Eliksni

Eliksni: Scuttle.

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

Lvl 1/3 Skirmisher
115
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
Scrap Crew.

Advantage while adjacent to an ally.

  • Shrapnel Launcher. Solar.

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

  • Gun Bash. Kinetic.
minion
4
  • Shock Halberd.

    1d8 Arc.

Lvl 1 Ranged
326
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
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 2 Ranged
634
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 3 Skirmisher
M6633
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 4 Ambusher
649
Cloak.

Invisible until attacking. Automatically crits distracted targets.

  • Wrist Blade. Arc.

    On crit: +40 damage. OR:

  • Shock Smallswords. Arc.

    Advantage

Lvl 5 Summoner
M646
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 6 Aoe
H441
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 7 large - Striker
M6463
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
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 9 large - Ranged
M6483
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
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 11 large - Ambusher
H6680
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 12 large - Support
M46117
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.