For Monstery Monday - Exotic

Lvl 1 tiny construct - Skirmisher
M9010
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Spying Eye.

Everything it sees and hears is relayed back to its controller.

Choose one.
  • Emergency Protocol.2 Lightning damage x [].

    (Range 4). On damage: Dazed and Slowed.

  • Camouflage Cloak.

    Hide (Spot DC 15) even if directly observed.

Lvl 3 agent of the black spider - Ranged
M20
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Rapid Fire.2 damage x [].

    (Range 6)

  • Burst Fire.2 damage x [].

    (Range 10)

  • Lightning Rod. Lightning.

    On damage: Dazed.

Lvl 4 agent of the black spider - Ranged
M25
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Snipe (1 use).50.

    (Range 24). Roll 1d4 to check for Hit, Miss, or Crit. Disadvantage at Range 9 or less.

  • Reload.

    Regain use of Snipe.

  • Camouflage Cloak.

    Hide (Spot DC 13) even if directly observed.

Lvl 4 agent of the black spider - Ranged
M25
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Burst Fire.5 damage x [].

    (Range 12)

  • Manual Fire.4 damage.

    (Range 16). Roll 1d4 to check for Hit, Miss, or Crit.

  • Deploy Turret (1 use).

    Summon a within Reach 1.

  • Repair.

    Repair a Sentry Turret for 1d4 HP.

When including the Sentry Turret, the Engineer is considered Lvl 8.

Lvl 4 agent of the black spider - Ranged
H425
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Burst Fire.4 damage x [].

    (Range 12)

  • Manual Fire.4 damage.

    (Range 16). Roll 1d4 to check for Hit, Miss, or Crit.

  • Lightning Rod. Lightning.

    On damage: Dazed.

Lvl 4 small construct - Ranged
H010
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Choose one.
  • Rapid Fire.4 damage x [].

    (Range 10)

Lvl 5 agent of the black spider - Ranged
M35
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Rapid Fire.3 damage x [].

    (Range 8)

  • Burst Fire.3 damage x [].

    (Range 12)

  • Lightning Rod. Lightning.

    On damage: Dazed.

  • Grenade Shot (1 use).

    (Range 6, 3x3 Area) DC13 DEX save or 6d6. Area is Obscured until the Captain's next Turn.

Lvl 7 agent of the black spider - Melee
M6925
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Drow Deathblade.
  • Shadow Blast (2x)..

    (Range 4)

  • Camouflage Cloak.

    Hide (Spot DC 13) even if directly observed.

Lvl 10 large construct - Melee
H475
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.4 damage x [].

    (Range 6).

  • Lightning Rod. Lightning.

    On damage: Dazed.

  • Repelling Shockwave.

    (Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.

Lvl 15 huge construct - Ranged
H3100
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.50 damage.

    (Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.

  • Crushing Blow..

    DC14 DEX save or Grappled, then 2d20v+20, damage only on save. Auto Crits on Hit vs Grappled targets.

  • Mana Cannon (1 use).

    (Range 8, 2x2 Area) DC14 DEX save or 4d20. On damage: Knockback 2.

BLOODIED:

Abort! Abort! When Crit while Bloodied, the Golem malfunctions and all Creatures in Reach 4 need to make a DC15 DEX save or take 2d20, half on save. It also ejects the pilot, summoning 1 from the wreckage.

Common
Force-Accelerator Light Pistol

Damage.

  • Burst Fire. 4 Ammo, 2[1d4d] (Range 6)
  • Manual Fire. 1 Ammo, 2 (roll 1d4 to check for Hit, Miss, or Crit) (Range 9)

Properties. Light, Reload: 1 Action, Ranged

Ammo (Magazine Capacity). 20

Inventory Size. 1/2 Slot

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
Common
Force-Accelerator Heavy Pistol

Damage.

  • Burst Fire. 4 Ammo, 4[1d4d] (Range 8)
  • Manual Fire. 1 Ammo, 4 (roll 1d4 to check for Hit, Miss, or Crit) (Range 12)

Properties. 2-handed, Reload: 1 Action, Ranged

Ammo (Magazine). 16

Inventory Size. 1 Slot

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.

-- Based on the Predator Heavy Pistol from Mass Effect. --

Common
Force-Accelerator SMG

Damage.

  • Rapid Fire. 2 Ammo, 2[2d8d2] (Reach 3)
  • Burst Fire. 1 Ammo, 2[1d8d] (Range 5)

Properties. 2-handed, Reload: 1 Action, Ranged

Ammo (Magazine Capacity). 4

Inventory Size. 1 Slot

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.

-- Based on the Shuriken SMG from Mass Effect. --

Common
Force-Accelerator Shotgun

Damage.

  • Blast Fire. 1 Ammo, (Cone 3) DC10+STR or 4[1d10], half on save. Damage is evenly split among targets prior to save.

Properties. 2-handed, Reload: 2 Actions, Ranged (Req. 2 STR)

Ammo (Magazine). 5

Inventory Size. 2 Slots

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.

-- Based on the Katana Shotgun from Mass Effect. --

Common
Force-Accelerator Assault Rifle

Damage.

  • Rapid Fire. 2 Ammo, 2[2d6d2] (Reach 5)
  • Burst Fire. 1 Ammo, 2[1d6d] (Range 7)

Properties. 2-handed, Reload: 1 Action, Ranged (Req. STR 2)

Ammo (Magazine). 6

Inventory Size. 2 Slots

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.

-- Based on the Avenger Assault Rifle from Mass Effect. --

Common
Force-Accelerator Sniper Rifle

Damage.

  • Manual Fire. 1 Ammo, 50 (roll 1d4 to check for Hit, Miss, or Crit) (Range 8-Range 16)

Properties. 2-handed, Reload: 2 Actions, Ranged, Unwieldy (Disadvantage up to starting Range) (Req. STR 3)

Ammo (Magazine). 1

Inventory Size. 2 Slots

Manufacturer. Mechan-X

WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.

General Rules Notes:

  • Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
  • Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.

-- Based on the Mantis Sniper Rifle from Mass Effect. --