Spoiler: Magus
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Magus
Medium Humanoid (Genestealer), Neutral Evil

Armor Class 16 (Studded Leather)
Hit Points 120 (16d8+48)
Speed 35', Climb 25'

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 14 (+2)

Skills Deception +6, Perception +7, Athletics +6
Damage Resistance Poison
Senses Darkvision 60', Blindsight 10', Passive Perception 17
Languages Low Gothic, High Gothic
Challenge X

Unnatural Biology A Magus has advantage on saves against poison and the poisoned condition.

Actions

Staff Melee Weapon Attack: +6 to-hit, reach 5', one target. Hit: 1d8+2 (6) bludgeoning damage.

Claw Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 1d4+4 (6) slashing damage.

Extra Attack The Magus makes two attacks, one with his staff and one with his claw, or other attack actions.

Dominate Ranged Spell Attack: DC 16 Wisdom save, range 30', one target the Magus can see. Failed Save: The target is under the Magus's control, completely and utterly. They may attempt a new save at the end of each of their turns and whenever they take damage to throw off the effect. This ability requires Concentration.

Mass Hypnosis Area Spell Attack: DC 16 Wisdom save, 15' radius AoE centered on a point within 60', all creatures within the area of effect the Magus chooses. Failed Save: The target is stunned until the end of their next turn. Successful Save: The target suffers a -1d4 penalty on all d20 rolls they make until the end of their next turn.

Mind Crush Ranged Spell Attack: DC 16 Wisdom save, range 120', one target the Magus can see. Failed Save: 4d10 (22) Psychic damage, and the target is stunned until the end of their next turn. Successful Save: Half damage, and no stun.

Might From Beyond The Magus selects up to six targets it can see within 120' of itself. All targets must be within 30' of all other targets. The targets gain +4 to their Strength (to a max of 30), and may make a single melee or thrown attack as a bonus action on their turn. This ability requires Concentration.

Bonus Actions

Channel (Once Per Short Rest) The Magus channels his own psionic might, prepping for the next release. The next usage of Mind Crush or Dominate has the first save made with disadvantage.

Imbue The Magus imbues a portion of its power in another being. He can touch an adjacent target, and give it one use of Mind Crush, using their own Intelligence and Proficiency modifier for the effects. The Magus can grant a maximum of two other creatures this ability at a time.

Reactions

Mental Barrier The Magus gains +4 to his AC against an attack and until the end of the current turn.

Retaliate The Magus lashes back with psychic might. If the attacker is visible to the Magus and within 120', they must make a DC 16 Intelligence save or take half the damage they just dealt to the Magus as psychic damage. This reaction may be used even if the attack kills the Magus.


Spoiler: Primus
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Primus
Medium Humanoid (Genestealer), Neutral Evil

Armor Class 17 (Studded Leather)
Hit Points 135 (18d8+54)
Speed 40', Climb 30'

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 18 (+4)

Skills Persuasion +12, Deception +8, Intimidation +8, History +7, Athletics +7
Damage Resistance Poison
Senses Darkvision 60', Blindsight 10', Passive Perception 13
Languages Low Gothic, High Gothic
Challenge X

Unnatural Biology A Primus has advantage on saves against poison and the poisoned condition.

Actions

Toxin Injector Melee Weapon Attack: +9 to-hit, reach 5', one target. Hit: 1d4+5 piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, they take an additional 4d8 (18) poison damage, or half on a successful save.

Command One friendly creature of the Primus's choice within 60' that can see or hear him can make a single weapon attack as a reaction.

Extra Attack II The Primus makes up to three attacks with his Toxin Injector or other attack actions. He may also use Command once at any point during his turn when he uses this action.

Reactions

Parry The Primus adds 4 to his AC against a single attack.

Riposte The Primus, in response to being missed by a melee attack, makes a single attack back.


Spoiler: Abominant
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Abominant
Medium Humanoid (Genestealer), Neutral Evil

Armor Class 19 (Thick Hide)
Hit Points 210 (20d8+120)
Speed 50', Climb 30'

Strength Dexterity Constitution Intelligence Wisdom Charisma
24 (+7) 14 (+2) 22 (+6) 12 (+1) 10 (0) 8 (-1)

Skills Athletics +11
Damage Resistance Poison
Senses Darkvision 60', Passive Perception 10
Language Low Gothic
Challenge X

Unnatural Biology An Abominant has advantage on saves against poison and the poisoned condition.

Reckless Attacks An Abominant can make all attacks with advantage until the start of its next turn, but grants advantage on all attacks made against it for the same period.

Rage As a bonus action, an Abominant can enter a rage for one minute or until he falls unconscious. While raging, he has resistance to bludgeoning, piercing, and slashing damage, as well as advantage on Strength checks and saves, and deals an additional 3 points of damage on all its weapon attacks.

Powerful Build An Abominant can be treated as Large whenever it would be beneficial to him.

Siege Monster An Abominant deals double damage to structures and objects.

Mindwyrm All enemy creatures within 60' of the Abominant have disadvantage on Concentration saves.

Actions

Sledgehammer Melee Weapon Attack: +11 to-hit, reach 10', one target. Hit: 4d6+7 (21) bludgeoning damage.

Claw Melee Weapon Attack: +11 to-hit, reach 5', one target. Hit: 2d4+7 (12) slashing damage, and the Abominant can make a free grapple against the target.

Crush One grappled target must make a DC 19 Strength saving throw or take 4d10+7 (29) bludgeoning damage.

Extra Attack III The Abominant makes four attacks in any combination of Sledgehammer, Crush, Claw, and other attack actions.