Fallen

Part of Destiny: Nimble

Lvl 1/3 Skirmisher
115
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Mob Mentality.

Advantage when an ally is adjacent to the target.

Choose one.
  • Shock Pistol. Arc.

    Range 4

  • Shock Dagger. Arc.
  • Shock Grenade.

    (1 use) range 8, AOE reach 2, 1d20+1 Arc on a failed DC 10 DEX save. Creatures then move out of reach.

Lvl 1/2 Ranged
418
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Scrap Crew.

Advantage while adjacent to an ally.

  • Shrapnel Launcher. Solar.

    Range 6, advantage in range 1-3. OR:

  • Gun Bash. Kinetic.
minion
4
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

  • Shock Halberd.

    1d8 Arc.

small minion
60
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

  • Turret.

    1d6 Arc. Range 8.

Lvl 1 Ranged
326
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Hit and Run.

Scuttle is 3 spaces instead of 2

Choose one.
  • Shock Rifle. Arc.

    Range 8.

  • Shock Dagger. Arc.
  • Shock Grenade.

    Range 8, AOE reach 2, 1d20+1 Arc on a failed DC 11 DEX save. Creatures then move out of reach.

Lvl 1 Defender
M620
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Shielded.

Ranged attacks from the front have disadvantage. Disabled until end of next turn if crit by a Strand attack.

  • Strand Spear. Strand.

    Reach 2.

Lvl 1 small - Controller
M6020
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Duskfield.

Enemies within reach 4 are Slowed. If they end their turn within reach they become Frozen (petrified) on a failed DC 11 STR save.

  • Cryo Turret. Stasis.

    Range 8. On crit: Slowed

Lvl 1
Hidden Trap.

Activates when a Med+ creature steps within Reach 3 without being prone. DC 11 Perception to spot, destroyed by critical damage.

  • Web Explosion.

    AOE reach 3. 2d6+1 Arc and Blinded, Slowed, and Dazed until end of next turn. Creatures can Defend to move out of the area and ignore the effect.

Lvl 2 Ranged
634
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Deadeye.

Can trade half speed for advantage on next ranged attack.

  • Wire Rifle. Arc.

    Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range. OR:

  • Shock Knife. Arc.
Lvl 2 small - Striker
M6027
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Aggressive.

Can fly 3 spaces after attacking.

  • Repeater Turret.(2x) Kinetic.

    Range 8, Vicious if both attacks go to the same target.

Lvl 3 Skirmisher
M6633
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Jet Burst.

+2 fly speed when moving in a straight line. If killed by crit, deals Jet Flames damage in AOE reach 3.

  • Scorch Round Pistols.(2x) Solar.

    Range 6, advantage in range 1-4. OR:

  • Jet Flames. Solar.

    Line 2 (counts as melee).

Lvl 3 small - Ranged
M6033
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Deadeye.

Can trade half speed for advantage on next ranged attack.

  • Wire Turret. Arc.

    Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range.

Lvl 4 Ambusher
649
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Cloak.

Invisible until attacking. Automatically crits distracted targets.

  • Wrist Blade. Arc.

    On crit: +40 damage. OR:

  • Shock Smallswords. Arc.

    Advantage

Lvl 4 huge swarm (small creatures)
609
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Swarm.

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

  • Turret Barrage. xHP Arc.

    Cone 8.

Lvl 5 Summoner
M646
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Shank Control.

Shanks can interpose for them. Shanks within reach 6 have advantage on their attacks, and count as having H armor.

Choose one.
  • Tracer Rifle. Arc.

    Range 10. Then summon 1 Shank Minion within reach 6 of the target.

  • Stun Prod. Arc.

    On crit: Dazed

  • Command Protocol.

    Summons 2 Shank Minions within reach 6, then all Shank Minions move and attack

Lvl 5 Support
H5035
Servitors: Blink.

(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.

Ether Shield.

Non-servitor allies within reach 3 are Immune to damage. When the servitor becomes Bloodied (18 HP), the effect ends until the end of its next turn.

  • Eye Blast. Void.

    Range 12, AOE reach 3. OR:

  • Ether Discharge. Chemical.

    Cone 3 (counts as melee), knockback 4.

Lvl 6 Aoe
H441
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Bombproof.

Takes half damage from AOE attacks (such as explosives).

Choose one.
  • Scorch Launcher. Solar.

    Range 8, AOE reach 3.

  • Shock Grenade Barrage.

    (3x) range 8, AOE reach 2, 1d20+3 arc on a failed DC 13 DEX save, half on save. Creatures then move out of reach.

  • Stock Bash. Kinetic.

    Knockback 2

Lvl 6 Defender
M4054
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Reinforced Shell.

Crits don't ignore armor. Attackers can gain disadvantage to ignore this effect.

  • Rapid Fire Turrets.(2x) Void.

    Range 8, Advantage 1.

Lvl 6 large (2x1) vehicle
M1254
Agile Thruster.

Can move 6 after attacking. (1/turn) Cause an incoming attack to miss by moving 2 as a reaction.

  • Shock Repeater. Arc.

    Range 8, Advantage 1.

The pike can be commandeered after being "killed", and counts as having half HP. Can be ridden by an Eliksni who can make ranged attacks with disadvantage and melee attacks with advantage from it

Lvl 7 large - Striker
M6463
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Blink.

Can teleport 12 instead of moving, or teleport 6 as a reaction to give an attack disadvantage or succeed a STR/DEX save. Must wait 1 round before using this again.

Arc Absorption Shield.

Reduces all incoming damage by 20 until taking Arc damage. If undamaged since the end of last turn, regains this ability.

  • Shock Sabers and Rifle.(2x) Arc.

    Advantage 1, or range 8.

Lvl 7 large - Aoe
H4447
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Blast Resistant Plating.

Critical hits from Solar and Kinetic damage don't ignore armor.

  • Scorch Cannon. Solar.

    Range 12, AOE reach 3. Targets struck by the projectile can't reduce the damage unless they reduce all of it. OR:

  • Gun Bash. Kinetic.

    Knockback 3

Lvl 7 large - Support
M5063
Servitors: Blink.

(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.

High Value Asset.

Eliksni can interpose for it from 2 spaces away.

  • Ether Heal.

    An allied Eliskni within reach 6 gains a Void Absorption Shield (Reduces all incoming damage by 20 until taking Void damage. If undamaged since the end of last turn, regains this ability.) THEN:

  • Eye Blast. Void.

    Range 12, AOE reach 3.

Lvl 8 large - Controller
M6473
Crystal Fan.

Critical hits don't ignore armor. The shield breaks if crit by Stasis damage, regained when Bloodied (37 HP).

  • Crystalline Quatrain.(2x) Stasis.

    On hit: Slowed. On crit: STR save or frozen (petrified) until end of next turn or freed. OR:

  • Shock Saber. Arc.
Lvl 9 large - Ranged
M6483
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Defragmenting Field.

Incoming non-strand attacks have disadvantage 2. Disabled until end of next turn if hit by Strand damage.

Choose two.
  • Disintegration Rifle. Void.

    Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range.

  • Tangle Launcher. Strand.

    Range 6. On hit: Restrained and lifted 2 spaces into the air.

  • Twin Shock Daggers. Arc.

    Advantage 1.

Lvl 10 large - Skirmisher
H6671
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Jet Burst.

+2 fly speed when moving in a straight line. If killed by crit, deals Jet Flames damage in AOE reach 3.

Solar Absorption Shield.

Reduces all incoming damage by 20 until taking Solar damage. If undamaged since the end of last turn, regains this ability.

Choose two.
  • Shock Rapier. Arc.

    Defending this attack is only half as effective.

  • Scorch Round Twinbarrel Pistol. Solar.

    Range 4, advantage if this is the 2nd attack against the same target as the first.

  • Jet Flames. Solar.

    Line 2 (counts as melee).

Lvl 10 large - Aoe
50
Servitors: Blink.

(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.

Elemental Allignment.

Pick 1 damage type from Arc, Solar, Void, Stasis, or Strand. The servitor's abilities use that damage type, and the servitor is immune to that damage type. Attackers within reach 6 take 5 elemental damage.

  • Eye Blast.(2x) Elemental.

    Range 12, AOE reach 3. On hit: DC 14 DEX save or Dazed. OR:

  • Energy Discharge. Elemental.

    Cone 4 (counts as melee), knockback 6.

Lvl 10 large (2x2) vehicle
H871
Heavy Thruster.

+4 speed if moving in a straight line.

  • Shock Repeater.2x Arc.

    Range 8, Advantage 1. OR:

  • Web Mine Deployment.

    Drop 4 Web Mines within reach 3, then move 4.

The pike can be commandeered after being "killed", and counts as having half HP. Can be ridden by an Eliksni who can make ranged attacks with disadvantage and melee attacks with advantage from it

Lvl 11 large - Ambusher
H6680
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Distortion Field.

Invisible while there are no enemies within reach 6.

  • Shieldbreaker Rifle.(2x) Arc.

    Range 6. OR:

  • Suppressor Pulse.

    Enemies within reach 3 become Slowed. At the start of next turn (unless Dazed or Grappled/Restrained) deals 4d20+2 Void with advantage to all within reach.

Lvl 11 large - Ambusher
M5784
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Dormant Form.

Invisible until attacking.

Choose two.
  • Leaping Pin.

    (1/turn) Fly 4, then 4d10 Kinetic. On hit: target is grappled (escape DC 14) and prone.

  • Minigun. Kinetic..

    Range 8.

  • Micromissile Turret. Arc.

    Range 10, AOE reach 3.

Lvl 12 large - Support
M46117
Eliksni: Scuttle.

Can move 2 after attacking or being attacked, or double by going prone.

Presence of the Archon.

While alive, allied Eliksni are immune to being Frightened or Dazed.

Void Absorption Shield.

Reduces all incoming damage by 30 until taking Void damage. If undamaged since the end of last turn, regains this ability.

  • Caretaker of Servitors.

    The next attack an allied Servitor makes deals +20 damage, and the next time they are attacked it deals -20 damage. THEN:

  • Shock Sabers and Rifle.(2x) Arc.

    Advantage 1, or range 8.

Lvl 13 huge - Support
H4132
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Reinforced Plating.

Reduces all incoming damage by 10.

Core Cooling.

When Bloodied (66 HP) becomes Incapacitated for 1 round, then at the start of its next turn deals 4d20+12 Arc, Reach 6, Knockback 6.

Choose two.
  • Nose Repeater.(2x) Arc.

    Range 8, Vicious.

  • Missile Pod.(3x) Arc.

    Range 16 (min 6), AOE reach 12, DC 15 DEX save. Missiles must land at least 2 spaces apart.

  • Battle Cannon.(1/turn) Solar.

    Range 20 (min 8), AOE reach 2.

  • Shank Synthesis.

    (1/turn) summons 4 Shank minions within reach 4.

  • Mine Deployment.

    (1 use) drops 2d10 Web Mines within reach 6.

Occasionally retrofitted to be piloted by a Captain.

Lvl 14 huge - Support
H50110
Servitors: Blink.

(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.

Effigy of the Great Machine.

While alive, all allied Eliksni automatically crit on their attacks.

Choose one.
  • Power Sap.

    Reach 12. DC 15 STR save or incapacitated until end of next turn, Dazed on save.

  • Eye Blast. Void.

    Range 16, AOE reach 4.

  • Ether Discharge. Chemical.

    Cone 5 (counts as melee), knockback 6.

Lvl 16 huge - Aoe
H4156
Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

Ablative Shell.

Bloodied at 89 HP. While not bloodied, reduces all damage by 10. After being Bloodied, armor becomes Medium but gains a Fly speed 8.

Choose two.
  • Electrocucion Bolt Turret. Arc.

    Range 12. On crit: Dazed.

  • Fiery Burst.(1/turn) Solar.

    AOE reach 3, knockback 6.

  • Death Cannon. Void.

    Range 8, AOE reach 3.

  • Spitfire Missiles.(3x) Solar.

    Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.

  • Annihilation Blaster. Solar.

    Bloodied only, Line 3x12.

BLOODIED:

Occasionally retrofitted to be piloted by a Captain.