Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 14 (+2) | 16 (+3) | 14 (+2) | 20 (+5) |
Frame of War. Nyx doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Villainous Resistance (2/Day). If Nyx fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Nyx cannot use this feature if her villain actions occur on initiative count 0.
Psychic Bolts. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) psychic damage.
Mind Freak. Nyx chooses one creature she can see within 30 feet. The target must succeed on a DC 17 Intelligence saving throw (creatures charmed by Nyx automatically and willingly fail this saving throw). On a failure, the creature takes 5 (1d10) psychic damage but has advantage on the next attack roll it makes. The target retains this bonus even if they are no longer charmed by Nyx when they make the attack roll.
Absorb. When Nyx takes damage from a creature she can see, she can reduce the damage by 7 (2d6) (11 (2d10) whilst assimilate is active) then can choose one creature she can see within 10 feet of her (30 feet whilst assimilate is active) and force it to make a DC 17 Dexterity saving throw. On a failed save, the creature takes an amount of force damage equal to the amount the damage was reduced by.
Bullet Jump. When Nyx takes damage from an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Nyx can take one villain action in order. Once the final villain action is used, Nyx can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Nyx can advance her villain actions by 10 places in the initiative count.
Action 1: Mind Control. Nyx attempts to influence the actions of one creature she can see within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be charmed by Nyx and her allies for 1 hour or until she loses concentration (as if she were concentrating on a spell).
Whilst charmed in this way, the target is friendly towards Nyx and her allies, and they rationalise any harm inflicted upon them by Nyx or her allies as accidental or in some way helpful.
Nyx can have up to 5 creatures affected by this feature at once and if her concentration is broken, the charmed condition ends for all affected creatures.
Action 2: Chaos. Nyx attempts to sow chaos in the minds of her enemies. Each hostile creature within 30 feet of her must succeed on a DC 17 Intelligence saving throw or be unable to tell friend from foe, regarding all creatures it can see as enemies until the end of their next turn. A creature with immunity to the frightened condition automatically succeeds this saving throw and a creature with advantage on saving throws against being frightened has advantage on this saving throw.
Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from an affected creature, the creature must make that attack if it is able to.
Action 3: Assimilate. Nyx encapsulates herself in a sphere of energy. Until she moves or is moved 5 feet or more, she can use absorb without using her reaction (although she must not be under an effect that deprives her of her reaction such as the incapacitated condition) and absorb is improved (included in the feature).
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 14 (+2) | 20 (+5) | 14 (+2) | 16 (+3) |
Frame of War. Nova doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Null Star. When Nova casts Magic Missile, she can choose a number of darts to infuse with matter from the Negative Energy Plane and cause them to orbit her instead of targeting a creature. For each dart she chooses to infuse this way, she gains a +1 bonus to her AC until the start of her next turn.
Villainous Resistance (2/Day). If Nova fails a saving throw, she can delay his villain actions by 10 places in the initiative count to succeed instead. Nova cannot use this feature if her villain actions occur on initiative count 0.
Upcast Magic Missile (9th-Level, Evocation, [V, S]). Nova creates eleven darts of glowing magical force and simultaneously directs them at creatures she can see within 120 feet. Each target takes 3 (1d4 + 1) force damage multiplied by the number of darts directed at it.
Antimatter Collapse. Nova reduces the size of the antimatter drop created by Antimatter Drop by one category unless it is Tiny.
Escape Velocity. Nova rapidly travels through a series of temporary portals to attempt to disorient one creature she can see. Nova teleports to an unoccupied space within 15 feet of her and the target must succeed on a DC 17 Wisdom (Perception) ability check or be unable to see Nova until the start of her next turn or until she takes an action.
Antimatter Absorb. When a creature makes an attack roll, casts a spell, or uses an ability that would target a single creature, object, or location in or behind the antimatter drop created by Antimatter Drop, Nova can force it to succeed on a DC 17 Intelligence saving throw or have the projectile intercepted by the antimatter drop, destroying it and causing the attack, spell or ability to be wasted. If the projectile is a magic item, it is not destroyed but falls harmlessly to the ground in the intended target’s space instead.
When a projectile is intercepted by this ability, the antimatter drop increases in size by one category. If the antimatter drop is Gargantuan and attempts to increase in size, it implodes.
Bullet Jump. When Nova is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Neutron Burst. When Nova is knocked prone, she can force each hostile creature within 10 feet of her to succeed on a DC 17 Strength saving throw or take 7 (2d6) force damage and be knocked prone.
Once per round, starting at initiative count 20 (beating any ties), Nova can take one villain action in order. Once the final villain action is used, Nova can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Nova can advance her villain actions by 10 places in the initiative count.
Action 1: Worm Hole. Nova opens a one-way portal in an unoccupied space within 15 feet of her that is linked to an unoccupied space of her choice she can see within 120 feet of her (the destination). When a Large or smaller creature enters the portal’s space, they are instantly teleported to the destination space or the nearest available empty space if the destination space is occupied. The portal lasts for 1 minute, until Nova uses this ability again, or until a Dispel Magic spell is cast on the portal.
Action 2: Antimatter Drop. Nova conjures a Tiny drop of energy imbued with matter from the Negative Energy Plane in a space within 30 feet of her. The antimatter drop moves 5 feet in a lateral direction at the end of each creature’s turn. Nova chooses the direction it moves unless the creature whose turn it is uses its reaction to succeed on an Intelligence ability check contested by Nova’s Intelligence ability check. On a success, the creature chooses the direction the antimatter drop moves, and on a draw, the antimatter drop does not move and it implodes. Any creature inside the antimatter drop when it moves is moved with it.
When a creature that isn’t Tiny enters the antimatter drop for the first time on a turn or starts its turn there, it must succeed on a DC 17 Constitution saving throw or gain a level of miniaturisation, having its size halved in all dimensions, its weight reduced to one-eighth of normal, its speed reduced by 5 feet, and its size reduced by one category. Any equipment the creature is wearing or carrying shrinks with it. If a creature is miniaturised by this ability, the antimatter drop’s size increases by one category; from Tiny, to Small, to Medium, to Large, to Huge, to Gargantuan. If the antimatter drop is Gargantuan and attempts to increase in size, it implodes.
When the antimatter drop implodes, each creature within 20 feet of it must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet towards the centre of the antimatter drop and be knocked prone. A creature inside of the antimatter drop has disadvantage on this saving throw. If a miniaturised creature is inside of the antimatter drop when it implodes, it must succeed on a DC 17 Constitution saving throw or have the effects of miniaturisation become permanent for it. A Greater Restoration spell undoes this permanency.
If it has room to grow to its restored size, a miniaturised creature can make a DC 17 Charisma saving throw each time it finishes a long rest, losing one level of non-permanent miniaturisation on a success. A Remove Curse spell removes all levels of non-permanent miniaturisation affecting a creature it is cast on. If a creature does not have enough room to grow to its restored size, the spell is wasted. Any miniaturised equipment the creature is wearing or carrying grows with it.
Action 3: Molecular Prime. Nova releases a wave of antimatter particles in a 30-foot cone. Each hostile creature in the area must succeed on a DC 17 Dexterity saving throw or have their movements slowed as the particles latch onto them. An affected creature’s speed is halved, it has a -2 penalty to its AC and Dexterity saving throws, and it can’t use reactions. On the slowed creature’s turn, it can use either an action or bonus action, not both. Regardless of the slowed creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the slowed creature attempts to cast a spell with a casting time of 1 action, it must roll a d20. On a 10 or lower, the spell doesn’t take effect until its next turn, and it must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
The slowed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 16 (+3) | 12 (+1) | 16 (+3) | 20 (+5) |
Frame of War. Nidus doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Regeneration. Nidus regains 10 hit points at the start of his turn. If Nidus takes necrotic or poison damage, this trait doesn’t function at the start of Nidus’ next turn. Nidus dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Villainous Resistance (2/Day). If Nidus fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Nidus cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Nidus makes three weapon attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) necrotic damage.
Ravenous Maggot. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 14 (4d6) poison damage.
Larval Pull. Nidus’ chooses up to three creatures within 30 feet of the pod created by Larval Pod. If the creature is grappled by the pod, it must succeed on a DC 17 Strength saving throw or be pulled up to 15 feet towards to pod. If the creature is not grappled by the pod, it must succeed on a DC 17 Dexterity saving throw or be grappled by the pod (escape DC 17) as a tentacle latches onto them. While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the pod.
Virulence (1/Day). Nidus spews forth infestation and virulence, forming a line 60 feet long and 15 feet wide. Each hostile creature in the area must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) necrotic damage. A creature that fails this saving throw by 5 or more must succeed on a DC 17 Constitution saving throw or contract a disease outlined in the Mutation villain action. The effects of this disease do not manifest until the creature finishes a long rest.
Bullet Jump. When Nidus is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Parasitic Bond. When Nidus takes damage, he can take only half damage and cause a creature joined to him via Parasitic Link to take the other half of the damage.
Once per round, starting at initiative count 20 (beating any ties), Nidus can take one villain action in order. Once the final villain action is used, Nidus can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Nidus can advance his villain actions by 10 places in the initiative count.
Action 1: Parasitic Link. Nidus sends out an infested tendril towards one creature within 60 feet of him that is not behind total cover. The target must succeed on a DC 17 Dexterity saving throw (a creature can willingly fail this save) or be joined to Nidus via the tendril. On a successful save, the tendril vanishes, unable to survive without a host. A creature that is joined to Nidus must succeed on a DC 17 Wisdom saving throw at the start of each of their turns or be charmed by Nidus until they cease to be joined to him. Additionally, they either gain or lose hit points at the start of each of their turns depending on if Nidus’ Regeneration trait is functioning. If Regeneration is functioning, the target regains 10 hit points. If Regeneration is not functioning, the target takes 10 points of necrotic damage.
The tendril is an object made of spores and bile with an AC of 14, 44 (8d10) hit points, immunity to necrotic, poison and psychic damage, and vulnerability to fire damage. Reducing the tendril or Nidus to 0 hit points causes it to vanish and this ability to end. The tendril is flexible, can bend around corners, squeeze through gaps as small as 1 inch, and can stretch up to 600 feet before vanishing.
Action 2: Larval Pod. Nidus spawns a larval pod in an unoccupied space he can see within 60 feet of him that lasts for 1 minute or until he loses concentration (as if concentrating on a spell). Nidus then chooses up to three creatures within 30 feet of the pod. Each target must succeed on a DC 17 Dexterity saving throw or be grappled by the pod (escape DC 17) as a tentacle latches onto them. While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the pod.
If a hostile creature moves within 5 feet of the pod for the first time on a turn or starts its turn within 5 feet of the pod, it must succeed on a DC 17 Constitution saving throw or be restrained by the pod and poisoned until it starts its turn more than 5 feet away from the pod.
If the pod is targeted by an attack, ability, or spell, it is a creature and uses Nidus’ AC, ability scores, damage resistances, and proficiencies to determine the outcome. If the pod takes damage, Nidus must make a concentration check (as if he took the damage) at advantage.
Action 3: Mutation. A swarm of maggots containing a cocktail of mutagenic diseases pour from Nidus’ body and attempt to inject one creature within 60 feet of Nidus with their foul payload. The target must succeed on a DC 17 Constitution saving throw or be infected with a mutagenic disease, the nature of which is revealed when the desiccated bodies of the maggots drop away at the start of the target’s turn. To determine the disease, roll a d6.
1 (Impalpable Warp). The creature projects a sense of disgust into those around them. The creature has disadvantage on all ability checks using Charisma and the creature’s type becomes Aberration.
2 (Maw Meld). The creature’s mouth fuses together, rendering them mute. The creature cannot eat, drink, speak, or verbally produce the verbal components of spells. If the creature has a bite attack or any other ability that uses its mouth, it cannot use it. The creature no longer needs to breath and has advantage on saving throws against harmful gases.
3 (Mind Eye). Insect-like antennae burst from the creature’s eyes. The creature is blinded beyond a radius of 15 feet but gains the ability to cast Detect Thoughts without any components, without expending a spell slot, and without needing to see the target. Constitution is the spellcasting ability for this spell.
4 (Twisting Limb). The creature’s bones and muscles twist to accommodate moving on all fours. The creature’s height is halved (potentially changing its size category from Medium to Small if it drops below 5 feet) and its speed increases by 10 feet. For each object the creature is holding, it must spend an additional foot of movement for every 1 foot it moves. If the creature attempts to stand upright, it’s body is wracked with pain and it is forced to return to a quadrupedal position. A creature that already moves on all fours does not have its height reduced.
5 (Turgid Boils). The creature’s skin breaks out in hideous boils containing orange fluid. The creature gains resistance to poison damage but takes an additional 1d6 acid damage whenever they take piercing damage.
6 (Fel Sac). The creature develops a stretchy sac somewhere on its abdomen that fills up over the course of the day with acrid-smelling gas. The creature gains the ability to cast Poison Spray without any components once per day and must cast this spell at least once a day or have it automatically be cast targeting themselves at midnight, automatically failing the saving throw as the sac’s toxic vapours disperse into their body. Constitution is the spellcasting ability for this spell.
The disease lasts until the affected creature has Greater Restoration or similar magic cast on them which ends all effects of one of the diseases affecting the target.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 14 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Frame of War. Nezha doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Scion of the Burning Wind. Nezha can add his Dexterity modifier instead of his Strength modifier to attack rolls made with a glaive, halberd, quarterstaff, pike, spear, or trident.
Villainous Resistance (2/Day). If Nezha fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Nezha cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Nezha makes four weapon attacks.
Chakram (Dagger). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Guandao (Glaive). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Blazing Chakram. Nezha engulfs one of his chakrams in flame and makes a chakram attack against one creature in range. The thrown range for this attack is doubled. On a hit, the attack becomes a critical hit and the attack deals an additional 7 (2d6) fire damage in addition to the attack’s normal effects.
Divine Spear. Nezha calls down a single spear of glowing orange energy at one creature he can see within 30 feet. The target must succeed on a DC 17 Dexterity saving throw or be restrained by the spear as it pins them to the ground. A creature can use its action to break free from the spear, ending the effect on itself or another creature within its reach and causing the spear to vanish. If a creature has a Strength score of 17 or greater, they can use a bonus action to break a creature free. If Nezha uses this ability while there is still a spear created by this ability, the first spear vanishes, freeing its target.
Bullet Jump. When Nezha is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Controlled Slide. When Nezha is knocked prone, falls prone, or is moved against his will, he can move up to half his speed in a straight line. This movement does not provoke opportunity attacks.
Pyroclastic Flow. When a hostile creature enters a space containing flames created by Fire Walker, Nezha can cause the flames to release a plume of choking black smoke. The creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once per round, starting at initiative count 20 (beating any ties), Nezha can take one villain action in order. Once the final villain action is used, Nezha can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Nezha can advance his villain actions by 10 places in the initiative count.
Action 1: Fire Walker. For the next 1 minute or until he loses concentration (as if concentrating on a spell), fires spring up where Nezha steps, filling any space he occupies with cleansing flame. The flames last until this ability ends or until a creature uses its action to extinguish the flames in a 15-foot cube they can reach. If a creature has a Dexterity score of 17 or greater, they can use a bonus action to extinguish the flames in a 15-foot cube they can reach.
When a hostile creature enters a space containing flames for the first time on a turn or starts its turn in a space containing flames, it must make a Constitution saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
When a friendly creature enters a space containing flames for the first time on a turn or starts its turn in a space containing flames, it can repeat one saving throw against a condition, spell, or ability that is affecting it.
Additionally, Nezha can move up to half his speed.
Action 2: Warding Halo. Nezha conjures an oscillating halo of fire that encircles and protects him for 1 minute. When a creature targets Nezha with an attack for the first time on a turn, the creature must succeed on a DC 17 Wisdom (Perception) ability check (no action required) or be unable to make more than one attack against Nezha during their turn, regardless of the creature’s abilities or magic items, as the halo limits the openings they can take advantage of.
If a creature attempts to use a spell or ability that has a casting time of 1 action, targets only Nezha, and would force Nezha to make a saving throw, the creature must succeed on a DC 17 Wisdom (Perception) ability check (no action required) or have the spell or ability not take effect until their next turn as their eyes are distracted by the oscillations of the flaming halo. On a failed check, the creature must use its action on their next turn to complete the spell or ability. If it can’t, the spell or ability is wasted.
Action 3: Divine Spears. Nezha calls down a spear of glowing orange energy at up to three creatures he can see within 90 feet. Each target must succeed on a DC 17 Dexterity saving throw or be restrained by the spear as it pins them to the ground. A creature can use its action to break free from the spear, ending the effect on itself or another creature within its reach and causing the spear to vanish. If a creature has a Strength score of 17 or greater, they can use a bonus action to break a creature free.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 20 (+5) | 14 (+2) | 14 (+2) | 20 (+5) | 12 (+1) |
Frame of War. Nekros doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (2/Day). If Nekros fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Nekros cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Nekros can use his Frightful Presence. He then makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Frightful Presence. Each creature of Nekros’ choice that is within 60 feet of Nekros and aware of him 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Nekros’ Frightful Presence for the next 24 hours.
Soul Punch. Nekros strikes at the very soul of a creature he can touch within 5 feet of him. The target must make a DC 17 Charisma saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The sudden shock of the blow allows the target to use their reaction, if available, to expend up to two hit die, if available, to regain hit points as if regaining hit points on a short rest.
Additionally, on a failed save, Nekros can cause the portion of the soul he hit to become a deadly projectile that he sends reeling towards one creature he can see within 90 feet. The target must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) psychic damage. Optionally, the target also gains one ideal, bond, or flaw (chosen by the GM) of the original target for 24 hours on a failed saving throw.
Bullet Jump. When Nekros is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Master of Death. When a creature Nekros can see within 60 feet of him expends a hit dice, he can force the creature to succeed on a DC 17 Charisma saving throw. On a failure, Nekros regains a number of hit points equal to the number rolled plus 2 and the target gains no benefit from that hit die.
Once per round, starting at initiative count 20 (beating any ties), Nekros can take one villain action in order. Once the final villain action is used, Nekros can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Nekros can advance his villain actions by 10 places in the initiative count.
Round 1: Shadows of the Dead. Nekros conjures three spectral forms of creatures he has slain and taken the souls of. Three creatures (chosen by the GM) appear in unoccupied spaces within 60 feet of Nekros and join the fight. The spectral forms have the statistics of the chosen form, though they are Undead instead of their normal type, are immune to the exhaustion, grappled, paralysed, petrified, prone, and restrained conditions, and have ghostly bodies, allowing them to move through other creatures’ spaces as if they were difficult terrain.
Round 2: Discharge Strike. Nekros chooses one creature he can see within 5 feet and attempts to imbalance their humors by punching them out of their body. The target must succeed on a DC 17 Constitution saving throw. On a failure, roll 2d12. If the target has hit die, they can expend them (the target chooses which hit die and how many to expend) to reduce the roll by an amount equal to the amount rolled on the hit die plus the target’s Constitution modifier, gaining no hit points or additional benefits from their expenditure. If the roll is still greater than 0, the target is affected by various conditions.
If the roll is between one and four, the target is deafened. If it is between five and eight, they are deafened and poisoned. If it is between nine and sixteen, they are blinded, deafened, and poisoned. If it is between seventeen and twenty-four, they are blinded, deafened, poisoned, and restrained. A creature affected by one or more of these conditions can repeat the saving throw at the end of each of their turns ending one condition of their choice on themself on a success.
Round 3: Desecrate. Nekros casts his hand across the battlefield, stealing reserves of vitality from his enemies in a 40-foot cone. Each hostile creature in the area must succeed on a DC 17 Constitution saving throw or be forced to expend one hit die, if available, rolling it as if regaining hit points on a short rest, but regaining no hit points and gaining no additional benefits from its expenditure. A creature that fails this saving throw by 5 or more must expend two hit die, if available. Nekros regains a number of hit points equal to the sum of the rolls.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 14 (+2) | 16 (+3) | 14 (+2) | 20 (+5) |
Eclipse. While Mirage is standing in bright light, her attacks deal an additional 3 (1d6) radiant damage (included in the attack). While Mirage is standing in darkness, any damage that she takes from attacks is reduced by 3.
Frame of War. Mirage doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Mirage fails a saving throw, she can delay his villain actions by 10 places in the initiative count to succeed instead. Mirage cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Mirage makes two weapon attacks.
Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) radiant damage if Mirage is in bright light.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) radiant damage if Mirage is in bright light.
Mirror Image (2nd-Level, Illusion, [V, S]). Mirage creates three illusory duplicates of herself that appear in her space and last for 1 minute or until the spell ends. The duplicates move with Mirage and mimic her actions, shifting position so it’s impossible to track which image is real. Mirage can use her action to dismiss the illusory duplicates.
Each time a creature targets Mirage with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of her duplicates.
If Mirage has three duplicates, she must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, she must roll an 8 or higher. With one duplicate, she must roll an 11 or higher.
A duplicate has 15 AC. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Hall of Malevolence. Mirage makes a number of weapon attacks equal to the number of illusory duplicates created by Mirror Image that remain. If the attack hits, Mirage’s ability modifier is not added to the damage and the attack deals psychic damage instead of the attack’s normal damage. A creature is immune to the damage of these attacks if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Regenerate Reflection. If Mirror Image has not ended, Mirage can restore 1 (1d2) missing illusory duplicates.
Bullet Jump. When Mirage is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Explosive Ledgermain. When a hostile creature moves within 5 feet of a jewel created by Mirage’s Sleight of Hand villain action and does not touch the jewel, she can remotely detonate the jewel, causing it to vanish. The creature that triggered this reaction must make a DC 17 Dexterity saving throw, taking 27 (5d10) fire damage if the jewel was red, 27 (5d10) poison damage if the jewel was green, or 27 (5d10) force damage if the jewel was blue on a failed save, or half as much damage on a successful one.
Once per round, starting at initiative count 20 (beating any ties), Mirage can take one villain action in order. Once the final villain action is used, Mirage can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Mirage can advance her villain actions by 10 places in the initiative count.
Action 1: Hall of Mirrors. Mirage casts Mirror Image on herself.
Action 2: Sleight of Hand. Mirage conjures three irresistible jewels in different unoccupied spaces she can see within 60 feet. One jewel is red, one is green and one is blue. The jewels last for 1 minute or until Mirage loses concentration (as if concentrating on a spell).
When the jewels appear, each hostile creature that can see a jewel must succeed on a DC 17 Wisdom saving throw or use their reaction, if available, to move as far as its speed allows towards one jewel of their choice that they can see (once a jewel has been chosen by a creature, they cannot choose another jewel until they get within 5 feet of their chosen jewel or their chosen jewel vanishes).
At the end of a hostile creature’s turn, if they can see a jewel, they must succeed on a DC 17 Wisdom saving throw or use their reaction, if available, to move as far as its speed allows towards one jewel of their choice that they can see or the jewel they chose previously if they do not meet the requirements to choose a new jewel.
Whilst moving towards a jewel as a result of failing one of these saving throws, a creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
When a creature moves within 5 feet of a jewel, they are compelled to touch the jewel and must succeed on a DC 17 Wisdom saving or touch the jewel (a creature can choose to fail this saving throw). If they touch the jewel, it vanishes and they take 27 (5d10) fire damage if the jewel was red, 27 (5d10) poison damage if the jewel was green, or 27 (5d10) force damage if the jewel was blue. Additionally, the creature feels a great sense of accomplishment for having touched the jewel and has advantage on the next attack roll, saving throw, or ability check they make.
Action 3: Prism. Mirage conjures a prism of multicoloured light that travels along a line 60 feet long and 15 feet wide. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 24 (7d6) radiant damage as beams of light fire from the prism (a creature wearing metal armour has advantage on this saving throw and a creature wearing Armour of Gleaming automatically succeeds on this saving throw). At one point along this line, Mirage can cause the prism to release a particularly bright burst of light in a 10-foot radius sphere. Each hostile creature in the sphere must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of their turns, ending the effect on themselves on a success.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 16 (+3) | 14 (+2) | 20 (+5) | 16 (+3) |
Ballistic Battery. When Mesa scores a critical hit, she can roll one additional weapon damage die when determining the extra damage for a critical hit.
Crossbow Adept. Mesa ignores the loading quality of crossbows.
Frame of War. Mesa doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Mesa fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Mesa cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Mesa makes three hand crossbow attacks.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Ballistic Bullseye. Mesa focuses on one creature she can see within 120 feet. Until the end of her turn, attacking the target at long range doesn’t impose disadvantage on her ranged weapon attack rolls and if the target doesn’t have any cover, she has advantage on her attack rolls against that target.
Muzzle Flash. Mesa releases a 20-foot cone of flashing light from the tip of a weapon she is holding. Each hostile creature in the area must make a DC 17 Constitution saving throw, taking 11 (2d10) radiant damage and being blinded until the start of Mesa’s Next turn on a failed save, or half as much damage on a successful one.
Bullet Jump. When Mesa is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Deadeye. When Mesa hits a creature with a ranged weapon attack, she can turn the attack into a critical hit.
Once per round, starting at initiative count 20 (beating any ties), Mesa can take one villain action in order. Once the final villain action is used, Mesa can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Mesa can advance her villain actions by 10 places in the initiative count.
Action 1: Shooting Gallery. Mesa enhances the attacks of one friendly creature she can see within 60 feet of her whilst disarming hostile creatures around that target. The target’s attacks deal an additional 4 (1d8) force damage until the end of its next turn and each hostile creature within 10 feet of the target must make a DC 17 Strength saving throw for each weapon or spellcasting focus they are holding. On a failed save, the object is harmlessly thrown up to 10 feet away in a random direction, stopping if it hits a solid surface. To determine the direction, roll a d8 and assign a direction to each die face. A target has advantage on the saving throw if they are holding the object with two hands.
Action 2: Stagger Shield. Mesa envelops herself in a barrier of energy that lasts for 1 minute or until she loses concentration (as if concentrating on a spell). Whilst this barrier is active, attacks that hit Mesa have part of their energy reflected at the attacker and she gains the following benefits: Mesa has resistance to damage from attacks, when a creature hits Mesa with a melee attack they must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet back, stopping if they hit a solid surface, and when a creature hits Mesa with a ranged attack, they must succeed on a DC 17 Strength saving throw or be knocked prone.
Action 3: Peacemaker. Mesa’s hand crossbows become shrouded in yellow energy or hand crossbows made of yellow energy form in her hands if she is not holding a hand crossbow. She surveys the battlefield for a moment before unleashing a torrent of attacks at unfathomable speed. Each hostile creature she can see within a 120-foot cone must make a DC 17 Dexterity saving throw, taking 34 (4d6 + 20) piercing damage on a failed save, or half as much damage on a successful one. If a creature’s saving throw fails by 5 or more, they are also incapacitated until the end of their next turn, unable to comprehend the swiftness of what just happened.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 12 (+1) | 20 (+5) | 12 (+1) | 16 (+3) |
Frame of War. Mag doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Magnetised Discharge. When Mag makes a weapon attack with a weapon made out of metal, her attacks deal an additional 9 (2d8) force damage on a hit (included in the attack).
Villainous Resistance (3/Day). If Mag fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Mag cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Mag makes two rapier attacks and uses sapping reach if available.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) force damage.
Sapping Reach (Recharge 5-6). Mag attempts to drain magical energy from a creature she can see within 30 feet. Mag chooses a level of spell slot that the target has access to and has spell slots available for and the target must make a DC 17 Charisma saving throw, adding the level of the spell slot chosen by Mag to their roll. On a failure, the target expends a slot of that level, Mag regains a number of hit points equal to the spell slot level multiplied by 3, and Mag can immediately use greedy pull or pull creature once (no action required).
Greedy Pull. Mag chooses one creature she can see within 60 feet and attempts to steal its money. The target must make a DC 17 Strength saving throw, having up to 28 (8d6) platinum coins, twice as many gold coins, three times as many silver coins, and ten times as many copper coins taken from their inventory and added to Mag’s.
Pull Creature. Mag chooses one Large or smaller creature she can see within 60 feet and attempts to move it. The target must succeed on a DC 17 Strength saving throw or be either pulled up to 15 feet towards Mag or knocked prone (Mag chooses which). A creature wearing metal armour has disadvantage on this saving throw.
Pull Object. Mag chooses one Large or smaller object that she can see within 60 feet and that is not being worn or carried and throws it at a creature within 15 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 24 (7d6) bludgeoning, piercing, or slashing damage (whichever is most appropriate for the object).
Bullet Jump. When Mag is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Counter Pulse. When Mag is targeted by a spell with a casting time of 1 action from a creature she can see within 60 feet, she can attempt to momentarily counter it with inverted pulses of magnetic energy. The creature must succeed on a DC 17 ability check with their spellcasting ability. On a failure, their spell does not take effect until their next turn and they must use their action on that turn to complete the spell. If they can’t, the spell is wasted.
Polar Inversion. When Mag is hit by a ranged attack, she can reduce the damage by 10 (1d10 + 5). If she reduces the damage to 0, she can make one redirect projectile attack.
Redirect Projectile. Ranged Spell or Weapon Attack: +9 to hit, range 60 ft., one creature. Hit: The effects of the redirected spell or projectile.
Once per round, starting at initiative count 20 (beating any ties), Mag can take one villain action in order. Once the final villain action is used, Mag can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Mag can advance her villain actions by 10 places in the initiative count.
Action 1: Polarise. Mag emits a 60-foot cone of magnetising energy. Each hostile creature in the area must succeed on a DC 17 Strength saving throw or have their speed reduced to 0 for 1 minute as they are magnetically attracted to the ground. A target that fails the saving throw by 5 or more also falls prone. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action 2: Magnetise. Mag chooses one creature she can see within 60 feet and forms a sphere of magnetising energy around them. Whenever a ranged weapon attack is made against a target within 10 feet of the target of this ability, the target of this ability becomes the target of the attack instead. This effect lasts for 1 minute or until Mag loses concentration (as if she were concentrating on a spell).
Action 3: Crush. Mag attempts to curse up to three hostile creatures she can see within 60 feet with magnetised bones. Each target must succeed on a DC 17 Constitution saving throw or have their bones magnetised for 1 hour. Whilst a creature has magnetised bones, it is restrained. While restrained in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to another creature with magnetised bones. At the start of a creature with magnetised bones’ turn, it is pulled up to 20 feet in a straight line towards another creature with magnetised bones, stopping if it hits a solid surface. If there are multiple other creatures with magnetised bones, determine which one it moves towards randomly. A creature is immune to this effect if it doesn’t have bones.
A remove curse or similar magic can end this effect on the target creature early.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 12 (+1) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Loki doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Loki fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Loki cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Loki makes three dagger attacks or two longbow attacks.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Trickster’s Invisibility. Loki becomes invisible along with any equipment he is wearing or carrying. The effect lasts for 1 minute or until he loses concentration (as if he were concentrating on a spell).
Switch Teleport. Loki chooses one creature he can see within 120 feet. If the target is willing, Loki and the target swap positions. If the target is unwilling, it must succeed on a DC 17 Charisma saving throw or swap positions with Loki.
Bullet Jump. When Loki is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Deceptive Bond. When Loki takes damage and his decoy is not destroyed, he can take half of the damage and have his decoy take the other half of the damage.
Once per round, starting at initiative count 20 (beating any ties), Loki can take one villain action in order. Once the final villain action is used, Loki can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Loki can advance his villain actions by 10 places in the initiative count.
Action 1: Radial Disarm. Each hostile creature within 30 feet of Loki must succeed on a DC 17 Strength saving throw for each object it is carrying in its hands. On a failed save, the object is harmlessly thrown up to 20 feet away in a random direction, stopping if it hits a solid surface. To determine the direction, roll a d8 and assign a direction to each die face. A target has advantage on the saving throw if it is holding the object with two hands or it is a shield.
Action 2: Decoy. Loki creates an illusory copy of himself in an unoccupied space he can see within 60 feet. The illusory copy is physical, can move but does not leave its space, and reacts realistically to stimulus. The illusory copy is an object with AC 15, 45 (10d8) hit points, and immunity to poison and psychic damage. At the end of each of Loki’s turns, the decoy can make one dagger attack that deals psychic damage instead of piercing.
A creature that uses its action to examine the illusory copy can determine that it is an illusion with a successful DC 17 Intelligence (Investigation) check and become immune to the damage of the decoy’s dagger attacks.
If Loki drops to 0 hit points and the decoy has not been destroyed, it’s destroyed and Loki drops to 1 hit point instead.
Action 3: Radial Confusion. Each hostile creature within 20 feet of Loki must succeed on a DC 17 Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute.
Whenever an affected creature makes an attack or uses a spell or ability that targets another creature, it must choose the target at random from among the creatures it can see within the attack, spell, or ability’s range. If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 12 (+1) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Limbo doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Recorporealisation. When Limbo drops to 0 hit points, each creature currently on the Ethereal Plane due to one of his abilities returns to the last plane it was on.
Rift Sight. Limbo can see onto the Ethereal Plane whilst on any other plane and whilst on the Ethereal Plane can see onto the last plane he was on.
Villainous Resistance (3/Day). If Limbo fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Limbo cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Limbo makes two rapier attacks.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Banish. Limbo chooses one creature he can see within 90 feet. If the target is willing, it’s sent to the Ethereal Plane or returns to the last plane it was on if it’s currently on the Ethereal Plane. If the target is unwilling, it must succeed on a DC 17 Charisma saving throw or take 7 (2d6) force damage and be sent to the Ethereal Plane or return to the last plane it was on if it’s currently on the Ethereal Plane.
Rift Walk. Limbo enters the Ethereal Plane or returns to the last plane he was on if he’s currently on the Ethereal Plane and moves up to his speed. This movement does not provoke opportunity attacks.
Bullet Jump. When Limbo is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Limbo can take one villain action in order. Once the final villain action is used, Limbo can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Limbo can advance his villain actions by 10 places in the initiative count.
Action 1: Cataclysm. Limbo channels void energy to plunge each creature within 20 feet of him into the Ethereal Plane. Each allied target can choose to be sent to the Ethereal Plane or stay on their current plane. Each hostile target must succeed on a DC 17 Charisma saving throw or take 28 (8d6) force damage and be sent to the Ethereal Plane.
Action 2: Rift Surge. Limbo sends a slow-moving, glowing mote of rift energy towards up to three hostile creatures he can see on the Ethereal Plane. Each target must choose to either channel or dodge the mote.
Channel: The target takes 30 force damage and can choose one ally they can see within 20 feet. If the ally is willing, it’s sent to the Ethereal Plane or returns to the last plane it was on if it’s currently on the Ethereal Plane.
Dodge: The mote bursts into dazzling light and the target must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
Action 3: Projectile Stasis. Limbo chooses up to three creatures he can see on the Ethereal Plane. Each target must succeed on a DC 17 Charisma saving throw or become interstitially distressed. If an interstitially distressed creature makes a ranged attack or uses a spell or ability that targets a creature, object, or point further than 5 feet away, it is not resolved until the start of their next turn. Instead, the ammunition, spell, or ability sits arrested in the air, occupying the first adjacent space to the interstitially distressed creature on its trajectory towards the intended target. If a valid target enters the space of one of these attacks, spells, or abilities, they become the target of the attack, spell, or ability instead. This effect ends if the interstitially distressed creature leaves the Ethereal Plane.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 20 (+5) | 18 (+4) | 16 (+3) | 14 (+2) |
Frame of War. Lavos doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Lavos fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Lavos cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Lavos makes two handaxe attacks.
Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Ophidian Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 6 (1d12) poison damage on a failed save, or half as much damage on a successful one. Lavos regains a number of hit points equal to half of the poison damage dealt.
Bullet Jump. When Lavos is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Valence Block. When Lavos regains hit points, he can end one condition affecting him or immediately repeat a saving throw against a spell or ability that is affecting him.
Once per round, starting at initiative count 20 (beating any ties), Lavos can take one villain action in order. Once the final villain action is used, Lavos can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Lavos can advance his villain actions by 10 places in the initiative count.
Action 1: Vial Rush. Lavos moves up to his speed in a straight line, launching cryonic vials as he goes. Each hostile creature he passes within 5 feet of during this movement must succeed on a DC 16 Dexterity saving throw or be restrained as ice crystals stick them to the floor. A creature can use its action to break the ice, ending the effect on itself or another creature within its reach. If a creature has a Strength score of 16 or greater, they can use a bonus action to break the ice instead.
Action 2: Transmutation Probe. Lavos conjures a transmutation probe at a point he can see within 20 feet. The transmutation probe emits a 20-foot radius aura of cleansing. Negative conditions affecting Lavos or any allied creature in the aura when it appears end. If Lavos or an allied creature makes a saving throw whilst inside the aura, they can add Lavos’ Intelligence modifier (+4) to the roll.
If a hostile creature starts its turn inside the aura, they must succeed on a DC 16 Constitution saving throw. On a failure, they must roll a d6. On a roll of 1 or 2, they are poisoned, on a roll of 2 or 4, they are blinded, and on a roll of 5 or 6, they are deafened. An affected creature can repeat the saving throw against one condition of their choice at the end of each of their turns, ending that effect on itself on a success.
The transmutation probe vanishes if Lavos drops to 0 hit points, or the transmutation probe is destroyed. The transmutation probe is an object made of metal with an AC of 19 and 27 (6d8) hit points.
If Lavos uses this villain action whilst his transmutation probe still exists, instead of creating a new one, the existing transmutation probe regains 13 (3d8) hit points, Lavos can teleport the transmutation probe to an unoccupied space he can see within 20 feet, and all negative conditions affecting Lavos or any allied creature within 20 feet of the new position end.
Action 3: Catalyse. Lavos launches catalyst probes at up to 3 hostile creatures within 60 feet. Each target must succeed on a DC 16 Dexterity saving throw or be covered in fiery gel and take 3 (1d6) fire damage per condition affecting them.
If the saving throw fails by 5 or more, Lavos can change the duration of one condition affecting the target and inflicted by transmutation probe to be until they are affected by lesser restoration or similar magic.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Khora doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Venari. Khora is accompanied by her creature companion, Venari.
Villainous Resistance (3/Day). If Khora fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Khora cannot use this feature if her villain actions occur on initiative count 0.
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Ensnaring Strike (1st Level, Conjuration, [V], Concentration). The next time the caster hits a creature with a melee attack within the next minute, the target of the attack must succeed on a DC 17 Strength saving throw or be restrained by barbed chains until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the barbed chains shatter.
While restrained by this spell, the target takes 3 (1d6) piercing damage at the start of each of its turns. A creature that can touch a creature restrained by the barbed chains can use its action to make a DC 17 Strength (Athletics) check, ending the effect on the target on a success.
Whip Crack. Khora cracks her whip with intense speed towards one hostile creature within 15 feet. The target must make a DC 17 Wisdom saving throw, taking 4 (1d8) thunder damage and being frightened of Khora until the end of their next turn on a failed save, or half as much damage on a successful one.
Bullet Jump. When Khora is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Khora can take one villain action in order. Once the final villain action is used, Khora can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Khora can advance her villain actions by 10 places in the initiative count.
Action 1: Strangledome. Khora weaves a 15-foot-radius sphere of spiderweb-like living chains centred on a point on the ground she can see within 30 feet. Each hostile creature that starts its turn in the sphere or that enters it during its turn must succeed on a DC 17 Dexterity saving throw or be restrained by a barbed chain and lifted 10 feet off the ground. A restrained creature takes 3 (1d6) slashing damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.
Action 2: Command Venari. Khora commands Venari to immediately take an additional turn. On this turn, Venari has advantage on all attacks against one creature of Khora’s choice and the distance it can cover with its leap is doubled. If Venari is at 0 hit points, it instead regains all of its hit points. If Venari is incapable of taking actions, it instead loses all negative conditions or effects affecting it and can move up to its speed and make one attack.
Action 3: Whipclaw. Khora strikes her strangledome with her whip, sending painful vibrations through the chains. Each creature restrained by the strangledome must make a DC 17 Constitution saving throw, taking 7 (2d6) slashing damage, or half as much damage on a successful one.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 12 (+1) | 14 (+2) | 18 (+4) | 20 (+4) |
Frame of War. Ivara doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Navigator. Ivara adds twice her proficiency bonus to attack rolls made with ranged weapons (included in the attack), and when she makes an attack with a ranged weapon, she ignores half and three-quarters cover and deals one extra dice of piercing damage on a hit (included in the attack).
Villainous Resistance (3/Day). If Ivara fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Ivara cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Ivara makes two longbow attacks.
Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) radiant damage if under the effects of Artemis bow.
Cloak Arrow. Ivara enhances an arrow and fires it at a point she can see within 60 feet. Each allied creature within 15 feet of that point and any equipment they are wearing or carrying becomes invisible until the end of their next turn or until they attack or cast a spell.
Noise Arrow. Ivara enhances an arrow and fires it at a point she can see within 60 feet. Upon impact, the arrow emits a curious noise audible up to 120 feet away. Each hostile creature that can hear the curious noise when it appears or that starts its turn able to hear the curious noise must succeed on a DC 17 Wisdom saving throw or be charmed by the noise arrow. A charmed creature must expend up to its full movement at the start of each of its turns to get as close to the noise arrow as it can, taking the safest available route. A charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself. This effect ends if Ivara drops to 0 hit points, the noise arrow is destroyed, or Ivara creates another noise arrow.
The noise arrow is an object made of wood with an AC of 15 and 2 (1d4) hit points.
If a creature succeeds on either the initial or a later saving throw, it becomes immune to Ivara’s noise arrows for the next 24 hours.
Sleep Arrow. Ivara enhances an arrow and fires it at a point she can see within 60 feet. Each hostile creature within 15 feet of that point must succeed on a DC 17 Intelligence saving throw or be overwhelmed with illusory feelings of tiredness. Creatures that don’t need to sleep or that cannot be put to sleep by magic have advantage on this saving throw.
On a failed save, a tired creature’s speed is halved, it has a -2 penalty to its AC and Dexterity saving throws, and it can’t use reactions. On the tired creature’s turn, it can use either an action or bonus action, not both. Regardless of the tired creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the tired creature attempts to cast a spell with a casting time of 1 action, it must roll a d20. On a 10 or lower, the spell doesn’t take effect until its next turn, and it must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
The tired creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bullet Jump. When Ivara is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Ivara can take one villain action in order. Once the final villain action is used, Ivara can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Ivara can advance her villain actions by 10 places in the initiative count.
Action 1: Prowl. For 1 minute, Ivara becomes invisible along with any equipment she is wearing or carrying. Whilst invisible in this way, if Ivara ends her turn within 5 feet of a creature, she can attempt to steal some of their money. The target must succeed on a Wisdom (Perception) contested by her Dexterity (Stealth) check or have up to 50 (1d100) gold pieces stolen from their person.
Action 2: Enhanced Shot. Ivara uses either her cloak arrow, noise arrow, or sleep arrow.
Action 3: Artemis Bow. Ivara ceases to be invisible and her bow becomes wreathed in ancient energy. Until the end of her next turn, her attacks with her longbow deal an additional 7 (2d6) radiant damage (included in the attack) and score a critical hit on a roll of 17-20.
Medium Dragon, unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 6 (-2) | 16 (+3) | 6 (-2) | 12 (+1) | 14 (+2) |
Pelt of Chroma. When the elemental effigy dies, it reappears around Chroma’s shoulders like a cape.
Elemental Shot (2nd Level, Evocation, [V]). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 22 (4d10) cold, fire, lightning, or poison damage depending on Chroma’s attuned element.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 20 (+5) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) |
Frame of War. Inaros doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Inaros fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Inaros cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Inaros makes two dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Scarab Swarm. Inaros transforms some of his armour into living scarabs that steal life from each hostile creature within a 10-foot radius. Until the start of Inaros’ next turn, his AC is reduced by 3 (included in the statblock). Each hostile creature in the area must make a DC 16 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save and half as much on a successful one. Inaros regains a number of hit points equal to the damage dealt.
Bullet Jump. When Inaros is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Inaros can take one villain action in order. Once the final villain action is used, Inaros can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Inaros can advance his villain actions by 10 places in the initiative count.
Action 1: Sandstorm Dash. Inaros briefly becomes a swirling storm of sand and moves up to his speed. Each hostile creature he passes within 5 feet of must make a DC 16 Strength saving throw, taking 14 (4d6) slashing damage and being knocked prone on a failed save, or half as much damage on a successful one. This movement does not provoke opportunity attacks.
Action 2: Desiccation. Inaros throws cursed sand in a 20-foot cone. Each hostile creature in the cone must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage and be blinded. Inaros regains a number of hit points equal to the damage dealt. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action 3: Devour. Inaros chooses one creature he can see within 30 feet. The target must succeed on a series of DC 16 Strength saving throws. If the target fails the saving throw, they take 4 (1d8) necrotic damage, are pulled 5 feet towards Inaros, and must repeat the saving throw. If the target drops to 0 hit points, succeeds on the saving throw, or is pulled within 5 feet of Inaros, they do not repeat the saving throw. Inaros regains a number of hit points equal to the total damage dealt.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Hydroid doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Swashbuckler. Hydroid can reload a weapon with the loading property as part of the attack used to fire it and he doesn’t need a free hand to reload a weapon. Additionally, if he makes a melee attack, being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attacks until the end of his turn.
Undertow. The ground in a 15-foot radius around Hydroid churns with oceanic water. Hostile creatures on the ground in this area must spend an additional foot of movement for every foot they travel.
Villainous Resistance (3/Day). If Hydroid fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Hydroid cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Hydroid makes three weapon attacks.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Spawn Tentacle. A tentacle made of water shoots from the ground at a point Hydroid can see within 90 feet. It then attempts to grapple or shove prone a hostile creature within 5 feet. The target must succeed on a DC 17 Dexterity (Acrobatics) or Strength (Athletics) check (the target chooses the ability to use).
Grapple. On a failed save, the target is grappled (escape DC 17). A creature grappled in this way is restrained. If the target succeeds the check or breaks the grapple on a consecutive turn, the tentacle disappears.
Shove. On a failed save, the target is knocked prone. The tentacle then disappears.
Bullet Jump. When Hydroid is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Hydroid can take one villain action in order. Once the final villain action is used, Hydroid can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Hydroid can advance his villain actions by 10 places in the initiative count.
Action 1: Tidal Surge. Hydroid becomes a wave of water and moves up to his speed in a straight line. Each hostile creature he passes within 5 feet of must make a DC 17 Strength saving throw, taking 21 (6d6) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. This movement does not provoke opportunity attacks.
Action 2: Tempest Barrage. For 1 minute, Hydroid calls down a barrage of liquid fury in a 20-foot cube centred on a point he can see within 60 feet. The ground in the area becomes slippery, making it difficult terrain. Each hostile creature in the cylinder when it appears, that enters the cylinder, or ends its turn there must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) bludgeoning damage and fall prone. If a creature starts its turn in the area and is concentrating on a spell, it must succeed on a DC 17 Constitution saving throw or lose concentration. This effect ends if Hydroid drops to 0 hit points.
Action 3: Tentacle Swarm. Hydroid uses spawn tentacle six times. The tentacles appear at the same time.
Uncommon Medium
Perception +11
Languages Common (can’t speak)
Skills Acrobatics +10, Athletics +10
Str +5, Dex +3, Con +3, Int +3, Wis +2, Cha +5
Items katana, throwing knife (10)
AC 21; Fortitude +11, Reflex +11, Will +8
HP 60
Bullet Jump (move) Trigger Excalibur is hit by a critical hit from a melee Strike; Effect After taking the damage, Excalibur Leaps from the danger to a space within half their speed.
Reactive Strike
Rare Medium
Perception +16
Languages Common (can’t speak)
Skills Acrobatics +16, Athletics +16
Str +6, Dex +4, Con +4, Int +4, Wis +3, Cha +6
Items +1 striking katana, throwing knife (10)
AC 27; Fortitude +16, Reflex +16, Will +13
HP 135
Bullet Jump (move) Trigger Excalibur is hit by a critical hit from a melee Strike; Effect After taking the damage, Excalibur Leaps from the danger to a space within half their speed.
Reactive Strike
Uncommon Medium
Perception +22
Languages Common (can’t speak)
Skills Acrobatics +22, Athletics +22
Str +7, Dex +5, Con +5, Int +5, Wis +4, Cha +7
Items +1 striking katana, +1 striking returning throwing knife
AC 33; Fortitude +22, Reflex +22, Will +19
HP 215
Bullet Jump (move) Trigger Excalibur is hit by a critical hit from a melee Strike; Effect After taking the damage, Excalibur Leaps from the danger to a space within half their speed.
Reactive Strike
Unique Medium
Perception +28
Languages Common (can’t speak)
Skills Acrobatics +28, Athletics +28
Str +9, Dex +6, Con +6. Int +6, Wis +5, Cha +9
Items +2 greater striking katana, +1 striking returning throwing knife
AC 39; Fortitude +28, Reflex +28, Will +25
HP 295
Bullet Jump (move) Trigger Excalibur is hit by a critical hit from a melee Strike; Effect After taking the damage, Excalibur Leaps from the danger to a space within half their speed.
Reactive Strike
Warframes were the elite soldiers of the ancient Orokin empire that long ago crumbled to ruin. Today, they remain as guardians of sacred sites or operate personal crusades – leaving nothing but devastation in their path.
Despite being unable to communicate, small squads of Warframes can often be found together fighting to bring about a specific cause. Whenever such a force is found as your opposition, do not underestimate their small number. Even a lone Warframe possesses an arsenal of tricks and masteries, let alone many of them working together.
Some say Excalibur was the first successful Warframe created by the Orokin. Spawned from a Dax warrior of exceptional swordsmanship, their mastery of the blade became immortalised in Warframe form. In twisted poetry, that same Dax’s signature blade would be imprinted to their bio-memory. So that should they ever be without it, a facsimile blade of radiant light could be called upon.
Despite being solid and opaque, spectres are not misnamed. They are composed of a swarm of interlinked, programmable, bio-synthetic particles called ‘spectre particles’. When programmed to mimic a subject, a spectre permanently takes on its form and abilities (although a pale comparison to the original). Once enough damage is done to a spectre that it cannot infill the ‘wound’ with redundant particles, the spectre as a whole undergoes a catastrophic cascading failure, causing it to dissipate into a cloud of harmless dust.
To avoid disparity coagulation (wherin separate parts of the spectre begin to merge together, reducing functionality), their equipment is typically ‘real’. This does however allow it to be stolen, disarmed, or destroyed.
Unfortunately, the knowledge of imprinting a form onto spectre particles was lost when the Orokin Empire fell.
Warframes are not independent agents but rather bio-drones remote-controlled by an ‘operator’. Be wary that should you defeat a genuine Warframe, this operator will remain unharmed and should they seek vengeance, pursue you via other Warframes at their disposal.
Operators rarely engage in conflict personally. But when they do, they harness considerable power independent of their Warframe.
Rarely, the brutalised mind within an operator-less Warframe claws back control over its body. These so-called ‘feral Warframes’ are driven mad by pain and horror at their disfigurement. Such foes relentlessly fight anything in sight, harnessing their void-given powers with an unmatched ferocity.
These statblocks are created for the Pathfinder Second Edition System and are based on content found in the video game Warframe.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 18 (+4) | 14 (+2) | 16 (+3) | 18 (+4) |
Frame of War. Gauss doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Kinetic Plating. Gauss cannot be moved against his will and cannot be knocked prone.
Saint of Altra. Gauss can reload a weapon with the loading property as part of the attack used to fire it and he does not need a free hand to reload a weapon. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attacks.
Villainous Resistance (2/Day). If Gauss fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Gauss cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Gauss makes two hand crossbow attacks plus two hand crossbow attacks on the additional turn granted by redline.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bullet Jump. When Gauss is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Gauss can take one villain action in order. Once the final villain action is used, Gauss can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Gauss can advance his villain actions by 10 places in the initiative count.
Action 1: Mach Rush. Gauss moves up to his speed. At the end of the movement, each hostile creature Gauss passed within 5 feet of must make a DC 16 Dexterity saving throw, taking 10 (3d6) thunder damage and being knocked prone on a failed save, or half as much damage on a successful one. This movement does not provoke opportunity attacks.
Action 2: Thermal Sunder. Gauss siphons kinetic energy from the air or discharges excess heat from his battery. Each hostile creature within 20 feet of Gauss must make a DC 16 Constitution saving throw.
Kinetic Siphon. On a failed save, the target takes 7 (2d6) cold damage and Gauss gains a number of temporary hit points equal to half the damage dealt.
Battery Discharge. On a failed save, the target takes 14 (4d6) fire damage or half as much damage on a successful one.
Action 3: Redline. Gauss pushes himself to his limits, moving at a blinding speed. Gauss immediately takes another turn. During this turn, he can make 2 additional attacks (included in the statblock) and his movement does not provoke opportunity attacks. At the end of this turn, lightning arcs off Gauss in a 15-foot radius. Each hostile creature in the area must make a DC 16 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) | 20 (+5) |
Death’s Gate. When Garuda current hit points are at or below 87, 57, and 27, her attacks deal one extra die of the weapon’s damage on a hit (included in the attack).
Frame of War. Garuda doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Garuda fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Garuda cannot use this feature if her villain actions occur on initiative count 0.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) slashing damage if below 87 hit points plus 3 (1d6) slashing damage if below 57 hit points plus 3 (1d6) slashing damage if below 27 hit points.
Bloodletting. When Garuda hits with an attack, she can sacrifice up to 10 hit points to empower it. For every 2 hit points she sacrifices in this way, she deals an additional 1 point of damage on the attack.
Bullet Jump. When Garuda is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Garuda can take one villain action in order. Once the final villain action is used, Garuda can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Garuda can advance her villain actions by 10 places in the initiative count.
Action 1: Blood Altar. Garuda chooses one creature within 30 feet and attempts to exert control over their life force. The target must succeed on a DC 17 Charisma saving throw or be restrained by their own blood for 1 minute. A restrained creature takes 7 (2d6) necrotic damage at the start of each of their turns. Garuda can then gain a number of temporary hit points equal to the damage dealt or grant those temporary hit points to an allied creature within 30 feet of the target. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself. This ability has no effect on constructs or undead.
Action 2: Dread Mirror. Garuda rips the life force from each hostile creature within 30 feet of her. Each target must make a DC 17 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Garuda can then gain a number of temporary hit points equal to the damage dealt or grant those temporary hit points to an allied creature within 30 feet of the target. This ability has no effect on constructs or undead.
Action 3: Seeking Talons. Garuda casts out a torrent of slashing talons and makes one separate claw attack against each hostile creature in a 20-foot cone.
Uncommon Medium
Perception +8
Languages Common, Petran (can’t speak)
Skills Acrobatics +10, Athletics +12
Str +5, Dex +2, Con +5, Int +2, Wis +2, Cha +2
AC 24; Fortitude +14, Reflex +8, Will +8
HP 61
Rare Medium
Perception +13
Languages Common, Petran (can’t speak)
Skills Acrobatics +16, Athletics +18
Str +5, Dex +3, Con +5, Int +3, Wis +3, Cha +3
AC 30; Fortitude +19, Reflex +13, Will +13
HP 137
Uncommon Medium
Perception +19
Languages Common, Petran (can’t speak)
Skills Acrobatics +22, Athletics +25
Str +7, Dex +4, Con +7, Int +4, Wis +4, Cha +4
AC 36; Fortitude +25, Reflex +19, Will +19
HP 217
Unique Medium
Perception +25
Languages Common, Petran (can’t speak)
Skills Acrobatics +28, Athletics +32
Str +9, Dex +5, Con +9. Int +5, Wis +5, Cha +5
AC 42; Fortitude +30, Reflex +25, Will +25
HP 297
Warframes were the elite soldiers of the ancient Orokin empire that long ago crumbled to ruin. Today, they remain as guardians of sacred sites or operate personal crusades – leaving nothing but devastation in their path.
Despite being unable to communicate, small squads of Warframes can often be found together fighting to bring about a specific cause. Whenever such a force is found as your opposition, do not underestimate their small number. Even a lone Warframe possesses an arsenal of tricks and masteries, let alone many of them working together.
Atlas was the Orokin’s answer to a foe that needed no guile to overcome but simple, unrelenting brute force. This, Atlas delivers with the steady but unstoppable attitude of a tectonic plate. Armed with nothing but their fists, foes mighty and vast have been laid low by this titanic brawler.
Despite being solid and opaque, spectres are not misnamed. They are composed of a swarm of interlinked, programmable, bio-synthetic particles called ‘spectre particles’. When programmed to mimic a subject, a spectre permanently takes on its form and abilities (although a pale comparison to the original). Once enough damage is done to a spectre that it cannot infill the ‘wound’ with redundant particles, the spectre as a whole undergoes a catastrophic cascading failure, causing it to dissipate into a cloud of harmless dust.
To avoid disparity coagulation (wherin separate parts of the spectre begin to merge together, reducing functionality), their equipment is typically ‘real’. This does however allow it to be stolen, disarmed, or destroyed.
Unfortunately, the knowledge of imprinting a form onto spectre particles was lost when the Orokin Empire fell.
Warframes are not independent agents but rather bio-drones remote-controlled by an ‘operator’. Be wary that should you defeat a genuine Warframe, this operator will remain unharmed and should they seek vengeance, pursue you via other Warframes at their disposal.
Operators rarely engage in conflict personally. But when they do, they harness considerable power independent of their Warframe.
Rarely, the brutalised mind within an operator-less Warframe claws back control over its body. These so-called ‘feral Warframes’ are driven mad by pain and horror at their disfigurement. Such foes relentlessly fight anything in sight, harnessing their void-given powers with an unmatched ferocity.
These statblocks are created for the Pathfinder Second Edition System and are based on content found in the video game Warframe.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Harrow doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Harrow fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Harrow cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Harrow makes two flail attacks.
Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) bludgeoning damage.
Sacred Flame (Cantrip, Evocation, [V, S]). Harrow chooses one creature he can see within 60 feet. The target must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) damage. The target gains no benefit from cover for this saving throw.
Penance. Harrow loses 10 hit points and makes one flail attack. If this attack hits, Harrow and one creature of his choice within 20 feet each regain 10 hit points.
Bullet Jump. When Harrow is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Harrow can take one villain action in order. Once the final villain action is used, Harrow can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Harrow can advance his villain actions by 10 places in the initiative count.
Action 1: Condemn. Harrow calls upon the lower planes to condemn those in a 30-foot cone. Each hostile creature in the area must succeed on a DC 17 Strength saving throw or be restrained by chains for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An Evil aligned creature has disadvantage on this saving throw.
Action 2: Thurible. For 1 minute, Harrow infuses his attacks with vampiric power from his thurible. When Harrow deals damage to a creature, he, or an ally he can see within 60 feet, can regain a number of hit points equal to half the damage dealt.
Action 3: Covenant Genesis. A protective energy force surrounds Harrow and each allied creature within 20 feet of him. When a creature protected by this energy takes damage, it instead takes no damage, and the damage it would have taken is used to empower Harrow’s covenant eschaton. If a protected creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, it loses this protection.
Action 4: Covenant Eschaton. The protective energy force created by covenant genesis dissipates. For 1 minute, the attacks of each allied creature within 20 feet of Harrow are empowered. For every 10 points of damage absorbed by covenant genesis, the empowered attacks score a critical hit on a roll of 1 less than what would normally be required (to a minimum of 10). This effect ends if Harrow drops to 0 hit points.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 14 (+2) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Gara doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Glinting Presence. When Gara begins her turn in bright light, all other creatures within 10 feet of her that can see her must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
Villainous Resistance (3/Day). If Gara fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Gara cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Gara makes two glass maul attacks.
Glass Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Shattered Lash. Gara lashes out with fragments of razor-sharp glass in either a 15-foot cone or a line 30 feet long and 5 feet wide. Each hostile creature in the area must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) slashing damage.
Bullet Jump. When Gara is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Gara can take one villain action in order. Once the final villain action is used, Gara can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Gara can advance her villain actions by 10 places in the initiative count.
Action 1: Mass Vitrify. Gara creates a 20-foot tall, topless cylinder of molten glass which expands to a 30-foot radius and hardens. Each hostile creature inside the cylinder when it appears must make a DC 17 Constitution saving throw, taking 18 (4d8) fire damage and being restrained by solidified glass on a failed save, or half as much damage on a successful one. The cylinder consists of several 5-foot wide panels. Each panel is an object made of magical glass with an AC of 14 and 26 (4d12) hit points. Reducing a panel to 0 hit points shatters it into dust and creates an opening. This effect ends if Gara drops to 0 hit points.
Action 2: Spectrorage. Gara conjures three inward-facing magical mirrors that follow and encircle one creature within 120 feet. The target must succeed on a DC 17 Intelligence saving throw or be charmed by the mirrors. If the mirrored creature targets another creature with a spell, attack, or ability, it must roll a d6. If all three mirrors remain, it automatically targets itself with the spell, attack, or ability instead, if two mirrors remain, it instead targets itself on a roll of 1-4, and if one mirror remains, it instead targets itself on a roll of 1-2. Each mirror is an object made of magical glass with an AC of 14 and 7 (2d6) hit points. Reducing a mirror to 0 hit points or casting dispel magic on it shatters it into dust. This effect ends if Gara drops to 0 hit points.
Action 3: Splinter Storm. Gara shatters her armour and surrounds herself with a 5-foot radius sphere of swirling shards. Gara’s AC is reduced by 3 (included in the statblock) and attacks against her have disadvantage. Each hostile creature in the sphere when it appears, that enters the sphere, or ends its turn there must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) slashing damage. This effect ends if Gara drops to 0 hit points.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 16 (+3) | 14 (+2) | 20 (+5) | 12 (+1) |
Frame of War. Frost doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Freeze Force. When Frost hits a creature with an attack, he can deal an additional 9 (2d8) cold damage to that creature (included in the attack).
Villainous Resistance (3/Day). If Frost fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Frost cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Frost makes two weapon attacks.
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands plus 9 (2d8) cold damage.
Cone of Cold (5th Level, Evocation, [V, S, M], 1/Day). Frost blasts cold air in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Ray of Frost (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (5d8) cold damage and the target’s speed is reduced by 10 feet until the start of Frost’s next turn.
Chilling Globe. Frost chooses one creature inside the sphere created by Snow Globe and intensifies the blizzard around it. If the target has not discerned the blizzard to be an illusion, the target must succeed on a DC 17 Constitution saving throw or take 15 (6d4) cold damage and have their speed halved until the start of Frost’s next turn.
Glacial Globe. Frost moves the sphere created by Snow Globe up to 10 feet.
Bullet Jump. When Frost is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Frigid Rebuke (1st Level, Evocation, [V, S]). When Frost takes damage from a creature he can see within 60 feet, he can strike back with a lash of ice. The target must make a DC 17 Dexterity saving throw, taking 11 (2d10) cold damage on a failed save, or half as much damage on a successful one.
Once per round, starting at initiative count 20 (beating any ties), Frost can take one villain action in order. Once the final villain action is used, Frost can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Frost can advance his villain actions by 10 places in the initiative count.
Action 1: Snow Globe. Frost conjures a 20-foot radius sphere of shimmering ice centred on himself that is 5 inches thick and half-submerged into the ground to form a dome. The sphere lasts for 10 minutes, until Frost loses concentration (as if he were concentrating on a spell), or until it is destroyed.
The sphere’s interior face is transparent whilst the exterior face is opaque. Creatures and any equipment they are wearing or carrying, as well as light and sound, can freely pass through the sphere.
The sphere is filled with a phantasmal blizzard and each creature chosen by Frost that enters the sphere or starts its turn there must make a DC 17 Intelligence saving throw. On a success, the creature discerns the blizzard’s illusory nature, and on a failure, the creature is blinded and deafened until the start of their next turn or until they leave the sphere.
The sphere is an object made of magical ice with an AC of 14, 65 (10d12) hit points, immunity to poison and psychic damage, and vulnerability to fire damage. Reducing the sphere to 0 hit points causes it to vanish.
Action 2: Avalanche Armour. Frost coats himself and any allies in a 20-foot cube with protective ice energy. Frost and each allied creature in the area gain 30 temporary hit points.
Whilst a creature has these temporary hit points, they have immunity to cold damage. If a creature with these temporary hit points takes fire damage, it instead takes no fire damage and loses all of its temporary hit points.
Action 3: Ice Wave. Frost conjures a 30-foot cone of entombing ice. Each hostile creature in the area must succeed on a DC 17 Dexterity saving throw or be restrained by the ice for 1 minute.
A creature can use its action to break the ice, ending the effect on itself or another creature within its reach. If a creature has a Strength score of 17 or greater, it can use a bonus action to break the ice instead. Alternatively, if a restrained creature takes 5 fire damage, the ice melts, ending the effect on that creature.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) |
Frame of War. Hildryn doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Shielded. Hildryn gains 15 temporary hit points at the start of each of her turns.
Villainous Resistance (3/Day). If Hildryn fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Hildryn cannot use this feature if her villain actions occur on initiative count 0.
Multiattack. Hildryn makes one maul attack and uses her balefire once.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Balefire. Hildryn launches bolts of electricity in a 15-foot cone. Each hostile creature in the area must make a DC 16 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Bullet Jump. When Hildryn is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Hildryn can take one villain action in order. Once the final villain action is used, Hildryn can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Hildryn can advance her villain actions by 10 places in the initiative count.
Action 1: Aegis Storm. For 1 minute, Hildryn gains a flying speed equal to her speed and can immediately move up to half her speed. This movement does not provoke opportunity attacks.
Action 2: Haven. Hildryn chooses up to three allied creatures she can see within 120 feet and grants them a glowing protective aura. When a protected creature drops to 0 hit points as a result of taking damage or is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated and the target instead drops to 1 hit point, and its aura vanishes. This effect ends if Hildryn drops to 0 hit points.
Action 3: Pillage. Hildryn emanates a 30-foot radius sphere of destructive energy, sundering defences. Each hostile creature in the area must succeed on a DC 16 Dexterity saving throw. On a failed save, if the target is wearing nonmagical armour or a nonmagical shield, they take a permanent −2 penalty to the AC of either the armour or the shield (the target chooses which). If the target is under the effects of a spell that grants them a bonus to their AC, the spell is dispelled. Armour reduced to an AC of 10 or lower and a shield reduced to an AC bonus of +0 or lower is destroyed. For every point of AC sundered by this ability, Hildryn regains 3 hit points.
Medium Humanoid (any race), any alignment
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 10 (+0) | 10 (+0) |
Action Surge (1/Day). The eldritch squire can take one additional action on its turn.
Heavily Armoured. The eldritch squire has disadvantage on Dexterity (Stealth) checks that rely on sound.
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Green Flame Blade (Cantrip, Evocation, [S, M]). The caster makes one melee weapon attack. On a hit, the target suffers the attack’s normal effects, takes an additional 9 (2d8) fire damage, and the caster can cause green flames to leap from the target to a creature within 5 feet. The second creature takes 6 (1d8 + 2) fire damage.
Ray of Frost (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage and the target’s speed is reduced by 10 feet until the start of the caster’s next turn.
Earth Tremor (1st Level, Evocation, [V, S]). Each creature in a 10-foot cone must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. If the ground in the area is loose stone or dirt, it becomes difficult terrain.
War Magic. If the eldritch squire uses its action to cast a cantrip, it can make one weapon attack as a bonus action.
Absorb Elements (1st Level, Abjuration, [S]). When the caster takes acid, cold, fire, lightning, or thunder damage, it can gain resistance to the incoming damage type until the start of its next turn. The first time the caster hits with a melee attack on their next turn, the target takes an extra 3 (1d6) damage of the triggering damage type.
Uncommon Medium
Perception +14; tremorsense (imprecise) 60 feet
Languages Common (can’t speak)
Skills Acrobatics +10, Athletics +8
Str +2, Dex +3, Con +2, Int +3, Wis +3, Cha +2
Items rapier
AC 18; Fortitude +8, Reflex +11, Will +11
HP 58
Rare Medium
Perception +19; tremorsense (imprecise) 60 feet
Languages Common (can’t speak)
Skills Acrobatics +16, Athletics +14
Str +3, Dex +4, Con +3, Int +4, Wis +4, Cha +3
Items +1 striking rapier
AC 24; Fortitude +13, Reflex +16, Will +16
HP 132
Uncommon Medium
Perception +25; tremorsense (imprecise) 60 feet
Languages Common (can’t speak)
Skills Acrobatics +22, Athletics +20
Str +4, Dex +5, Con +4, Int +5, Wis +5, Cha +4
Items +1 striking rapier
AC 30; Fortitude +19, Reflex +22, Will +22
HP 212
Unique Medium
Perception +30; tremorsense (imprecise) 60 feet
Languages Common (can’t speak)
Skills Acrobatics +28, Athletics +26
Str +5, Dex +6, Con +5. Int +6, Wis +6, Cha +5
Items +2 greater striking rapier
AC 36; Fortitude +25, Reflex +28, Will +28
HP 292
Warframes were the elite soldiers of the ancient Orokin empire that long ago crumbled to ruin. Today, they remain as guardians of sacred sites or operate personal crusades – leaving nothing but devastation in their path.
Despite being unable to communicate, small squads of Warframes can often be found together fighting to bring about a specific cause. Whenever such a force is found as your opposition, do not underestimate their small number. Even a lone Warframe possesses an arsenal of tricks and masteries, let alone many of them working together.
Banshee’s role on the battlefield is to debilitate and disorient.
Despite being solid and opaque, spectres are not misnamed. They are composed of a swarm of interlinked, programmable, bio-synthetic particles called ‘spectre particles’. When programmed to mimic a subject, a spectre permanently takes on its form and abilities (although a pale comparison to the original). Once enough damage is done to a spectre that it cannot infill the ‘wound’ with redundant particles, the spectre as a whole undergoes a catastrophic cascading failure, causing it to dissipate into a cloud of harmless dust.
To avoid disparity coagulation (wherin separate parts of the spectre begin to merge together, reducing functionality), their equipment is typically ‘real’. This does however allow it to be stolen, disarmed, or destroyed.
Unfortunately, the knowledge of imprinting a form onto spectre particles was lost when the Orokin Empire fell.
Warframes are not independent agents but rather bio-drones remote-controlled by an ‘operator’. Be wary that should you defeat a genuine Warframe, this operator will remain unharmed and should they seek vengeance, pursue you via other Warframes at their disposal.
Operators rarely engage in conflict personally. But when they do, they harness considerable power independent of their Warframe.
Rarely, the brutalised mind within an operator-less Warframe claws back control over its body. These so-called ‘feral Warframes’ are driven mad by pain and horror at their disfigurement. Such foes relentlessly fight anything in sight, harnessing their void-given powers with an unmatched ferocity.
These statblocks are created for the Pathfinder Second Edition System and are based on content found in the video game Warframe.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 12 (+1) | 14 (+2) | 20 (+5) | 18 (+4) |
Evasion. If Baruuk is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Baruuk instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Frame of War. Baruuk doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Baruuk fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Baruuk cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Baruuk makes nine unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) force damage on the additional turn granted by serene storm.
Bullet Jump. When Baruuk is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Elude. When Baruuk takes damage from a creature he can see, he can halve the attack’s damage against him.
Once per round, starting at initiative count 20 (beating any ties), Baruuk can take one villain action in order. Once the final villain action is used, Baruuk can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Baruuk can advance his villain actions by 10 places in the initiative count.
Action 1: Desolate Hands. Baruuk chooses up to four creatures he can see within 120 feet and sends a mote of energy towards them. Each creature must succeed on a DC 16 Charisma saving throw or have any weapons or spellcasting foci they are holding banished to a harmless demiplane for 1 minute. At the end of this minute, the banished weapons and foci reappear in the nearest unoccupied space.
Action 2: Lull. Baruuk emits a calming wave in a 30-foot radius, sending enemies to sleep. Each hostile creature in the area must succeed on a DC 16 Wisdom saving throw or fall unconscious for 1 minute or until they take damage, or another creature uses an action to shake or slap them awake.
Action 3: Serene Storm. Baruuk lets go of his restraint and unleashes a flurry of action. Baruuk immediately takes an additional turn. During this turn, his speed is doubled, his movement does not provoke opportunity attacks, and his unarmed strikes deal an additional 9 (2d8) force damage (included in the attack).
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 14 (+2) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Chroma doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Vex Armour. When Chroma is at or below half hit points (52), his attacks deal an additional 7 (2d6) cold, fire, lightning, or poison damage depending on Chroma’s attuned element (included in the attack).
Villainous Resistance (3/Day). If Chroma fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Chroma cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Chroma makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold, fire, lightning, or poison damage depending on Chroma’s attuned element if Chroma is below half health.
Elemental Attunement. Chroma changes the element he is attuned to – choosing between cold, fire, lightning, or poison. Chroma and his Effigy gain resistance to the selected damage type, and his abilities use the selected damage type.
Bullet Jump. When Chroma is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Chroma can take one villain action in order. Once the final villain action is used, Chroma can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Chroma can advance his villain actions by 10 places in the initiative count.
Action 1: Elemental Effigy. Chroma sheds his pelt, unleashing an elemental effigy that appears hovering 5 feet off the ground in an unoccupied space within 10 feet of Chroma. In combat, the elemental effigy shares Chroma’s initiative count and takes its turn immediately after him.
Action 2: Elemental Ward. Chroma emits a burst of elemental energy in a 20-foot radius, protecting his allies and harming his enemies. Each allied creature in the area gains resistance to cold, fire, lightning, or poison damage depending on Chroma’s attuned element for 1 minute, and each hostile creature in the area must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold, fire, lightning, or poison damage depending on Chroma’s attuned element.
Action 3: Spectral Scream. Chroma exhales elemental energy in a 20-foot cone. Depending on Chroma’s attuned element, the effect is different, as detailed below. Each creature in the area must make a DC 17 Constitution saving throw.
Cold. On a failed save, a creature takes 9 (2d8) cold damage and is restrained for 1 minute.
Fire. On a failed save, a creature takes 13 (3d8) fire damage and is blinded for 1 minute.
Lightning. On a failed save, a creature takes 4 (1d8) lightning damage and is stunned for 1 minute.
Poison. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute.
On a successful save, a creature takes half as much damage. A creature that fails the saving throw can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) | 20 (+5) |
Frame of War. Ember doesn’t need to breathe, drink, eat, or sleep and is immune to disease. She can move along vertical surfaces on her turn without falling and takes no damage from falling.
Villainous Resistance (3/Day). If Ember fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Ember cannot use this feature if her villain actions occur on initiative count 0.
Burning Hands (1st Level, Evocation, [V, S]). Each creature in a 15-foot cone must make a DC 17 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Scorching Ray (2nd Level, Evocation, [V, S]). Ember makes three ray of fire attacks.
Ray of Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage.
Mistress of Flame. When Ember deals fire damage to a creature or object, she can intensify the heat, causing the target to ignite. Until a creature uses its action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns or at initiative count 20 if it is an object.
Bullet Jump. When Ember is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Ember can take one villain action in order. Once the final villain action is used, Ember can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Ember can advance her villain actions by 10 places in the initiative count.
Action 1: Immolation. For 1 minute, Ember alights in protective flames, shedding bright light in a 10-foot radius and dim light in an additional 10 feet. When Ember takes damage other than cold, she can reduce the damage by 4. This effect ends if Ember drops to 0 hit points.
Action 2: Inferno. Ember chooses up to three points she can see within 60 feet. A 5-foot radius, 40-foot high cylinder of fire bursts from the ground at each location and remains there for 1 minute. A creature in the cylinder when it appears, that enters the cylinder, or ends its turn there must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much damage on a successful one. This effect ends if Ember uses inferno again.
Action 3: Fireblast. Ember slams the ground to create a 10-foot radius sphere of incinerating energy. Each hostile creature in the area must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) fire damage. On a failed save, magical effects that grant an AC bonus are dispelled, and if the target is wearing nonmagical armour or a nonmagical shield, they take a permanent −2 penalty to the AC of either the armour or the shield (the target chooses which). Armour reduced to an AC of 10 or lower and a shield reduced to an AC bonus of +0 or lower is destroyed.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) |
Frame of War. Grendel doesn’t need to breathe, drink, eat, or sleep and is immune to disease. He can move along vertical surfaces on his turn without falling and takes no damage from falling.
Glutton of Riddha. Whilst Grendel has at least 1 creature swallowed, he gains a +2 bonus to his AC (included in the statblock).
Villainous Resistance (3/Day). If Grendel fails a saving throw, he can delay his villain actions by 10 places in the initiative count to succeed instead. Grendel cannot use this feature if his villain actions occur on initiative count 0.
Multiattack. Grendel makes one greatsword attack and uses his feast once.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Feast. Grendel’s stomach splits into a gaping maw and he attempts to swallow one Large or smaller creature within 5 feet. The target must succeed on a DC 16 Strength saving throw or be sucked into Grendel’s stomach. A prone creature has disadvantage on this saving throw. A creature inside Grendel’s stomach is blinded and restrained, it has total cover against attacks and other effects outside of Grendel, and it takes 5 (1d10) acid damage at the start of each of Grendel’s turns. Grendel’s stomach is an extra-dimensional space and creatures inside of it do not physically occupy Grendel’s space.
If Grendel takes 30 damage or more in a single turn from a creature inside him, he must make a DC 15 Constitution saving throw. On a failed save, all swallowed creatures appear in the nearest unoccupied space and fall prone. If Grendel dies, all swallowed creatures appear in the nearest unoccupied space and fall prone.
Bullet Jump. When Grendel is hit by an attack that was made with advantage, he can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Once per round, starting at initiative count 20 (beating any ties), Grendel can take one villain action in order. Once the final villain action is used, Grendel can take one villain action of his choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Grendel can advance his villain actions by 10 places in the initiative count.
Action 1: Pulverise. Grendel curls into a ball and moves up to twice his speed in a straight line. At the end of the movement, each creature Grendel passed within 5 feet of must succeed on a DC 16 Dexterity saving throw, or be knocked prone. This movement does not provoke opportunity attacks.
Action 2: Nourish.
Empty Stomach. Grendel’s empty stomach rumbles with deafening intensity. Each creature within 20 feet of Grendel must make a DC 16 Constitution saving throw, taking 11 (2d10) thunder damage on a failed save, or half as much damage on a successful one. If there is a valid target, Grendel also uses his feast once.
Full Stomach. Each creature in Grendel’s stomach must make a DC 16 Constitution saving throw, taking 11 (2d10) acid damage on a failed save, or half as much damage on a successful one. Grendel then regains a number of hit points equal to half the damage dealt.
Action 3: Regurgitate.
Empty Stomach. Grendel spews toxic bile in either a 20-foot cone or a line 50 feet long and 5 feet wide. Each creature in the area must make a DC 16 Constitution saving throw, taking 21 (6d6) acid damage and becoming poisoned for 1 minute on a failed save, or half as much damage on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Full Stomach. For each creature currently swallowed by Grendel, Grendel chooses a hostile creature within 50 feet that is not behind total cover and shoots the swallowed creature at the target. If there are no valid targets, Grendel shoots the swallowed creature at a point of his choice within 50 feet. Both the target and the swallowed creature must succeed on a separate DC 16 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone.
Medium Humanoid (Warframe), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 14 (+2) | 16 (+3) | 14 (+2) |
Frame of War. Warframes don’t need to breathe, drink, eat, or sleep and are immune to disease. They can move along vertical surfaces on their turn without falling and take no damage from falling.
Villainous Resistance (3/Day). If Equinox fails a saving throw, she can delay her villain actions by 10 places in the initiative count to succeed instead. Equinox cannot use this feature if her villain actions occur on initiative count 0.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) radiant damage if Equinox is in day form plus 7 (2d6) radiant damage if under the effects of provoke.
Metamorphosis. Equinox transitions between day and night form. Whilst in day form, Equinox deals an additional (2d6) radiant damage (included in Equinox’s attacks) and whilst in night form, she gains a +2 bonus to her AC. Additionally, her abilities are different depending on which form she is in.
Bullet Jump. When Equinox is hit by an attack that was made with advantage, she can jump to an unoccupied space within 15 feet or stand up from prone. This movement does not provoke opportunity attacks.
Equilibrium. When a creature Equinox can see within 60 feet regains hit points, she can regain a number of hit points equal to half the hit points the target regained.
Once per round, starting at initiative count 20 (beating any ties), Equinox can take one villain action in order. Once the final villain action is used, Equinox can take one villain action of her choice but cannot take the same villain action twice in a row. Instead of taking a villain action, Equinox can advance her villain actions by 10 places in the initiative count.
Action 1: Mend and Maim.
Night Form (Mend). For 1 minute, whenever Equinox deals damage to a creature, she can grant temporary hit points equal to the damage dealt by the attack to an ally she can see within 60 feet.
Day Form (Maim). For 1 minute, Equinox projects a 60-foot radius aura of painful slashing energy. Whenever a hostile creature starts its turn in the aura or enters the aura on its turn, it must succeed on a DC 14 Constitution saving throw or take 5 (1d10) slashing damage. This effect ends if Equinox drops to 0 hit points.
Action 2: Rest and Rage. Equinox chooses up to three creatures within 30 feet. Each creature must make a DC 14 Constitution saving throw.
Night Form (Rest). On a failed save, a creature falls unconcious for 1 minute or until they take damage, or another creature uses an action to shake or slap them awake.
Day Form (Rage). On a failed save, a creature becomes vulnerable to bludgeoning, piercing, and slashing damage for 1 minute. This effect ends if Equinox drops to 0 hit points.
Action 3: Pacify and Provoke.
Night Form (Pacify). For 1 minute, Equinox and her allies gain resistance to all damage. This effect ends if Equinox drops to 0 hit points.
Day Form (Provoke). For 1 minute, Equinox and her allies each deal an additional 7 (2d6) radiant damage (included in Equinox’s attacks). This effect ends if Equinox drops to 0 hit points.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 14 (+2) | 8 (-1) | 14 (+2) | 16 (+3) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Cure Wounds (1st Level, Evocation, [V, S]). The sanator touches one creature within 5 feet of it. The creature regains 7 (1d8 + 3) hit points. This spell has no effect on undead or constructs.
Mass Cure Wounds (5th Level, Evocation, [V, S], 1/Day). The sanator chooses a point within 60 feet. Up to six creatures within a 30-foot-radius sphere of that point regain 16 (3d8 + 3) hit points. This spell has no effect on undead or constructs.
Song of Rejuvenation (1/Day). For 1 minute, the sanator moans a subtle melody. Each allied creature within 10 feet of the sanator that can hear it regains a number of hit points equal to the sanator’s Charisma modifier at the start of each of their turns. This effect ends if the sanator is incapacitated.
Invert Healing. When a creature the sanator can see within 60 feet casts a spell or uses an ability that would regain hit points, the sanator can force them to make a DC 13 Charisma saving throw. On a failed save, the target of the healing ability takes necrotic damage equal to the hit points it would have regained and does not regain any hit points.
Medium humanoid (any race), any non-lawful alignment
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 12 (+1) | 18 (+4) | 14 (+2) | 14 (+2) |
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Chill Touch (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of the caster’s next turn.
Shocking Grasp (Cantrip, Evocation, [V, S]). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn. If the target is wearing metal armour, the attack roll has advantage.
Grease (1st Level, Conjuration, [V, S, M]). A 10-foot square patch of grease appears at a point the caster can see within 60 feet, turning it into difficult terrain. Any creature standing in the grease when it appears, moving into it, or ending its turn in it must succeed a DC 14 Dexterity saving throw or fall prone.
Mage Armour (1st Level, Abjuration, [V, S, M]). The caster touches a willing creature not wearing armour. The target’s base AC becomes 13 + its Dexterity modifier for the next 8 hours, unless it dons armour.
Thunderwave (1st Level, Evocation, [V, S]). The caster projects a 15-foot cube of thunder. Each creature in the area must make a DC 14 Constitution saving throw, taking 9 (2d8) thunder damage and being pushed 10 feet away on a failed save, or half as much damage on a successful one.
Blindness/Deafness (2nd Level, Necromancy, [V], 2/Day). The caster chooses one creature it can see within 30 feet. The target must make a DC 14 Constitution saving throw, being blinded or deafened (the caster’s choice) for one minute on a failure. the target can remake the save at the end of each of the turns.
Shield (1st Level, Abjuration, [(V, S], 2/Day). Trigger: The caster is hit by an attack or targeted with magic missile. Effect: The caster has a +5 bonus to AC takes no damage from magic missile until the start of its next turn.
Counterspell (3rd Level, Abjuration, [V, S], 1/Day). Trigger: The caster sees a creature within 60 feet casting a spell. Effect: If the spell being interrupted is of 3rd level or lower, it automatically fails and has no effect. If it’s of 4th level or higher, the caster must make an Intelligence check with a DC of 10 + the spell’s level, making the spell fail and have no effect on a success.
Medium humanoid, lawful evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 12 (+1) | 16 (+3) |
Coordinated Attacker. When the negotiator hits a creature with an attack and an ally that is not incapacitated is within 5 feet of the target, the attack deals an extra 10 (3d6) damage to the target (included in the attack).
Legendary Resistance (1/Day). If the negotiator fails a saving throw, it can choose to succeed instead.
Naturally Suggestive. The negotiator can ignore the material components of the suggestion spell and can concentrate on two instances of the spell at the same time, making concentration checks for each instance separately.
Multiattack. The negotiator makes two glaive attacks or two longbow attacks.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Suggestion (2nd Level Spell, [V, M], Concentration, 3/Day). The negotiator chooses one creature it can see within 30 feet and magically suggests a reasonable-sounding course of activity that is not directly harmful to the target. The target must succeed on a DC 14 Wisdom saving throw or be magically compelled to perform the suggested action. A creature that is immune to being charmed is immune to this spell.
Martial Inspiration. When the hobgoblin sees a nonhostile creature within 30 feet of it fail an attack roll or saving throw, it can utter a special command or warning. The creature can add a d6 to its roll provided it can hear and understand the hobgoblin.
Each round, the negotiator can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the negotiator can take one villain action of its choice at the end of another creature’s turn, once per round.
Round 1: Advance. The negotiator chooses up to ten allied creatures that can hear it within 60 feet. Each target moves up to their speed.
Round 2: Guard. The negotiator chooses up to two allied creatures that can hear it within 60 feet. Each target has advantage on saving throws and attack rolls against them have disadvantage until the negotiator takes its next villain action or drops to 0 hit points.
Round 3: Execute. The negotiator chooses up to three allied creatures that can hear it within 60 feet. Each target makes an attack against a creature within its reach.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 12 (+1) | 10 (-1) | 14 (+2) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Net Expert. The Deep-Folk trapper can make one net attack per turn as a bonus action. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the Deep-Folk trapper’s ranged attack rolls made using a net. Additionally, the Deep-Folk trapper ignores the limitation of only being able to make one attack in a turn if the attack is made with a net.
Poisoned Weapons (3/Day). When the Deep-Folk trapper hits a creature with a weapon attack that does piercing or slashing damage, it can force that creature to succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour (included in the statblock).
Multiattack. The Deep-Folk trapper makes two javelin attacks.
Javelin (8/Day). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour.
Throw Net (3/Day). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one creature that is Large or smaller and doesn’t have a formless body. Hit: The creature is restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
False Step. When a creature the Deep-Folk trapper can see misses it with a melee attack, it can move 5 feet in any lateral direction. This movement does not provoke opportunity attacks.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 12 (+1) | 8 (-1) | 14 (+2) | 14 (+2) |
Altered State. Deep-Folk don’t need to breathe, drink, or eat, and cannot sleep.
Eldritch Blast (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.
Poison Spray (Cantrip, Evocation, [V, S]). Spell Attack: DC 12 Constitution saving throw, range 10 ft., one target. Failure: 6 (1d12) poison damage.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 14 (+2) | 8 (-1) | 14 (+2) | 16 (+3) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Single Out. The Deep-Folk bloodcaller points at a creature it can see within 30 feet. Attack rolls against the target have advantage until the start of the bloodcaller’s next turn.
Song of Frenzy (1/Day). For 1 minute, the Deep-Folk bloodcaller whines a harsh melody. Allies that can hear the bloodcaller and are within 30 feet of it, can add the bloodcaller’s Charisma modifier to their damage rolls. This effect ends if the bloodcaller is incapacitated.
Incite Violence. The Deep-Folk bloodcaller commands an ally that can hear it to make an attack against a creature of its choice.
Medium elemental, neutral
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) |
Water-bound. The petty hydrocanth can only exist when in a body of water. If it begins its turn outside of a body of water, it takes 7 (2d6) necrotic damage.
Water Form. The petty hydrocanth is only visible from underwater, otherwise it’s invisible. It can mould its body to mimic simple shapes or objects and can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The petty hydrocanth makes two lash attacks.
Lash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Reverse Osmosis (Recharge 6). Each creature within 30 feet and in the same body of water as the petty hydrocanth must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failure, or half as much damage on a success. The petty hydrocanth heals for a number of hit points equal to half the damage dealt.
Medium aberration (shapechanger), chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 16 (+3) | 12 (+1) | 10 (+0) | 18 (+4) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Multiattack. The cuttle-kin makes three weapon attacks.
Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 8 (1d8 + 4) piercing damage.
Mind Pulse (True Form Only, Recharge 5-6). The cuttle-kin releases a pulse of psychic energy in a 20-foot cone. Each creature in the area must make a DC 15 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. A creature with muddled thoughts subtracts a d6 from any ability checks, attack rolls, concentration checks, or saving throws using Intelligence, Wisdom or Charisma it makes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Scan (True Form Only). The cuttle-kin attaches its tentacles to a humanoid’s temples and attempts to scan its mind. The target must succeed on a DC 15 Wisdom saving throw or have their mind read by the cuttle-kin. On a failed save, The cuttle-kin gains the knowledge and ability to shapechange into the target, and loses the knowledge of, and ability to shapechange into a previous mind scan victim (if it had one).
Shapechange. The cuttle-kin can use its bonus action to polymorph into the most recent humanoid it has used its mind scan on, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Redirect Attack. When a creature the cuttle-kin can see makes an attack against it, it can swap places with a friendly creature within 5 feet of it. The creature it swaps with then becomes the target of the attack.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 22 (+6) | 8 (-1) | 10 (+0) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Multiattack. The claw warden makes one claw snip and one claw strike attack.
Claw Snip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claw Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target is pushed 10 feet away.
Bulwark. When a creature the claw warden can see makes an attack against an ally within 5 feet of it which doesn’t also include the claw warden, and the claw warden is not restrained, the claw warden can swap places with the ally and become the target of the attack instead.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 18 (+4) | 8 (-1) | 10 (+0) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 10 (+0) | 8 (-1) | 16 (+3) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 10 (+0) | 8 (-1) | 14 (+2) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 8 (-1) | 16 (+3) | 8 (-1) | 10 (+0) | 12 (+1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Regeneration. The nauplius regains 10 hit points at the start of its turn if it is partially or fully submerged in saltwater. The nauplius dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The nauplius makes two attacks.
Barnacle Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.
Poison Pearl (8/Day). Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 3 (1d6) piercing damage, plus 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
Uncommon Medium
Perception +14
Languages Common (can’t speak)
Skills Acrobatics +10, Athletics +10, Stealth +12
Str +3, Dex +3, Con +2, Int +3, Wis +2, Cha +3
Items kama, shuriken (10), smoke fan
AC 18; Fortitude +8, Reflex +11, Will +8
HP 76
Bullet Jump (move) Trigger Ash is hit by a critical hit from a melee Strike; Effect After taking the damage, Ash Leaps from the danger to a space within half their speed.
Rare Medium
Perception +19
Languages Common (can’t speak)
Skills Acrobatics +16, Athletics +16, Stealth +18
Str +4, Dex +4, Con +3, Int +4, Wis +3, Cha +4
Items +1 striking kama, shuriken (10), smoke fan (3)
AC 24; Fortitude +13, Reflex +16, Will +13
HP 169
Bullet Jump (move) Trigger Ash is hit by a critical hit from a melee Strike; Effect After taking the damage, Ash Leaps from the danger to a space within half their speed.
Uncommon Medium
Perception +25
Languages Common (can’t speak)
Skills Acrobatics +22, Athletics +22, Stealth +25
Str +5, Dex +5, Con +4, Int +5, Wis +4, Cha +5
Items +1 striking wounding kama, +1 striking returning shuriken, smoke fan (greater)
AC 30; Fortitude +19, Reflex +22, Will +19
HP 269
Bullet Jump (move) Trigger Ash is hit by a critical hit from a melee Strike; Effect After taking the damage, Ash Leaps from the danger to a space within half their speed.
Unique Medium
Perception +30
Languages Common (can’t speak)
Skills Acrobatics +28, Athletics +28, Stealth +32
Str +6, Dex +6, Con +5. Int +6, Wis +5, Cha +6
Items +2 greater striking wounding kama, +1 striking returning shuriken, smoke fan (greater) (3)
AC 36; Fortitude +25, Reflex +28, Will +25
HP 369
Bullet Jump (move) Trigger Ash is hit by a critical hit from a melee Strike; Effect After taking the damage, Ash Leaps from the danger to a space within half their speed.
Warframes were the elite soldiers of the ancient Orokin empire that long ago crumbled to ruin. Today, they remain as guardians of sacred sites or operate personal crusades – leaving nothing but devastation in their path.
Despite being unable to communicate, small squads of Warframes can often be found together fighting to bring about a specific cause. Whenever such a force is found as your opposition, do not underestimate their small number. Even a lone Warframe possesses an arsenal of tricks and masteries, let alone many of them working together.
In life, the man who came to be Ash was a hated murderer of Orokin. When he was at last captured, rather than being executed he was transformed into a Warframe and had his skills put under Orokin leash. As an assassin working under his new golden masters, a cult of Dax warriors called the Scoria came to worship his techniques, dedicating themselves to the ideal of the perfect death.
To the Scoria, Ash’s methods of execution were recounted as if doctrine and his lack of empathy, hesitation, or remorse were heralded as virtues. But when the Orokin fell, it was Ash – exemplifying those virtues in full – who brought swift deaths to those fervent worshippers and the many Orokin who had commanded his blade to strike.
Now, Ash is a figure of myth. A vigilante who hunts those who have committed great evils, a hired killer who operates with bleeding efficiency, or a remorseless flash of steel who butchers without reason. The stories differ depending on who you ask.
Despite being solid and opaque, spectres are not misnamed. They are composed of a swarm of interlinked, programmable, bio-synthetic particles called ‘spectre particles’. When programmed to mimic a subject, a spectre permanently takes on its form and abilities (although a pale comparison to the original). Once enough damage is done to a spectre that it cannot infill the ‘wound’ with redundant particles, the spectre as a whole undergoes a catastrophic cascading failure, causing it to dissipate into a cloud of harmless dust.
To avoid disparity coagulation (wherin separate parts of the spectre begin to merge together, reducing functionality), their equipment is typically ‘real’. This does however allow it to be stolen, disarmed, or destroyed.
Unfortunately, the knowledge of imprinting a form onto spectre particles was lost when the Orokin Empire fell.
Warframes are not independent agents but rather bio-drones remote-controlled by an ‘operator’. Be wary that should you defeat a genuine Warframe, this operator will remain unharmed and should they seek vengeance, pursue you via other Warframes at their disposal.
Operators rarely engage in conflict personally. But when they do, they harness considerable power independent of their Warframe.
Rarely, the brutalised mind within an operator-less Warframe claws back control over its body. These so-called ‘feral Warframes’ are driven mad by pain and horror at their disfigurement. Such foes relentlessly fight anything in sight, harnessing their void-given powers with an unmatched ferocity.
These statblocks are created for the Pathfinder Second Edition System and are based on content found in the video game Warframe.
Medium undead, any alignment
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 18 (+4) |
Ethereal Sight. The lost spirit can see 60 feet into the Ethereal Plane when it is on another plane, and vice versa.
Incorporeal Movement. The lost spirit can move through other creatures, objects, and creations of magical force as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or a creation of magical force.
Sunrise Sensitivity. If the lost spirit starts its turn in a space illuminated by sunlight, it enters the Ethereal Plane. The lost spirit remains in the Ethereal Plane until it starts its turn in a space that is in darkness whereupon it returns to the plane it was previously on.
Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (3d4) necrotic damage.
Death Mask. When a creature the lost spirit can see makes an attack against it, the lost spirit can force the creature to succeed on a DC 15 Wisdom saving throw or be frightened of it until the start of their next turn.
Each round, the lost spirit can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the lost spirit continues to take one villain action in the same order per round for the rest of the combat.
Round 1: Cold Spot. For 1 minute, the air in a 25-foot cube centred on the lost spirit becomes icy cold. All exposed water in the area freezes solid. All other creatures in the area when it appears must succeed on a DC 15 Constitution saving throw or take 3 (1d6) cold damage. At the start of each of the lost spirit’s turns whilst this cube is still present, all other creatures in the area must succeed on a DC 15 Constitution saving throw or take 3 (1d6) cold damage. If a creature attempts to cast a spell with somatic components whilst in this area, they must succeed on a DC 15 Dexterity (Sleight of Hand) check or the spell is wasted. This effect ends if the lost spirit is incapacitated or enters another plane.
Round 2: Mundane Missile. The lost spirit flings six loose objects that weigh less than 10 lb and aren’t being worn or carried. Each object targets a creature the lost spirit can see within 120 feet. An object deals 3 (1d4 + 1) bludgeoning damage to its target. If the target is under the effects of the shield spell, they take no damage from the object.
Round 3: Curse Burst. The lost spirit releases a 10-foot radius burst of necrotic energy. All other creatures in the area must succeed on a DC 15 Constitution saving throw or take 9 (2d8) necrotic damage, and have their hit point maximum reduced by an amount equal to the necrotic damage taken. A creature dies if its hit point maximum is reduced to 0.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 14 (+2) | 2 (-4) | 12 (+1) | 2 (-4) |
Multiattack. The Mactera brundle makes two sting shot attacks.
Sting Shot. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a DC 13 Constitution saving throw, becoming poisoned for one hour on a failed save.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 12 (+1) | 2 (-4) | 12 (+1) | 2 (-4) |
Multiattack. The Mactera tri-jaw makes three sting shot attacks.
Sting Shot. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 10 (+0) | 2 (-4) | 12 (+1) | 2 (-4) |
Sting Shot. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
Cavern Crawler. The Glyphid acid spitter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Multiattack. The Glyphid acid spitter makes two acid spit attacks or two bite attacks.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (2d8) acid damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 12 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
Cavern Crawler. The Glyphid web spitter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Cowardly. The Glyphid web spitter can take the Disengage action as a bonus action.
Web Spit. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 7 (2d6) poison damage and the target is restrained until the start of the Glyphid web spitter’s next turn.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 10 (+0) | 2 (-4) | 10 (+0) | 4 (-3) |
Cavern Crawler. The irradiated Glyphid exploder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Death Burst. When the irradiated Glyphid exploder dies, it creates a glowing pool of energy in a 5-foot radius centered on its body. Each creature standing in the glowing pool when it appears or which enters the glowing pool must make a DC 10 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. The glowing pool lasts for one round before dissipating.
Illumination. The irradiated Glyphid exploder sheds dim light in 5-foot radius.
Explode. The irradiated Glyphid exploder begins to convulse and ends its turn. At the start of its next turn, it explodes as if by its death burst feature. Any remaining hit points it has are added to the damage of the death burst.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 10 (+0) | 2 (-4) | 10 (+0) | 4 (-3) |
Cavern Crawler. The Glyphid exploder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Death Burst. When the Glyphid exploder dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes difficult terrain.
Illumination. The Glyphid exploder sheds dim light in 5-foot radius.
Explode. The Glyphid exploder begins to convulse and ends its turn. At the start of its next turn, it explodes as if by its death burst feature. Any remaining hit points it has are added to the damage of the death burst.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 2 (-4) | 10 (+0) | 2 (-4) |
Cavern Crawler. The Glyphid grunt guard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Guardian. The Glyphid grunt guard uses its armoured forelegs to defend allies within a 5-foot radius. All Glyphids inside this radius benefit from half cover (+2 to AC and Dexterity saving throws). This ability does not work if the Glyphid grunt guard is incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 2 (-3) |
Cavern Crawler. The Glyphid grunt slasher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Multiattack. The Glyphid grunt slasher makes one bite attack and one crippling slash attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Crippling Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target has their speed halved until the start of the Glyphid grunt slasher’s next turn.