14m
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
9 (+0)
WIS
6 (-2)
CHA
12 (+1)
- Saving Throws Strength +9, Constitution +8
- Skills Athletics +5
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 20m, passive Perception 8
- Challenge 10 (5900 XP)
Brutal Charge. If the brute moves at least 6m straight toward a target and then hits it with a smash attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Blood Frenzy. The brute has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Multiattack. The brute makes two Smash attacks or two Clobber attacks.
Smash. Melee Weapon Attack: +9 to hit, reach 2m, one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Clobber. Melee Weapon Attack: +9 to hit, reach 2m, one prone creature.
Hit: 37 (5d12 + 5) bludgeoning damage.
Brute Images - CannibalReaper2keyboard_arrow_down
Cannibal(Reaper)
Medium Synorg, Lawful evil
- Armor Class 13
- Hit Points 72 (16d8)
- Speed 8m
STR
13 (+1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
5 (-2)
CHA
3 (-3)
- Senses darkvision 20m, passive Perception 8
- Challenge 2 (450 XP)
Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 2m of the creature and the ally isn't incapacitated.
Actions
Multiattack. The cannibal makes 2 Arm Cannon attacks.
Cannibalize (1/Day). The cannibal spends its action consuming a creature with 0 hit points within 2m. At the start of its next turn it gains 5 AC and 1d8 hit points and the consumed creature (including all of its weapons, armor, and items) is completely dissolved. If the creature is a player character, it dies. Cannibals prefer to use their cannibalize action over any other.
Frag Grenade (Recharge 5-6). As an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
Arm Cannon. Ranged Weapon Attack: +2 to hit, range 20m, one target.
Hit: 5 (1d10) piercing damage.
Bash. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 5 (1d8 + 1) bludgeoning damage.
Cannibal Images - HuskReaper1/2keyboard_arrow_down
Husk(Reaper)
Medium Synorg, Lawful evil
- Armor Class 11
- Hit Points 6 (1d8 + 2)
- Speed 10m
STR
13 (+1)
DEX
8 (-1)
CON
14 (+2)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Wisdom +0
- Senses darkvision 20m, passive Perception 8
- Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the husk can move up to its speed toward a hostile creature that it can see.
Actions
Swipe. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 4 (1d6 + 1) slashing damage, and the creature is grappled (escape DC 13). A creature that is grappled by the husk takes 11 (3d6) necrotic damage at the start of each of the husk's turns. The husk can't make swipe attacks on any other target while grappling a creature in this way.
Husk Images - MarauderReaper2keyboard_arrow_down
Marauder(Reaper)
Medium Synorg, Lawful evil
- Armor Class 15
- Hit Points 44 (8d8 + 8)
- Shield Points 15 (15 regen)
- Speed 10m
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
8 (-1)
- Saving Throws Dexterity +5
- Skills Survival +0
- Senses darkvision 20m, passive Perception 10
- Challenge 2 (450 XP)
Actions
Multiattack. The marauder makes 2 Phaeston attacks.
Create Armor Plating (Recharge 5-6). The marauder coats a friendly husk, abomination, or cannibal in a scab-like armor plating, increasing the target's AC by 2.
Phaeston. Ranged Weapon Attack: +5 to hit, range (20m/60m), one target.
Hit: 8 (2d4 + 3) piercing damage.
Marauder Images - RavagerReaper6keyboard_arrow_down
Ravager(Reaper)
Large Synorg, Lawful evil
- Armor Class 12
- Hit Points 110 (20d10)
- Speed 10m
STR
16 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
11 (+0)
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 10
- Challenge 6 (2300 XP)
Egg Sacs (4). If the ravager takes piercing or slashing damage that is not from the result of a critical hit one of its egg sacs explodes, releasing 1d10 swarmers.
Actions
Multiattack. The ravager makes two twin artillery cannon attacks.
Acid Splash (Recharge 5-6). The ravager spits acid in a 6m cube. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Twin Artillery Cannons. Ranged Weapon Attack: +5 to hit, range 60m, one target.
Hit: 18 (3d10 + 2) piercing damage and 10 (3d6) acid damage.
Ravager Images - Reaper HarvesterReaper20keyboard_arrow_down
Reaper Harvester(Reaper)
Huge Synorg, Lawful evil
- Armor Class 20
- Hit Points 364 (27d12 + 189)
- Speed 14m, burrow 14m, fly 26m
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
- Saving Throws Constitution +13, Wisdom +7
- Skills Perception +1
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 40m, passive Perception 17
- Challenge 20 (25000 XP)
Actions
Multiattack. The reaper harvester makes two harvester cannon attacks.
Harvester Cannon. The reaper harvester targets a location within 30m. Each creature within a 6m radius must make a Dexterity saving throw. On a failed save a creature takes 3d10 force and 3d10 thunder damage, or half as much damage on a successful one.
Legendary Actions
The Reaper Harvester can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Reaper Harvester regains spent legendary actions at the start of his turn.
Detect. The reaper harvester makes a Wisdom (Perception) check.
Harvester Cannon Attack (Costs 2 Actions). The reaper harvester makes a harvester cannon attack.
Spawn Husks (Costs 3 Actions). The reaper harvester releases 1d10 Husks from its body.
Reaper Harvester Images - ScionReaper9keyboard_arrow_down
Scion(Reaper)
Medium Synorg, Lawful evil
- Armor Class 18
- Hit Points 52 (7d8 + 21)
- Speed 8m
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
5 (-2)
- Saving Throws Constitution +7
- Damage Resistances bludgeoning, piercing, slashing
- Senses darkvision 20m, passive Perception 8
- Challenge 9 (5000 XP)
Actions
Salvo (Recharge 4-6). The scion targets three locations within 30m and launches an explosive blast to each. The locations can be the same or different. Each creature within a 6m radius of a target location must make a DC 16 Dexterity saving throw. On a failed save a creature takes 15 (3d10) thunder damage or half as much on a successful one.
Bash. Melee Weapon Attack: +8 to hit, reach 2m, one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Scion Images - SwarmerReaper1/8keyboard_arrow_down
Swarmer(Reaper)
Tiny Synorg, Lawful evil
- Armor Class 10
- Hit Points 4 (3d4 - 3)
- Speed 12m
STR
4 (-3)
DEX
12 (+1)
CON
8 (-1)
INT
4 (-3)
WIS
4 (-3)
CHA
4 (-3)
- Saving Throws Dexterity +3
- Condition Immunities charmed
- Senses darkvision 20m, passive Perception 7
- Challenge 1/8 (25 XP)
Aggressive. As a bonus action, the swarmer can move up to its speed toward a hostile creature that it can see.
Actions
Suicide Attack. Melee Weapon Attack: +3 to hit, reach 2m, one target.
Hit: 3 (1d6) acid damage and the swarmer explodes (its hit points immediately fall to 0).
Swarmer Images