Aliens and Enemies

The following alien creatures, robots, and NPCs are ready for use as allies or adversaries in your games. You can even use them as a starting place for modification with the Templates listed earlier.

You’ll note that most of these stat blocks have Vulnerabilities.

This replaces ability scores and saves as the primary source of weakness in a foe. Characters who investigate their enemies, have technical schematics of vehicles, or are simply observant in combat may pick up on what makes an NPC tick. Vulnerabilities also serve to simulate the inherent and often dramatic flaws in any complex technical system.

Contents

Authorities

Advisor/Diplomat

Lawful evil medium humanoid

Whispering words in the ear of the master, they are a turbolift or blast door to the halls of power.

Templates Nimble 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 14; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Insight, Persuasion; passive Perception 13

Saves Charisma

Languages Galactic Common

Special Traits

  • Vengeful. Vulnerable to all damage from the first foe to damage Advisor/Diplomat this encounter.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Mockery, Silver Tongue

Actions

  • Multiattack. The advisor/diplomat may make one attack each turn with it’s blaster and slap to the face.
  • Hidden holdout blaster. Ranged Weapon Attack: +7 to hit, reach 30 ft./90 ft. Hit: 1d8 fire damage.
  • Slap to the face. Unarmed Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+3 psychic damage.

Bodyguard

True Neutral medium humanoid

Always by the boss’ side, unless distracted by a pretty face.

Templates Cooperative 2, Tough 2, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 15; HP 110

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Perception; passive Perception 12

Saves Dexterity

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./ 1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually its employer.

Actions

  • Multiattack. The bodyguard may use each of the attacks below once per round each.
  • Big hidden pistol. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft.,. Hit: 1d8 fire damage.
  • Ham-fisted smack. Unarmed Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Investigator

Snooping around and solving cases, deducing and detecting.

Templates Nimble 2, Wily 1, Vulnerable 1

Neutral Good medium humanoid

Speed 30 ft.; CR 5; XP 1,800; AC 14; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Investigation, Perception; passive Perception 13

Saves Intelligence

Languages Galactic Common, (one additional)

Special Traits

  • Sight-Reliant. Vulnerable to damage on attacks made by invisible and unseen foes.

Actions

  • Multiattack. This creature may use each of the attacks below once per round each.
  • Old, rusty blast pistol. Ranged Weapon Attack: +9 to hit, 40 ft./120 ft. Hit: 1d10 fire damage.
  • Haymaker. Unarmed Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.

Officer

Lawful good medium humanoid

Patrolling the beat and keeping the streets safe. Might take a bribe to look the other way here and there though, just to keep things running smoothly.

Templates Cooperative 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Investigation; passive Perception 12

Languages Galactic Common, (one additional)

Special Traits

  • Territorial. Vulnerable to all damage when Officer is outside the area it considers home turf, whether its usual beat or somewhere else.
  • Greed. Vulnerable to all damage once Officer spots an expensive item it wishes to possess. The vulnerability goes away once Officer gains possession of that item.
  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.

Actions

  • Multiattack. This creature may use each of the attacks below once per round each.
  • Department-issued pistol. 40 ft./120 ft., +4 to hit. Hit: 1d8 fire damage.
  • Restraint techniques. Unarmed Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 damage and the target must succeed in a Strength save or become restrained for 1d6 rounds or until they succeed in a Strength save on their turn.

Planetary Ruler

Neutral evil medium humanoid

Power comes to those who take it and hold on like their lives depend on it.

Templates Resistant 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 10; XP 5,900; AC 15; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills History, Insight, Persuasion; passive Perception 16

Saves Charisma, Intelligence

Languages Galactic Common, (homeworld language)

Damage Resistances fire (energy shield)

Special Traits

  • Back Stab. Vulnerable to damage on attacks from behind.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Enemies, Fast Friends
    • 1st-3rd Level (3 slots/day): Command, Fear, Brief Alliance
    • 4th-6th level (3 slots/day): Disinformation, Magnetism, Read the Room

Actions

  • Multiattack. This creature may attack up to three times per round with it’s pistol.
  • Holdout pistol. 30 ft./90 ft., +8 to hit. Hit: 2d8 fire damage.

Civilians

Bartender

One eye on those ruffians at the back of the cantina, one eye on the shotgun behind the bar.

Templates Tough 1, Vulnerable 1

True Neutral medium humanoid

Speed 30 ft.; CR 1/2; XP 100; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Insight; passive Perception 12

Saves Wisdom

Languages Galactic Common

Special Traits

  • Lonely. Vulnerable to damage from foes the Bartender finds attractive.

Actions

  • Multiattack. This creature may attack twice per round with it’s shotgun.
  • Shotgun. Spray 15 ft. area attack, +4 to hit. Hit: 1d4 fire damage.

Exotic Dancer

Not up here for the exercise. Somebody better start tipping.

Templates Mobile 1, Nimble 1, Vulnerable 1

Neutral Good medium humanoid

Speed 35 ft.; CR 1; XP 200; AC 14; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Acrobatics, Performance; passive Perception 12

Languages Galactic Common

Special Traits

  • Compassion. Vulnerable to damage on attacks made by foes that are below half their maximum Hit Points.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s kick.
  • Spinning kick. Unarmed Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Scavenger

Chaotic neutral medium humanoid

One being’s trash is another being’s worn out cliché.

Templates Resistant 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Investigation, Repair Tools; passive Perception 12

Languages Galactic Common

Damage Resistances radiation

Special Traits

  • Greed. Vulnerable to all damage once Scavenger spots an item it wishes to scavenge, until she gains it.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Breaking, Mending
    • 1st-3rd level (3 slots/day): Enhancement, Improvise Grenade, Liberation

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser.
  • Jury-Rigged Laser. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft. Hit: 1d8 fire damage.

Scientist

Lawful good medium humanoid

Just trying to do some research here. Nothin’ dangerous. Nope.

Templates Vulnerable 1, Wily 1

Speed 30 ft.; CR 1/4; XP 50; AC 13; HP 15

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Investigation, Science; passive Perception 12

Languages Galactic Common

Special Traits

  • MacGuffin. Vulnerable to all damage this encounter once Scientist loses possession of its research.

Actions

  • Multiattack. This creature may attack up to twice per round with a chemical vial.
  • Chemical vial. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 acid damage.

Spacer

Destined to sit around in a junk freighter orbiting the very stars you wish upon.

Templates Vulnerable 1, Wily 1

Neutral Good medium humanoid

Speed 30 ft.; CR 1/2; XP 100; AC 13; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Flying vehicles, repair tools; passive Perception 12

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when outside a ship.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Never Lost, Make Do
    • 1st-3rd level (3 slots/day): Endure, Lose the Tail, Observation

Actions

  • Multiattack. This creature may attack up to twice per round with it’s hydrospanner.
  • Hydrospanner. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Technician

Lawful neutral medium humanoid

Systems need to be maintained. Everything has a system.

Templates Vulnerable 1, Wily 2

Speed 30 ft.; CR 2; XP 450; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Repair Tools, Science; passive Perception 12

Saves Intelligence

Languages Galactic Common

Special Traits

  • Technology-Reliant. Vulnerable to all damage once the system that Technician works on is disabled.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Mending, Targeted Attack
    • 1st-3rd level (3 slots/day): Quick Fix, Reverse Polarity, Shield Pass
    • 4th-6th level (3 slots/day): Meltdown, Rebuild, Restore

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser.
  • Welding Laser. Ranged Weapon Attack: +4 to hit, 40 ft./120 ft. Hit: 1d8 fire damage.

Trader

Civilization is built on the exchange of goods and services.

Templates Cooperative 2, Vulnerable 1 True Neutral medium humanoid

Speed 30 ft.; CR 2; XP 450; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Deception, Insight, Persuasion; passive Perception 13

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually its main trading partner.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s dagger.
  • Hidden Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Criminals

Assassin

Neutral evil medium humanoid

Out of the shadows, into the action.

Templates Deadly 1, Harmful 1, Nimble 1, Resistant 1, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 17; HP 210

Proficient Roll +9; Unskilled Roll/Initiative +5

Skills Acrobatics, Athletics, Perception, Stealth; passive Perception 17 Saves Dexterity

Languages Galactic Common, (homeworld language)

Damage Resistances slashing

Special Traits

  • Killer. Vulnerable to damage from the first person the Assassin attacks this encounter, until they are defeated.

Actions

  • Multiattack. This creature may attack up to four times per round with any combination of the below.
  • Sniper Rifle. Ranged Weapon Attack: +11 to hit, 150 ft./500 ft. Hit: 3d10 force damage.
  • Poisoned Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d12 slashing damage +5 poison damage and the target must succeed in a Constitution save or become poisoned for 1d6 rounds or until they succeed in a Constitution save on their turn.

Bounty Hunter

True neutral medium humanoid

Not quite an assassin, but hunting people for money all the same.

Templates Tough 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 8; XP 3,900; AC 16; HP 190

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Athletics, Investigation, Perception, Survival; passive Perception 15 Saves Constitution

Languages Galactic Common

Special Traits

  • Vengeful. Vulnerable to all damage from the first foe to damage Bounty Hunter this encounter.

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Cryonic Spray. Area 15 ft. cone attack, +7 to hit. Hit: 2d8 cold damage. Targets hit must succeed in a Strength save or become restrained for 1d6 rounds.
  • Hidden Missile Launcher. Ranged Weapon Attack: +7 to hit, 60 ft./200 ft. Hit: 2d8 thunder damage.

Crime Lord

Chaotic evil medium humanoid

Paranoid for a good reason. Ruthless for a better one.

Templates Wily 1, Resistant 1, Tough 2, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 17; HP 270

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Deception, Intimidation, Insight, Perception; passive Perception 16 Saves Charisma, Dexterity

Languages Galactic Common

Damage Resistances thunder

Special Traits

  • Isolation. Vulnerable to all damage when allies of Crime Lord are more than 30 feet (6 squares) from it.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Focus Attacks, Footwork
    • 1st-3rd Level (3 slots/day): Disperse, Speculative Fire, Surprise Drill

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Surprisingly Large Gun. Ranged Weapon Attack: +8 to hit, 40 ft./120 ft. Hit: 2d10 fire damage.
  • Big-Fisted Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d12+4 bludgeoning damage.

Gang Leader

Chaotic evil medium humanoid

Making a big show of being tough.

Templates Tough 1, Vulnerable 1

Speed 30 ft.; CR 5; XP 1,800; AC 15; HP 150

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Athletics, Intimidation, Persuasion; passive Perception 14

Saves Charisma, Dexterity

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when Gang Leader is outside the area it considers home turf.

Actions

  • Multiattack. This creature may attack once per round with each of the following attacks.
  • Pistol. Ranged Weapon Attack: +6 to hit, 40 ft./120 ft. Hit: 1d12 fire damage.
  • Small Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+3 slashing damage.

Pirate

Chaotic evil medium humanoid

Taking things is much easier than the authorities tell you. You can really make a living just taking stuff.

Templates Controlling 1, Mobile 1, Vulnerable 1

Speed 35 ft.; CR 4; XP 1,100; AC 14; HP 90

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Intimidation, Perception, Flying Vehicles; passive Perception 14

Saves Charisma

Languages Galactic Common

Special Traits

  • Greed. Vulnerable to all damage once Pirate spots an expensive item it wishes to possess. The vulnerability goes away once Pirate gains possession of that item..

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Gravity Gun. Ranged Weapon Attack: +6 to hit, 40 ft./120 ft. Hit: 1d10 force damage and the target is pulled 15 ft. toward Pirate. Can be used to grab small unattended objects without dealing damage.
  • Scary Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage.

Splicer

Chaotic Neutral medium humanoid

Taking over computer systems and making them dance to the music of my code.

Templates Vulnerable 1, Wily 2

Speed 30 ft.; CR 3; XP 700; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Investigation, Security Tools; passive Perception 13

Saves Intelligence

Languages Galactic Common

Special Traits

  • Technology-Reliant. Vulnerable to all damage once Splicer’s mobile computer is destroyed or taken.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Computer Intrusion, Hack Weapon
    • 1st-3rd Level (3 slots/day): Data Delve, Download, Virus
    • 4th-6th level (3 slots/day): Firewall, Root Control, Scramble

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Pistol. Ranged Weapon Attack: +5 to hit, 40 ft./120 ft. Hit: 1d8 lightning damage.

Thug

Neutral evil medium humanoid

It’s hilarious when people run in fear.

Templates Tough, Vulnerable

Speed 30 ft.; CR 1; XP 200; AC 14; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Intimidation, Land Vehicles; passive Perception 12

Saves Constitution

Languages Galactic Common

Special Traits

  • Partnership. Vulnerable to all damage once a specific ally is defeated, usually the Thug’s leader.

Actions

  • Multiattack. This creature may attack up to twice per round with it’s axe or sword.
  • Axe/Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Military

Lawful neutral medium humanoid

Grunt Infantry are not so different in space. Still need to polish their space boots to a shine.

Templates Cooperative 2, Tough 1, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 14; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Intimidation; passive Perception 12

Languages Galactic Common, (homeworld language)

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking .
  • Isolation. Vulnerable to all damage when allies of Grunt are more than 30 feet (6 squares) from it.

Actions

  • Multiattack. This creature may attack once per round with each of the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +4 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.
  • Butt Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Medic

Lawful good medium humanoid

Treating wounds in the field is more complicated when undiscovered alien diseases are in play.

Templates Wily 1, Vulnerable 1

Speed 30 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Medicine, Science; passive Perception 12

Languages Galactic Common, (homeworld language)

Special Traits

  • Partnership. Vulnerable to all damage once Medic’s current patient is defeated.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Poisonous Aerosol, Stabilization
    • 1st-3rd Level (3 slots/day): Cryogenic Stasis, Cure, Wound Treatment

Actions

  • Multiattack. This creature may attack up to twice per round with it’s laser carbine.
  • Laser Carbine. Ranged Weapon Attack: +4 to hit, 25 ft./35 ft. Hit: 1d8 fire damage. On hit, Medic may attempt a second attack on another target within 5 ft. of the first.

Sergeant

Lawful neutral medium humanoid

Somebody has to tell these grunts where to march.

Templates Cooperative 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 7; XP 2,900; AC 14; HP 130

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Intimidation, Perception; passive Perception 15

Saves Charisma, Wisdom

Languages Galactic Common, (homeworld language)

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Isolation. Vulnerable to all damage when allies of Sergeant are more than 30 feet (6 squares) from it.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Cover Fire, Focus
    • 1st-3rd Level (3 slots/day): Attack Formation, Suppressive Fire, Rally

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +7 to hit, 150 ft./500 ft. Hit: 1d12 fire damage.
  • Field Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10+4 piercing damage.

Pilot

Lawful neutral medium humanoid

Some of us belong in the sky. Everywhere else holds us down.

Templates Cooperative 2, Vulnerable 1, Wily 2

Speed 30 ft.; CR 5; XP 1,800; AC 13; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Flying Vehicles, Perception; passive Perception 13

Saves Dexterity, Wisdom

Languages Galactic Common

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking.
  • Partnership. Vulnerable to all damage once copilot or a chosen squad-mate is defeated.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Bug Out, Lag Roll
    • 1st-3rd Level (3 slots/day): Buzz, Close Maneuvers, Hard Landing
    • 4th-6th Level (3 slots/day): Dangerous Maneuvers, Ramming Speed, Situational Awareness

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Cockpit Pistol. Ranged Weapon Attack: +5 to hit, 40 ft./120 ft. Hit: 1d10 fire damage.
  • Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.

Scout

Lawful neutral medium humanoid

Vigilant and stealthy. Reconnaissance is precious knowledge that must be relayed back to command.

Templates Mobile 2, Wily 1, Vulnerable 1

Speed 45 ft.; CR 3; XP 700; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Perception, Stealth, Survival; passive Perception 13

Languages Galactic Common

Special Traits

  • Territorial. Vulnerable to all damage when Scout is not in the wilderness.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Concealment, Resistance
    • 1st-3rd Level (3 slots/day): Adapt to Survive, Lay of the Land, Nondetection

Actions

  • Multiattack. This creature may attack up to twice per round with the following attacks.
  • Energy Rifle. Ranged Weapon Attack: +5 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.
  • Field Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Spy

Cover still intact, mission still viable.

Templates Nimble 1, Wily 1, Vulnerable 1 True Neutral medium humanoid

Speed 30 ft.; CR 9; XP 5,000; AC 16; HP 170

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Deception, Insight, Persuasion, Sleight of Hand, Stealth; passive Perception 16 Saves Wisdom

Languages Galactic Common

Special Traits

  • Impersonation. Vulnerable to all damage once Spy’s identity or allegiance is revealed to enemies.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Distraction, Liar’s Tongue
    • 1st-3rd Level (3 slots/day): Play Dead, Survivable Surrender, Unfair Trade

Actions

  • Multiattack. This creature may attack up to three times per round.
  • Improvised Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d12+4 damage.

Weapons Specialist

Lawful neutral medium humanoid

Bigger guns mean bigger blasts. Makes life worth living.

Templates Deadly 3, Slow 1, Wily 2, Vulnerable 1

Speed 25 ft.; CR 5; XP 1,800; AC 12; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Intimidation, Perception; passive Perception 13

Saves Dexterity

Languages Galactic Common

Special Traits

  • Flank. Vulnerable to damage on attacks from the sides.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Custom Ammo, Mobile Shot
    • 1st-3rd Level (3 slots/day): Head Shot, Longest Shot, Spray Fire
    • 4th-6th level (3 slots/day): Arcing Fire, Grenade Cache, Tunneling Blast

Actions

  • Multiattack. This creature may attack up to five times per round with the following attacks.
  • Heavy Laser Cannon. Ranged Weapon Attack: +5 to hit, 150 ft./500 ft. Hit: 4d8 fire damage.

Monsters

Assassin’s Serpent

Unaligned tiny beast

A snake tamed by only the most animal-friendly of killers.

Templates Little 2, Dark Dwelling 1, Deadly 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 8; XP 3,900; AC 18; HP 90

Proficient Roll +6; Unskilled Roll/Initiative +3

Senses darkvision 20 ft.

Skills Athletics, Perception, Stealth; passive Perception 14

Saves Dexterity

Special Traits

  • Killer. Vulnerable to damage from the first person the Assassin’s Serpent attacks this encounter, until they are defeated.

Actions

  • Multiattack. This creature may attack up to three times per round with it’s bite.
  • Poison Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+3 poison damage and the target must succeed in a Constitution save or become poisoned for 1d6 rounds or until they succeed in a Constitution save on their turn.

Cybernetic Dog Beast

Unaligned medium beast (cyborg)

Obedience through advanced technology.

Templates Harmful 1, Tough 1, Vulnerable 2

Speed 30 ft.; CR 5; XP 1,800; AC 15; HP 150

Proficient Roll +6; Unskilled Roll/Initiative +3

Skills Athletics, Perception; passive Perception 14

Saves Constitution, Dexterity, Strength

Damage Vulnerabilities lightning

Special Traits

  • Leaderless. Vulnerable to all damage once Cybernetic Dog Beast’s owner is defeated.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Ferocious Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+3 piercing damage and the target must succeed in a Wisdom save or become frightened for 1d6 rounds or until they succeed in a Wisdom save on their turn.

Engine Sapper

Unaligned tiny beast

Slimy ten-legged creature, sucking on plasma conduits and electrical lines. The bane of all starship engineers.

Templates Dark Dwelling 2, Little 2, Resistant 3, Vulnerable 1

Speed 30 ft.; CR 4; XP 1,100; AC 17; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Senses darkvision 40 ft.

Skills Acrobatics, Stealth; passive Perception 12

Saves Constitution

Damage Resistances Electricity damage heals me.

Damage Vulnerabilities cold

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 lightning damage.

Hulking Trampler

Unaligned gargantuan beast

Spiny, hungry monstrosity. A popular luxury pet for wealthy Crime Lords.

Templates Big 3, Deadly 1, Harmful 1, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 18; HP 520

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Acrobatics, Athletics, Perception, Intimidation; passive Perception 21

Saves Charisma, Constitution, Dexterity, Strength , Wisdom

Special Traits

  • Leaderless. Vulnerable to all damage once Hulking Trampler’s master is defeated.

Actions

  • Multiattack. This creature may attack up to six times per round with the following attacks.
  • Trample. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 3d10+7 bludgeoning damage.
  • Grab Bodily. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 2d10+7 bludgeoning damage and the target must succeed in a Strength save or become restrained and lifted 30 ft. up into the air for 1d6 rounds or until they succeed in a Strength save on their turn. The Hulking Trampler may only hold 2 targets at one time using this attack.

Insectoid Drone

Unaligned medium humanoid

Strangely non-sentient insectoids. Seemingly driven by commands from afar.

Templates Cooperative 2, Vulnerable 1

Speed 30 ft.; CR 2; XP 450; AC 13; HP 50

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Athletics, Perception; passive Perception 13

Saves Dexterity

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally; Deals 3d6 additional damage when flanking .
  • Leaderless. Vulnerable to all damage once the Insectoid Queen is defeated.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Plasma Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 fire damage.

Insectoid Queen

Chaotic neutral large humanoid

Master of the drones. Somewhat psychic. Difficult to understand or negotiate with.

Templates Big 1, Cooperative 1, Vulnerable 1

Speed 30 ft.; CR 11; XP 7,200; AC 16; HP 280

Proficient Roll +9; Unskilled Roll/Initiative +5

Skills Acrobatics, Insight, Perception; passive Perception 17

Saves Charisma, Dexterity, Intelligence

Languages Telepathy 30 ft.

Special Traits

  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Territorial. Vulnerable to all damage when Insectoid Queen is outside its hive.

Actions

  • Multiattack. This creature may attack up to three times per round with the following attacks.
  • Many Limbed Stab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8+5 piercing damage.
  • Laser Spinneret. Ranged Weapon Attack: +9 to hit, 50 ft./100 ft. Hit: 2d10 fire damage.

Star Specter

Chaotic neutral medium humanoid

Ghosts of tragic crash landings. Probably the result of hyperlane energies combining in dangerous ways.

Templates Harmful 1, Mobile 2, Resistant 3, Slow 1, Vulnerable 2

Speed 25 ft., fly 20 ft.; CR 15; XP 13,000; AC 16; HP 310

Proficient Roll +11; Unskilled Roll/Initiative +6

Skills Perception,; passive Perception 19

Saves Constitution, Dexterity, Wisdom

Languages Galactic Common

Damage Resistances bludgeoning, piercing, slashing

Damage Vulnerabilities force damage

  • Bane. Vulnerable to damage from starship thrusters.

Actions

  • Multiattack. This creature may attack up to four times per round with the following attacks.
  • Pass Through. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d8+6 psychic damage and the target must succeed in a Wisdom save or become frightened for 1d6 rounds or until they succeed in a Wisdom save on their turn.

Mystics

Mystic Apprentice

Lawful good/chaotic evil medium humanoid

Only through diligence will I learn the secrets to the universe.

Templates Nimble 1, Wily 1, Vulnerable 1

Speed 30 ft.; CR 3; XP 700; AC 14; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Acrobatics, Insight, Perception; passive Perception 13

Saves Wisdom

Languages Galactic Common

Special Traits

  • Code. Mystic Apprentices follow a code of honor. Vulnerable to all damage when in violation of that ethical standard.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Blade Ward, Message

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Energy Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+3 fire damage.

Psionic Knight

Lawful good/chaotic evil medium humanoid

I enact the will of the universe.

Templates Deadly 1, Tough 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 10; XP 5,900; AC 16; HP 190

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Acrobatics, Athletics, Insight, Perception; passive Perception 15 Saves Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

  • Multiattack. The psionic knight makes four energy sword attacks.
  • Energy Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10+4 fire damage.

Reactions

When a ranged energy attack misses the psionic knight:

  • Deflect Energy Bolt. Ranged Weapon Attack: +7 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Psychic Prodigy

Lawful good/chaotic evil medium humanoid

Too much power, too little control.

Templates Controlling 2, Deadly 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 12; XP 8,400; AC 15; HP 190

Proficient Roll +8; Unskilled Roll/Initiative +4

Skills Acrobatics, Athletics, Insight, Intimidation,; passive Perception 16

Saves Intelligence, Wisdom

Languages Galactic Common

Special Traits

    • Pride. Vulnerable to all damage for one round after any failed attack made by psychic prodigy
    • Gambits This creature can use the following gambits, requiring no components:
    • Tricks: Friends, Minor Illusion

Actions

      • Multiattack. This creature may attack up to four times per round with the following attacks.
      • Energy Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d12+4 fire damage.
      • Telekinetic Blast. Ranged Weapon Attack: +8 to hit, 50 ft./100 ft. Hit: 2d10 force damage, and either pulling or pushing the target 15 ft. towards or away from Psychic Prodigy.

Reactions

When a ranged energy attack misses the psychic prodigy:

      • Deflect Energy Bolt. Ranged Weapon Attack: +8 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Sorcerer

Chaotic evil medium humanoid

Ultimate power is almost within reach. I’ll settle for penultimate for now.

Templates Wily 3, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 18; HP 370

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Acrobatics, Deception, Insight, Intimidation, Persuasion; passive Perception 21 Saves Dexterity, Intelligence, Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

      • Multiattack. This creature may attack up to five times per round with the following attacks.
      • Deceptively Small Energy Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 fire damage.

Reactions

When a ranged energy attack misses the sorcerer:

      • Deflect Energy Bolt. Ranged Weapon Attack: +13 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Wise Mentor

Lawful good medium humanoid

Wisdom is knowing when the galaxy simply needs your advice.

Templates Tough 1, Wily 2, Vulnerable 1

Speed 30 ft.; CR 20; XP 25,000; AC 19; HP 410

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Athletics, Animal Handling, Insight, Survival; passive Perception 21 Damage 2d10+7 3d8

Saves Constitution, Dexterity, Intelligence, Wisdom

Languages Galactic Common, (one additional)

Special Traits

Actions

      • Multiattack. This creature may attack up to five times per round with the following attacks.
      • Energy Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 damage.

Reactions

When a ranged energy attack misses the wise mentor:

      • Deflect Energy Bolt. Ranged Weapon Attack: +13 to hit, 50 ft./100 ft. Hit: the same damage as the attack that missed would have dealt.

Robots

Cybernetic Overlord

Neutral evil large robot

Ruler of an entire planet of misfit robots. A massive pile of parts.

Templates Deadly 1, Big 1, Vulnerable 1, Wily 1

Speed 30 ft.; CR 21; XP 33,000; AC 18; HP 420

Proficient Roll +13; Unskilled Roll/Initiative +7

Skills Athletics, Perception, Science, Stealth; passive Perception 21

Saves Constitution, Dexterity, Strength , Intelligence

Languages Galactic Common, Robotic binary

Damage Vulnerabilities lightning

Special Traits

      • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
      • Isolation. Vulnerable to all damage when allies of Cybernetic Overlord are more than 30 feet (6 squares) from it.

Actions

      • Multiattack. This creature may attack up to six times per round with the following attacks.
      • Electric Blast. Area Attack: +13 to hit, 15 ft. radius around Cybernetic Overlord. Hit: 4d8 lightning damage.
      • Laser Barrage. Ranged Weapon Attack: +13 to hit, 150 ft./500 ft. Hit: 2d8 fire damage.
      • Viral Infection. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d10+7 lightning damage and the target must succeed in an Intelligence save or become incapacitated for 1d6 rounds or until they succeed in an Intelligence save on their turn. Only affects robots.

Factotum Servant

Lawful good medium robot

Polite household servitor, for all your grueling menial needs.

Templates Vulnerable 1

Speed 30 ft.; CR 1/4; XP 50; AC 13; HP 15

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Persuasion; passive Perception 12

Languages Galactic Common

Damage Vulnerabilities lightning.

Special Traits

      • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
      • Territorial. Vulnerable to all damage when Factotum Servant is outside its master’s home.

Actions

      • Multiattack. This creature may attack up to two times per round with the following attacks.
      • Vacuum Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 thunder damage.

Giant Mech

Lawful neutral medium robot

A towering machine built for war or entertainment. Maybe a little of both.

Templates Big 3, Tough 1, Vulnerable 1

Speed 30 ft.; CR 22; XP 41,000; AC 20; HP 620

Proficient Roll +14; Unskilled Roll/Initiative +7

Skills Acrobatics, Athletics, Intimidation, Perception; passive Perception 22

Saves Dexterity, Charisma, Constitution, Strength , Wisdom

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

      • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
      • Exposed Attack. Vulnerable to all damage in the turn following Missile Barrage attacks made by Giant Mech.

Actions

      • Multiattack. This creature may attack up to five times per round with the following attacks.
      • Double-Fisted Smash. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 2d10+7 bludgeoning damage.
      • Missile Barrage. Ranged Weapon Attack: +14 to hit, 200 ft./500 ft. Hit: 3d10 thunder damage.

Hand-Eye Instructor

Unaligned tiny robot

Small floating device that improves your reflexes by blasting you.

Templates Little 2, Mobile 1, Slow 2, Vulnerable 1

Speed Fly 10 ft.; CR 1/2; XP 100; AC 15; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Damage Vulnerabilities lightning

Skills Acrobatics; passive Perception 12

Saves Dexterity

Special Traits

      • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
      • Partnership. Vulnerable to all damage once Hand-Eye Instructor’s most recent student is defeated.

Actions

    • Multiattack. This creature may attack up to two times per round with the following attacks.
    • Teeny Tiny Laser. Ranged Weapon Attack: +4 to hit, 5 ft./10 ft. Hit: 1d4+2 fire damage.

Industrial Lifter

Lawful neutral large robot

Bulky and dumb, but gets the job done. Sounds like hydraulics taking a walk.

Templates Big 1, Controlling 1, Slow 2, Vulnerable 1

Speed 20 ft.; CR 2; XP 450; AC 11; HP 120

Proficient Roll +5; Unskilled Roll/Initiative +3

Skills Athletics, Intimidation; passive Perception 13

Saves Constitution, Strength

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Back Stab. Vulnerable to damage on attacks from behind.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Hydraulic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage and pushing the target 15 ft. away.

Infantry Automaton

Lawful neutral medium robot

Automation and replication pushed to the limits through warfare. Victory through sheer numbers.

Templates Cooperative 1, Mobile 1, Vulnerable 1

Speed 35 ft.; CR 1; XP 200; AC 13; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Athletics, Perception; passive Perception 12

Saves Dexterity

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Cooperative. Gains half cover when within 5 ft./1 square of an ally.
  • Technology-Reliant. Vulnerable to all damage once Infantry Automaton’s communications network goes down.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Laser Rifle. Ranged Weapon Attack: +4 to hit, 150 ft./500 ft. Hit: 1d8 fire damage.

Intelligent Missile

Lawful neutral large robot

A flying bomb, made to think its way to the target.

Templates Big 1, Deadly 2, Mobile 3, Vulnerable 1

Speed 30 ft., fly 30 ft.; CR 9; XP 5,000; AC 15; HP 200

Proficient Roll +7; Unskilled Roll/Initiative +4

Skills Acrobatics, Perception; passive Perception 15

Saves Constitution, Dexterity, Intelligence Languages Galactic

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Technology-Reliant. Vulnerable to all damage once navigation matrix is destroyed or disabled.

Actions

  • Self Destruct. Area Attack: +7 to hit, 15 ft.-radius around itself. Hit: 7d10+4 thunder damage, at which point the Intelligent Missile is destroyed.

Interpreter Droid

Lawful good medium robot

Loquacious in the extreme.

Templates Slow 2, Vulnerable 1, Wily 1

Speed 20 ft.; CR 1/2; XP 100; AC 11; HP 20

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Persuasion; passive Perception 12

Languages (Nearly all)

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Point Blank. Vulnerable to damage from ranged attacks made within 5 ft. (1 square).
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Fast Friends, Silver Tongue
    • 1st-3rd Level (3 slots/day): Body Language, Brief Alliance, Local Guide

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Flurry of Metal Slaps. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.

Medical Robot

Lawful good medium robot

A strong, soothing, modulated voice. The final word in robotic bedside manner.

Templates Wily 1, Slow 1, Vulnerable 1

Speed 25 ft.; CR 1; XP 200; AC 12; HP 30

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Medicine, Science; passive Perception 12

Saves Intelligence

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Compassion. Vulnerable to damage on attacks made by foes that are at less than half their maximum Hit Points.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Anesthetize, Inoculation
    • 1st-3rd Level (3 slots/day): Contaminant analysis, cure, wound treatment

Actions

  • Multiattack. The medical robot makes two surgical tool appendage attacks.
  • Surgical Tool Appendage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Repair and Power Bot

Lawful neutral medium robot

A walking, beeping tool; ready to plug in.

Templates Slow 2, Tough 1, Wily 1, Vulnerable 1

Speed 20 ft.; CR 1/2; XP 100; AC 12; HP 70

Proficient Roll +4; Unskilled Roll/Initiative +2

Skills Repair tools, Security tools; passive Perception 12

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Flank. Vulnerable to damage on attacks from the sides.
  • Gambits This creature can use the following gambits, requiring no components:
  • Tricks: Breaking, Push the Limit
    • 1st-3rd Level (3 slots/day): Boost Weapon, Shield Pass, Shunt Power

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Electric Jolt. Ranged Weapon Attack: +4 to hit, reach 10 ft./20 ft. Hit: 1d4 lightning damage.

Security Patroller

Lawful neutral medium robot

Dispassionate flying enforcement of this district’s civil codes.

Templates Dark Dwelling 2, Harmful 1, Mobile 2, Vulnerable 1

Speed 30 ft., fly 20 ft.; CR 6; XP 2,300; AC 13; HP 70

Proficient Roll +5; Unskilled Roll/Initiative +3

Senses darkvision 40 ft.

Skills Investigation, Perception, Acrobatics; passive Perception 13

Saves Dexterity

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Technology-Reliant. Vulnerable to all damage once Security Patroller’s connection to police databases is disrupted.

Actions

  • Multiattack. This creature may attack up to two times per round with the following attacks.
  • Stun Ray. Ranged Weapon Attack: +5 to hit, 60 ft./120 ft. Hit: 1d10 lightning damage and target must succeed a Strength save or gain the restrained condition for 1d6 rounds or until they succeed in a Strength save on their turn.

Surveillance Drone

Lawful neutral large robot

Constant robotic vigilance; a sign of a functioning sci-fi autocracy.

Templates Big 1, Dark Dwelling 2, Mobile 2, Nimble 1, Vulnerable 1

Speed 30 ft., fly 20 ft.; CR 16; XP 15,000; AC 17; HP 300

Proficient Roll +10; Unskilled Roll/Initiative +5

Senses darkvision 40 ft.

Skills Acrobatics, Perception, Stealth; passive Perception 18

Saves Constitution, Dexterity, Intelligence, Wisdom

Languages Galactic Common

Damage Vulnerabilities lightning

Special Traits

  • Robot: Robots do not need to breath, eat, or drink, are immune to poison damage and the poisoned condition.
  • Sight-Reliant. Vulnerable to damage on attacks made by invisible foes.

Actions

  • Multiattack. This creature may attack up to four times per round with the following attacks.
  • Energy Cannon. Ranged Weapon Attack: +12 to hit, 50 ft./150 ft. Hit: 2d10 fire damage.
Section 15: Copyright Notice

HYPERLANES Developer Ryan Chaddock Copyright 2017 Scrivened, LLC

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