JNAProductions
2017-03-27, 08:36 PM
The Cyborg type is a mix of Construct and Humanoid. Always treat the creature as if it's the LESS beneficial type, unless they have the Mechanical Mastery trait.
Skitarii Ranger
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 18 (Skitarii War Plate)
Hit Points 26 (4d8+8)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
16 (+3)
14 (+2)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +6, Perception +3
Senses Darkvision 240', Passive Perception 13
Languages Low Gothic, High Gothic, Binary
Challenge 2
Tireless A Ranger has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ranger delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, a Ranger may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, a Ranger may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Galvanic Rifle Ranged Weapon Attack +6 to hit, range 200'/800', one target. Hit 1d12+3 piercing damage.
Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.
Extra Attack The Ranger makes two attacks or other attack actions.
Offensive CR: 3
Defensive CR: 1/2
Average CR: 2
Skitarii Ranger Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 19 (Skitarii War Plate)
Hit Points 52 (8d8+16)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
18 (+4)
14 (+2)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +8, Perception +6
Senses Darkvision 240', Passive Perception 16
Languages Low Gothic, High Gothic, Binary
Challenge 5
Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Galvanic Rifle Ranged Weapon Attack +8 to hit, range 200'/800', one target. Hit 1d12+4 piercing damage.
Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.
Extra Attack 2 The Alpha makes three attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 5
Defensive CR: 3
Average CR: 4, +1 for orders
Skitarii Vanguard
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 18 (Skitarii War Plate)
Hit Points 26 (4d8+8)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
16 (+3)
14 (+2)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +6, Perception +3
Senses Darkvision 240', Passive Perception 13
Languages Low Gothic, High Gothic, Binary
Challenge 2
Tireless A Vanguard has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Vanguard delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, a Vanguard may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, a Vanguard may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Radium Carbine Ranged Weapon Attack +6 to hit, range 100'/400', one target. Hit 2d4+3 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.
Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.
Extra Attack The Ranger makes two attacks or other attack actions.
Offensive CR: 3
Defensive CR: 1/2
Average CR: 2
Skitarii Vanguard Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 19 (Skitarii War Plate)
Hit Points 52 (8d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
18 (+4)
14 (+2)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +8, Perception +6
Senses Darkvision 240', Passive Perception 16
Languages Low Gothic, High Gothic, Binary
Challenge 5
Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Radium Carbine Ranged Weapon Attack +8 to hit, range 100'/400', one target. Hit 2d4+4 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.
Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.
Extra Attack 2 The Alpha makes three attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 5
Defensive CR: 3
Average CR: 4, +1 for orders
Sicarian Ruststalker
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 21 (Sicarian Battle Armour)
Hit Points 75 (10d8+30)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
20 (+5)
16 (+3)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +9, Stealth +13
Senses Darkvision 240', Passive Perception 10
Languages Low Gothic, High Gothic, Binary
Challenge 7
Tireless A Ruststalker has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ruststalker delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Furious Charge If a Ruststalker moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.
Transonic If a Ruststalker targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.
Doctrina Imperatives Once per short rest, a Ruststalker may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Transonic Razor Melee Weapon Attack +9 to hit, reach 5', one target. Hit 1d12+5 slashing and sonic damage.
Chordclaw Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d12+5 slashing and sonic damage.
Extra Attack 2 The Ruststalker makes three attacks or other attack actions. Only one can be with its chordclaw.
Bonus Action
Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.
Offensive CR: 7, +1 for Mindscramblers
Defensive CR: 5
Average CR: 7
Sicarian Ruststalker Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 22 (Sicarian Battle Armour)
Hit Points 120 (16d8+48)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
22 (+6)
16 (+3)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +11, Stealth +16
Senses Darkvision 240', Passive Perception 12
Languages Low Gothic, High Gothic, Binary
Challenge 11
Tireless A Ruststalker Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ruststalker Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Furious Charge If a Ruststalker Alpha moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.
Transonic If a Ruststalker Alpha targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.
Doctrina Imperatives Once per short rest, a Ruststalker Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Transonic Razor Melee Weapon Attack +11 to hit, reach 5', one target. Hit 1d12+6 slashing and sonic damage.
Chordclaw Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d12+6 slashing and sonic damage.
Extra Attack 3 The Ruststalker Alpha makes four attacks or other attack actions. Only one can be with its chordclaw.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.
Offensive CR: 11
Defensive CR: 8
Average CR: 10, +1 for orders and Mindscramblers
Sicarian Infiltrator
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 21 (Sicarian Battle Armour)
Hit Points 98 (13d8+39)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
20 (+5)
16 (+3)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +9, Stealth +13
Senses Darkvision 240', Passive Perception 10
Languages Low Gothic, High Gothic, Binary
Challenge 7
Tireless An Infiltrator has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Infiltrator delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Neurostatic Aura All enemies who enter within 15' of an Infiltrator or start their turn in this range must take a DC 12 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.
Doctrina Imperatives Once per short rest, an Infiltrator may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Taser Goad Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d8+5 electric damage. Critical Hit 8d8+5 electric damage.
Flechette Blaster ranged Weapon Attack +9 to hit, range 40'/160', one target. Hit 5d3+5 piercing damage.
Extra Attack 2 The Infiltrator makes three attacks or other attack actions.
Offensive CR: 7, +1 for Aura
Defensive CR: 6
Average CR: 7
Sicarian Infiltrator Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 22 (Sicarian Battle Armour)
Hit Points 135 (18d8+54)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
22 (+6)
16 (+3)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +11, Stealth +16
Senses Darkvision 240', Passive Perception 12
Languages Low Gothic, High Gothic, Binary
Challenge 11
Tireless An Infiltrator Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Infiltrator Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Neurostatic Aura All enemies who enter within 20' of an Infiltrator Alpha or start their turn in this range must take a DC 13 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.
Doctrina Imperatives Once per short rest, an Infiltrator Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Taser Goad Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d8+6 electric damage. Critical Hit 8d8+6 electric damage.
Flechette Blaster ranged Weapon Attack +11 to hit, range 40'/160', one target. Hit 5d3+6 piercing damage.
Extra Attack 3 The Infiltrator Alpha makes four attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 11, +1 for Aura
Defensive CR: 8
Average CR: 10, +1 for orders
Skitarii Ranger
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 18 (Skitarii War Plate)
Hit Points 26 (4d8+8)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
16 (+3)
14 (+2)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +6, Perception +3
Senses Darkvision 240', Passive Perception 13
Languages Low Gothic, High Gothic, Binary
Challenge 2
Tireless A Ranger has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ranger delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, a Ranger may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, a Ranger may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Galvanic Rifle Ranged Weapon Attack +6 to hit, range 200'/800', one target. Hit 1d12+3 piercing damage.
Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.
Extra Attack The Ranger makes two attacks or other attack actions.
Offensive CR: 3
Defensive CR: 1/2
Average CR: 2
Skitarii Ranger Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 19 (Skitarii War Plate)
Hit Points 52 (8d8+16)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
18 (+4)
14 (+2)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +8, Perception +6
Senses Darkvision 240', Passive Perception 16
Languages Low Gothic, High Gothic, Binary
Challenge 5
Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Galvanic Rifle Ranged Weapon Attack +8 to hit, range 200'/800', one target. Hit 1d12+4 piercing damage.
Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.
Extra Attack 2 The Alpha makes three attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 5
Defensive CR: 3
Average CR: 4, +1 for orders
Skitarii Vanguard
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 18 (Skitarii War Plate)
Hit Points 26 (4d8+8)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
16 (+3)
14 (+2)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +6, Perception +3
Senses Darkvision 240', Passive Perception 13
Languages Low Gothic, High Gothic, Binary
Challenge 2
Tireless A Vanguard has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Vanguard delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, a Vanguard may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, a Vanguard may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Radium Carbine Ranged Weapon Attack +6 to hit, range 100'/400', one target. Hit 2d4+3 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.
Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.
Extra Attack The Ranger makes two attacks or other attack actions.
Offensive CR: 3
Defensive CR: 1/2
Average CR: 2
Skitarii Vanguard Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 19 (Skitarii War Plate)
Hit Points 52 (8d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
18 (+4)
14 (+2)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +8, Perception +6
Senses Darkvision 240', Passive Perception 16
Languages Low Gothic, High Gothic, Binary
Challenge 5
Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.
Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Radium Carbine Ranged Weapon Attack +8 to hit, range 100'/400', one target. Hit 2d4+4 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.
Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.
Extra Attack 2 The Alpha makes three attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 5
Defensive CR: 3
Average CR: 4, +1 for orders
Sicarian Ruststalker
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 21 (Sicarian Battle Armour)
Hit Points 75 (10d8+30)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
20 (+5)
16 (+3)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +9, Stealth +13
Senses Darkvision 240', Passive Perception 10
Languages Low Gothic, High Gothic, Binary
Challenge 7
Tireless A Ruststalker has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ruststalker delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Furious Charge If a Ruststalker moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.
Transonic If a Ruststalker targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.
Doctrina Imperatives Once per short rest, a Ruststalker may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Transonic Razor Melee Weapon Attack +9 to hit, reach 5', one target. Hit 1d12+5 slashing and sonic damage.
Chordclaw Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d12+5 slashing and sonic damage.
Extra Attack 2 The Ruststalker makes three attacks or other attack actions. Only one can be with its chordclaw.
Bonus Action
Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.
Offensive CR: 7, +1 for Mindscramblers
Defensive CR: 5
Average CR: 7
Sicarian Ruststalker Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 22 (Sicarian Battle Armour)
Hit Points 120 (16d8+48)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
22 (+6)
16 (+3)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +11, Stealth +16
Senses Darkvision 240', Passive Perception 12
Languages Low Gothic, High Gothic, Binary
Challenge 11
Tireless A Ruststalker Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain A Ruststalker Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Furious Charge If a Ruststalker Alpha moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.
Transonic If a Ruststalker Alpha targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.
Doctrina Imperatives Once per short rest, a Ruststalker Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Transonic Razor Melee Weapon Attack +11 to hit, reach 5', one target. Hit 1d12+6 slashing and sonic damage.
Chordclaw Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d12+6 slashing and sonic damage.
Extra Attack 3 The Ruststalker Alpha makes four attacks or other attack actions. Only one can be with its chordclaw.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.
Offensive CR: 11
Defensive CR: 8
Average CR: 10, +1 for orders and Mindscramblers
Sicarian Infiltrator
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 21 (Sicarian Battle Armour)
Hit Points 98 (13d8+39)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
20 (+5)
16 (+3)
16 (+3)
10 (0)
6 (-2)
Skills Acrobatics +9, Stealth +13
Senses Darkvision 240', Passive Perception 10
Languages Low Gothic, High Gothic, Binary
Challenge 7
Tireless An Infiltrator has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Infiltrator delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Neurostatic Aura All enemies who enter within 15' of an Infiltrator or start their turn in this range must take a DC 12 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.
Doctrina Imperatives Once per short rest, an Infiltrator may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Actions
Taser Goad Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d8+5 electric damage. Critical Hit 8d8+5 electric damage.
Flechette Blaster ranged Weapon Attack +9 to hit, range 40'/160', one target. Hit 5d3+5 piercing damage.
Extra Attack 2 The Infiltrator makes three attacks or other attack actions.
Offensive CR: 7, +1 for Aura
Defensive CR: 6
Average CR: 7
Sicarian Infiltrator Alpha
Medium Cyborg (Skitarii), Lawful Neutral
Armor Class 22 (Sicarian Battle Armour)
Hit Points 135 (18d8+54)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
22 (+6)
16 (+3)
18 (+4)
14 (+2)
10 (0)
Skills Acrobatics +11, Stealth +16
Senses Darkvision 240', Passive Perception 12
Languages Low Gothic, High Gothic, Binary
Challenge 11
Tireless An Infiltrator Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.
Feel No Pain An Infiltrator Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.
Neurostatic Aura All enemies who enter within 20' of an Infiltrator Alpha or start their turn in this range must take a DC 13 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.
Doctrina Imperatives Once per short rest, an Infiltrator Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
+1 to all attack rolls
+2 to all attack rolls, -1 AC
+3 to all attack rolls, -2 AC
+1 AC
+2 AC, -1 to all attack rolls
+3 AC, -2 to all attack rolls
Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.
Actions
Taser Goad Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d8+6 electric damage. Critical Hit 8d8+6 electric damage.
Flechette Blaster ranged Weapon Attack +11 to hit, range 40'/160', one target. Hit 5d3+6 piercing damage.
Extra Attack 3 The Infiltrator Alpha makes four attacks or other attack actions.
Bonus Action
Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
Move Move Move! The target may move up to their base speed as a reaction
Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.
Offensive CR: 11, +1 for Aura
Defensive CR: 8
Average CR: 10, +1 for orders