Miks
(1/round) Can teleport to give an attack disadvantage or succeed a STR/DEX save.
Can’t be damaged by spells or class abilities.
- •Nillify.
Reach 10, target makes a DC 16 WIL save or becomes Suppressed and Poisoned until healed. THEN:
- •Eye Blast.4d8+6 Void.
Range 12, AOE reach 3. OR:
- •Suppression Pulse.4d20+8 Void.
AOE reach 2, knockback 4. On crit: Suppressed and Poisoned until healed.
Immune to damage and effects caused by INT or WIL saves.
On death drops 8 Web Mines within reach 4.
- •Mine Catapult.
Creates a Web Mine within reach 10. THEN:
- •Stranglenets.(2x) 2d8+1.
Range 8. On hit: Restrained and lifted 2 spaces into the air (escape DC 14).
Can move 2 after attacking or being attacked, or double by going prone.
Ignores 1 non-stasis critical attack. Regains at the start of each turn, unless hit by a stasis attack.
- •Crystalline Quatrain.(3x) 2d8 Stasis.
Range 6, advantage in range 1-3. OR:
- •Wrist Piercer.1d4+1 Stasis.
On crit: +40 damage.
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.
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 2, DC 16 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.
Immune to damage and effects caused by INT or WIL saves.
Invisible until attacking. While visible ignores difficult terrain
- •Leaping Pin.
(1/turn) jump 4, then 4d10 Kinetic. On damage to medium or smaller target: grappled (escape DC 15) and prone.
- •Minigun.4d4+11 Kinetic.
Range 8.
- •Micromissile Turret.2d12+3 Arc.
Range 10, AOE reach 3.
A creature is riding this vehicle, and can be attacked at disadvantage. Pilot can make ranged attacks with disadvantage and melee with advantage while moving. Without a pilot the vehicle counts as incapacitated. If reduced to 0 HP, the pilot dismounts (losing half HP if killed by a crit), and the vehicle can be commandeered (counts as having 1/3rd HP).
+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.
A creature is riding this vehicle, and can be attacked at disadvantage. Pilot can make ranged attacks with disadvantage and melee with advantage while moving. Without a pilot the vehicle counts as incapacitated. If reduced to 0 HP, the pilot dismounts (losing half HP if killed by a crit), and the vehicle can be commandeered (counts as having 1/3rd HP).
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.
(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.
(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.
(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.
(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.