Can move 2 after attacking or being attacked, or double by going prone.
Advantage when an ally is adjacent to the target.
- •Shock Pistol.1d4+1 Arc.
Range 4
- •Shock Dagger.1d6 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.
Can move 2 after attacking or being attacked, or double by going prone.
Scuttle is 3 spaces instead of 2
- •Shock Rifle.1d8+3 Arc.
Range 8.
- •Shock Dagger.2d6+1 Arc.
- •Shock Grenade.
Range 8, AOE reach 2, 1d20+1 Arc on a failed DC 11 DEX save. Creatures then move out of reach.
Immune to damage and effects caused by INT or WIL saves.
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.1d8+1 Stasis.
Range 8. On crit: Slowed
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.
Can move 2 after attacking or being attacked, or double by going prone.
Can trade half speed for advantage on next ranged attack.
- •Wire Rifle.2d10+4 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.1d6+1 Arc.
Immune to damage and effects caused by INT or WIL saves.
Can fly 3 spaces after attacking.
- Repeater Turret.(2x) 2d4 Kinetic.
Range 8, Vicious if both attacks go to the same target.
Can move 2 after attacking or being attacked, or double by going prone.
+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) 2d6 Solar.
Range 6, advantage in range 1-4. OR:
- •Jet Flames.3d10 Solar.
Line 2 (counts as melee).
Immune to damage and effects caused by INT or WIL saves.
Can trade half speed for advantage on next ranged attack.
- Wire Turret.3d10 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.
Immune to damage and effects caused by INT or WIL saves.
Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.
- Turret Barrage.1d6 xHP Arc.
Cone 8.
Can move 2 after attacking or being attacked, or double by going prone.
Shanks can interpose for them. Shanks within reach 6 have advantage on their attacks, and count as having H armor.
- •Tracer Rifle.2d8+2 Arc.
Range 10. Then summon 1 Shank Minion within reach 6 of the target.
- •Stun Prod.3d6 Arc.
On crit: Dazed
- •Command Protocol.
Summons 2 Shank Minions within reach 6, then all Shank Minions move and attack
(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.
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.3d6 Void.
Range 12, AOE reach 3. OR:
- •Ether Discharge.2d20+3 Chemical.
Cone 3 (counts as melee), knockback 4.
Can move 2 after attacking or being attacked, or double by going prone.
Takes half damage from AOE attacks (such as explosives).
- •Scorch Launcher.2d20+7 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.3d6+2 Kinetic.
Knockback 2
Immune to damage and effects caused by INT or WIL saves.
Crits don't ignore armor. Attackers can gain disadvantage to ignore this effect.
- Rapid Fire Turrets.(2x) 2d8+4 Void.
Range 8, Advantage 1.
Can move 6 after attacking. (1/turn) Cause an incoming attack to miss by moving 2 as a reaction.
- Shock Repeater.4d10+6 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
Can move 2 after attacking or being attacked, or double by going prone.
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.
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) 3d8+1 Arc.
Advantage 1, or range 8.
Can move 2 after attacking or being attacked, or double by going prone.
Critical hits from Solar and Kinetic damage don't ignore armor.
- •Scorch Cannon.4d12+6 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.3d8 Kinetic.
Knockback 3
(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.
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.4d6 Void.
Range 12, AOE reach 3.
Critical hits don't ignore armor. The shield breaks if crit by Stasis damage, regained when Bloodied (37 HP).
- •Crystalline Quatrain.(2x) 4d6+2 Stasis.
On hit: Slowed. On crit: STR save or frozen (petrified) until end of next turn or freed. OR:
- •Shock Saber.4d8+6 Arc.
Can move 2 after attacking or being attacked, or double by going prone.
Incoming non-strand attacks have disadvantage 2. Disabled until end of next turn if hit by Strand damage.
- •Disintegration Rifle.4d10+25 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.3d8+3 Strand.
Range 6. On hit: Restrained and lifted 2 spaces into the air.
- •Twin Shock Daggers.4d6+3 Arc.
Advantage 1.
Can move 2 after attacking or being attacked, or double by going prone.
+2 fly speed when moving in a straight line. If killed by crit, deals Jet Flames damage in AOE reach 3.
Reduces all incoming damage by 20 until taking Solar damage. If undamaged since the end of last turn, regains this ability.
- •Shock Rapier.4d8+1 Arc.
Defending this attack is only half as effective.
- •Scorch Round Twinbarrel Pistol.4d6+5 Solar.
Range 4, advantage if this is the 2nd attack against the same target as the first.
- •Jet Flames.3d10+3 Solar.
Line 2 (counts as melee).
(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.
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) 3d10+2 Elemental.
Range 12, AOE reach 3. On hit: DC 14 DEX save or Dazed. OR:
- •Energy Discharge.4d20+2 Elemental.
Cone 4 (counts as melee), knockback 6.
+4 speed if moving in a straight line.
- •Shock Repeater.2x 3d10+3 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
Can move 2 after attacking or being attacked, or double by going prone.
Invisible while there are no enemies within reach 6.
- •Shieldbreaker Rifle.(2x) 4d6+6 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.
Immune to damage and effects caused by INT or WIL saves.
Invisible until attacking.
- •Leaping Pin.
(1/turn) Fly 4, then 4d10 Kinetic. On hit: target is grappled (escape DC 14) and prone.
- •Minigun.4d4+11 Kinetic..
Range 8.
- •Micromissile Turret.2d12+3 Arc.
Range 10, AOE reach 3.
Can move 2 after attacking or being attacked, or double by going prone.
While alive, allied Eliksni are immune to being Frightened or Dazed.
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) 4d8+4 Arc.
Advantage 1, or range 8.
Immune to damage and effects caused by INT or WIL saves.
Reduces all incoming damage by 10.
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.
- •Nose Repeater.(2x) 3d4+1 Arc.
Range 8, Vicious.
- •Missile Pod.(3x) 2d12 Arc.
Range 16 (min 6), AOE reach 12, DC 15 DEX save. Missiles must land at least 2 spaces apart.
- •Battle Cannon.(1/turn) 4d8+30 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.
(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.
While alive, all allied Eliksni automatically crit on their attacks.
- •Power Sap.
Reach 12. DC 15 STR save or incapacitated until end of next turn, Dazed on save.
- •Eye Blast.4d10+4 Void.
Range 16, AOE reach 4.
- •Ether Discharge.4d20+16 Chemical.
Cone 5 (counts as melee), knockback 6.
Immune to damage and effects caused by INT or WIL saves.
Bloodied at 89 HP. While not bloodied, reduces all damage by 10. After being Bloodied, armor becomes Medium but gains a Fly speed 8.
- •Electrocucion Bolt Turret.4d4+20 Arc.
Range 12. On crit: Dazed.
- •Fiery Burst.(1/turn) 2d20+8 Solar.
AOE reach 3, knockback 6.
- •Death Cannon.4d6+16 Void.
Range 8, AOE reach 3.
- •Spitfire Missiles.(3x) 3d8+3 Solar.
Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.
- •Annihilation Blaster.4d12+3 Solar.
Bloodied only, Line 3x12.
Occasionally retrofitted to be piloted by a Captain.