Destiny DND 5e Enemies by God_BBS

Hive

The Hive are an impossibly ancient race that battled humanity at the end of their Golden Age. They most prominently reside on the Moon, where they have burrowed deep within its lifeless core, carving out a kingdom for themselves. They have been silent and buried among many dark and terrible secrets, staying there for centuries while growing stronger. They serve as a reminder of the tremendous power that brought forth the Collapse.

The Hive are an ancient, undead species that traverse the stars in ships that act like sarcophagi, which have kept them alive by some magical means for millennia. The Hive delve deep into a planetoid, unheeding of the damage they do in the process, crafting linked caverns and gothic-inspired columns. Their underground spaces are like a dungeon that has only recently been pulled up from too long underwater.

The Hive are a vaguely humanoid species with dry, flaking skin encrusted with ancient armor. At least some Hive appear to have supernatural abilities, including the ability to hover or float and manipulate energy.

Sword Logic. The Hive religion is not based on any sort of morality; in fact, they see morality and the "false hope of comfort" as an abomination of the living. Instead, Sword-Logic forms the basis of the Hive's belief system. In short, it can be described as a survival-of-the-fittest ideology taken to an incredible extreme. It is not enough to merely defeat enemies, but also to consume their power. All power must be taken by force, not received as a gift. That is why the Hive's swords are so deadly to Guardians; they create a bridge in which the wielder saps the power of the victim. This also extends to sacrifice, as Hive become ascendant by consuming the souls of lesser Hive. The Hive's lust for power is a direct reflection of their Worm Gods' insatiable hunger for Light, and that the Hive must always be powerful, or else they themselves will be consumed. Even if they wanted to, the Hive can't stop killing or else they will perish. The Sword-Logic determines the right to rule, as anyone who can depose the current King is rightfully the new King of the Hive. Anyone who cannot defend themselves, whether it be a person, or a civilization, does not deserve to live and is fit to be obliterated. This is how the Hive intend to "liberate" the universe from its false hope, and the existence of the Hive themselves is proof enough in their belief.

Hive divide themselves among sects.

  • Blood of Oryx, located on the Earth and Moon, and are believed to be the direct servants of Oryx himself. Their signature color is purple.
  • Spawn of Crota, located on the Moon and led by Crota, Son of Oryx. Their signature color is yellow.
  • The Hidden Swarm, located on the Moon, and are designated as the Hive's outermost line of defense. Their signature color is red.
  • The Silent Brood, wardens of the Dreadnaught's dungeons and overseers of Alak-Hul, the Darkblade. Their signature color is light blue.
  • Cult of the Worm, an obscure sect that took hold in the Prison of Elders.
  • Venom of Oryx, rarely seen, may be a task force sent by Oryx to gain control of or destroy Rasputin.
  • The Scarlet Brood, not yet known.

Thrall

Thrall are the smallest, weakest and fastest Hive enemies. Their main purpose is to overwhelm their enemies with sheer volume and numbers. They are white in color and preferring melee attacks using their long fingers tipped with sharp claws and rush up close. They wear no armor other than ancient plates that appear to be encrusted into their bodies. They have no visible eyes and, in some places, their skin has rotted away to expose their bones. They can burrow in ooze-like puddles, lying in wait for prey.

Thralls are born from pupae laid by fertile Wizards. Upon hatching, they are fed a larval worm which enters into a symbiotic relationship with the Thrall. If a Thrall is able to fight and survive well enough, it will become an Acolyte. Otherwise, the worm will consume it for lack of killing.

Acolyte

Acolytes are Hive foot soldiers and do the bulk of the combat. Acolytes appear to wear helmets with optical qualities and seem to lack the long fingers and sharp claws of their Thrall brethren, enabling them to wield weapons. They utilize firearms and strategy to counter their enemy, coordinating with other Hive to destroy their targets. Unlike the lesser Thralls who act with little sense of self-preservation, Acolytes actively utilize cover to avoid incoming fire from enemies.

Knight

Knights are a caste of formidable Hive creatures. They are elite soldiers, and typically wield Hive Boomers or a Cleaver. They can also summon a shield directly in front of them for a few seconds to block incoming fire, while regenerating a small amount of health in that time frame. On top of their formidable weaponry and defenses, some Knights acquire an Arc shield and increased effectiveness with their weapons under some circumstances. Some other knights, such as Urzok, the Hated, innately have shields. Knights are promoted from the ranks of the Hive's Acolytes, chosen based on their ability to fight and feed their hungering Worm on the power of conquered foes. When on low health, they will be sent into a berserker rage, for a high-damage melee attack while regenerating some of their lost health. They rally lesser Hive into battle, inspiring them with fear.

Wizard

Wizards are regal, flying enemies that use ranged attacks. This class has elaborate ancient armor, wears a long, crumbling cloak, and appears to float in midair, using dark magic attacks against Guardians. Wizards possess a shield. If their shield integrity goes too low, they may hide or flee until they can recharge. They can siphon the Light out from Guardians.

Wizards are often frustrating opponents on the battlefield, being able to unleash long range darkness blasts in rapid succession while swiftly flying around. The higher the Wizard is ranked, the faster they fire them. In addition, they can plant down dark clouds that deal damage over time, blur the player's vision, and slow them down. The vast majority of wizards have shields.

While the lesser Hive monsters carry out the Hive's will through overwhelming force, the Wizards plan the Hive's conquests and carry out the unspeakable rituals that create its menagerie of abominations. In addition to fueling the Hive's might through sorcery, the Wizards also serve as its reproductive caste. A Wizard becomes fertile either from a mate or on her own, whereupon she will produce the pupae that give rise to the Hive's legions of Thralls.

Ogre

All Ogres begin as "Unborn," awaiting the time when they will be called by the Hive Wizards for a "rebirthing" ritual. After this, they are known as "Reborn," and possess greater strength, intelligence and arcane abilities. Some Ogres are bred specifically for sacrificial rituals.

Ogres are among the most vicious of the Hive's military ranks. Their high durability and power make them a serious threat to any Guardians on the field. For a ranged attack, they are capable of launching a constant barrage of energy from their head as if it were like a machine gun. This attack is highly accurate and will melt a Guardian's shield in a matter of seconds, even at long range. They are also capable of unleashing a devastating ground slam when faced up close, which will either deal heavy damage to or instantly kill any Guardian that gets too close. When on low health, an Ogre will become berserk and charge down on their targets until they land a hit or are killed on the spot.

Shrieker

Shriekers are a Hive class that resemble a void "eye" with large armor plates protruding from it. It lies dormant until provoked, where it will split into multiple pieces that float around a core. Closed Shriekers are almost impervious to attack, so one must approach a Shrieker to open it and attack it.

These ever-watchful sentinels are believed, in some circles, to serve as the eyes of the Hive's innermost covens, allowing powerful Wizards and Knights to watch over their domains. Others believe Shriekers are nothing more than weapons meant to guard Hive ritual sites.

There is nothing living to the Shrieker, but neither are they mechanical constructs in a classical sense. They seem to be dead mass, animated by the arcane will of the Hive. When a Shrieker is broken, its energy rips free of the hull to seek vengeance. A final swarm of its explosive projectiles will then track towards the Guardian that defeated it, making it deadly even in death.

Tombship

The Tombship is a mobile Hive transport space ship. It can carry up to 30 units. Ogres count as 5 and must be restrained during transport. It has 4 Force (Void) energy turrets, 2 on each side, that fire homing spheres of energy to enemies. Missiles are slow, but they are deadly.

VARIANT CURSED THRALL

Cursed Thrall have no attacks. They hold a sphere of pure lightning energy in their chest and make it explode near their target. The explosion has a 15 ft radius. Every creature within range must make a DC 15 dex save or receive 3d8 arc damage and be knocked prone, or half damage and they're not knocked prone. Explosions are also triggered upon death of the Thrall.



Thrall

Medium aberration, lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 5 (1d8)
  • Speed 35ft. burrow 0 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 4 (-3) 4 (-3) 6 (-2)

  • Saving Throws Charisma +5
  • Condition Immunities Frightened
  • Senses passive Perception 13, Darkvision 50 ft
  • Skills Stealth +4
  • Languages Understands Hive
  • Challenge 1/2 (100 XP)

Pack Tactics. The Thrall has advantage on an attack roll against a creature if at least one of the Thrall's allies is within 5 ft of the creature and the ally isn't incapacitated.

Hivemind. The Thrall adds 1 to it's attack rolls when a Wizard or Knight is within 50 ft of the Thrall.

Pounce. If the Thrall moves 30 feet straight towards a creature and then it hits with a claw attack on the same turn, that target must succeed on a DC 13 Strenght saving throw or be knocked prone. If the target is prone, the Thrall can make one Bite attack against it as a bonus action.


Actions

Multiattack The thrall makes 2 attacks with it's claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit 5 (1d4+2) slashing damage + 5 (1d4+2) lightning damage

Bite. Melee Weapon Attack : +4 to hit, reach 5 ft, one target. Hit 5 (1d4+2) piercing damage.




Acolyte

Medium aberration, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 7(1d8+2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Saving Throws Charisma +6
  • Condition Immunities Frightened
  • Senses passive Perception 15, Darkvision 50 ft
  • Skills Stealth +5
  • Languages Hive
  • Challenge 1/2 (100 XP)

Pack tactics. The Acolyte has advantage on an attack roll against a creature if at least one of the Acolyte's allies is within 5 ft of the creature and the ally isn't incapacitated.

Hivemind. The Acolyte adds 1 to it's attack rolls when a Wizard or Knight is within 50 ft of the Acolyte.

Nimble Escape. The Acolyte can take the Hide or Disengage action on each of it's turns.


Actions

Unarmed Strike Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit 5 (1d4+2) bludgeoning damage

Shredder. Ranged Weapon Attack: +5 to hit, range 40/80, one target. Hit 9 (3d4+2) Force (Void) damage.

Boomer. Ranged Weapon Attack: range 70. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Lightning (Arc) damage or half damage on a successful save.



Knight

Medium aberration, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 13 (+1)

  • Saving Throws dexterity +4, charisma +7, wisdom +6
  • Condition Immunities frightened, exhaustion
  • Senses passive Perception 15, Darkvision 50 ft
  • Languages Hive, Common
  • Challenge 2 (200 XP)

Nimble Escape. Knights can take the Hide or Disengage action as a bonus action on each of it's turns.

Reactive. Knights can take one reaction on every turn in combat.

Leap Charge. If the Knight moves 20 feet straight towards a creature and then it hits with a Longsword attack on the same turn, that target must succeed on a DC 16 Strenght saving throw or be knocked prone. If the target is prone, the Knight can make one Longsword attack against it as a bonus action, the guardian can make a DC 15 Dex save throw to avoid damage.

Berserk. When a Knight reaches 1/4 Hit Points he goes into a rage and attacks the creature he sees as the most dangerous. All Knight attacks are made with advantage. Attacks against the Knight are made with advantage. The Knight cannot take actions other than the Attack action, and attacks made with this feature must be melee attacks.


Actions

Multiattack The Knight can make 2 attacks with it's Longsword, Boomer or Shredder.

Shredder. Ranged Weapon Attack: +5 to hit, range 40/80, one target. Hit 9 (3d4+2) Force (Void) damage.

Boomer. Range 70. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Lightning (Arc) damage or half damage on a successful save.

Longsword (Hive Cleaver). Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit 10 (2d6+3) slashing damage or 12 (2d8+3) slashing damage when wielding it with both hands.


Reactions

Parry The Knight adds 6 AC to an attack that would hit it. To do it the Knight must be wielding a Melee Weapon and must be able to see the attacker.

Darkness Wall The Knights summons a thin veil of energy in front of him that blocks all incoming damage from that direction, providing him with total cover. The Darkness Wall has an AC of 15 and 2d8 Hit Points. The Knight recovers 1 Hit Die of Health each turn for 2 turns, but can't take any other action.



Wizard

Medium aberration, lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 12(2d8+4)
  • Speed Fly 50 ft (hover)

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 13 (+1)

  • Saving Throws Charisma +7, Dex + 5
  • Condition Immunities Frightened
  • Senses passive Perception 17, Darkvision 50 ft
  • Languages Hive, Common
  • Challenge 1 (200 XP)

Nimble Escape Wizards can take the Hide or Disengage action as a bonus action on each of it's turns.

Shield The Wizard has a shield of equal strenght as it's total HP. The shield element is Fire (Solar) and is vulnerable to that type of damage. A damaged shield recovers 1 Hit Die of HP after one round without receiving damage. Recovery continues until it's at full Hit Points or until it receives damage again.


Actions

Multiattack The Wizards makes 2 attacks, with it's Claws, Darkness Blasts, or Darkness Cloud.

Darkness Blast Ranged Weapon Attack: +5 to Hit, range 40/90, one target. Hit 9 (2d6+2) lightning (Arc) damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit 5 (1d4+2) slashing damage and 5 (1d4+2) lightning (Arc) damage.

Darkness Cloud. The Wizard creates a gas sphere with a radius of 10 ft. Enemies inside the area take 1d6 necrotic damage per turn and Hive allies of the Wizard recover 1d6 Hit Points per turn inside the cloud. Movement inside the sphere counts as difficult terrain for enemies and the area is lightly obscured.



Ogre

Large aberration, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 54 (6d10 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 13 (+1) 10 (0) 10 (0)

  • Condition Immunities Frightened, Charmed, Prone
  • Senses passive Perception 14, Darkvision 60 ft
  • Languages Hive
  • Challenge 3 (50 XP)

Berserk. When an Ogre reaches 1/4 Hit Points he goes into a rage and attacks the creature he sees as the most dangerous. All Ogre attacks are made with advantage. Attacks against the Ogre are made with advantage. The Ogre cannot take actions other than the Attack action, and attacks made with this feature must be melee attacks.

Siege Monster. The Ogre deals double damage to objects and structures.


Actions

Multiattack The Ogre can make 2 attacks with it's Eye Blast or with it's fists.

Eye Blast Ranged Weapon Attack: +5 to Hit, range 50/120, one target. Hit 11 (2d8+3) Force (Void) damage.

Fists. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit 12 (1d8+3) bludgeoining damage.

Ground Slam. The Ogre hits the ground with both of his fists. Creatures within 15 ft of the Ogre take 2d10 bludgeoning damage. Creatures on the ground must make a DC 20 Strenght saving throw or be knocked prone.

Grapple. The Ogre grapples a creature within 10 ft of it's position. Escape DC 20 Strenght or Dexterity. The Ogre can make an Eye Blast attack to a grappled creature as a bonus action with advantage or it can do a Ground Slam. Creatures attacked with Ground Slam this way take an extra 2d8 bludgeoning damage.


Shrieker

Medium aberration, lawful evil


  • Armor Class 12
  • Hit Points 17(3d6 + 6)
  • Speed 0ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 14 (+2) 2 (-4) 2 (-4) 2 (-4)

  • Condition Immunities Frightened, Blinded, Deafened, Poisoned, Prone, Charmed
  • Senses passive Perception 20, Truesight 50ft
  • Challenge 1/2 (100 XP)

Shell. The Shrieker's core is surrounded by 8 thick plates of armor that open up to attack. Each plate of armor has an AC of 25, a Damage Threshold of 30, and it's Hit Points is 10 times the Shrieker's core Hit Points.

From the Grave. When a Shrieker's core is destroyed, it launches 7 bolts of void energy 5 ft in random directions. Each bolt has a speed of 30 and attempts to reach the guardian that killed it and explode. They can travel up to 90 ft and explode once they reach that distance. All creatures within 10 ft of the area of the explosion must make a DC 20 Dex saving throw. On a failed save, creatures take 3d6 void damage, or half damage on a successful save.

Regeneration When a Shrieker is destroyed, it regenerates after 1d6 turns on the same spot it was. Targets in the area are pushed 5ft in a random direction and take 1d6 Force (Void) damage.


Actions

Manipulate Shell. The Shrieker opens or closes it's shell. It can shoot a Void Missile as a bonus action after opening the Shell.

Void Missile Ranged Weapon Attack: +5 to Hit, range 40/90, one target. Hit 13 (3d6+2) Force (Void) damage.


Tombship

Huge Construct, Unaligned


  • Armor Class 15
  • Hit Points 500
  • Damage Threshold 40
  • Speed 50ft. fly (hover)
  • Capacity 30 units

Teleport. (Recharge 5-6) It can teleport to a place it knows in the same plane or a plane it knows.

Mass Teleport (Recharge 4-6) The tombship can teleport up to 10 hive units it's carrying per turn to or from a space direcly below it.


Actions

Multiattack The Tombship makes 4 attacks, one with each of it's turrets.

Turret. (Recharge 4-6) A sphere of void energy travels directly to the closest enemy it can see. It's speed is 25 ft. When it has traveled 90 ft or when it hits an object, it explodes. Creatures within 15 ft of the explosion must make a DC 15 Dex saving throw or receive 23 (6d6+2) void damage. Each turret has an AC of 14 and 3d10 HP.

Fallen

The Fallen, known in their own language as the Eliksni, are an insectoid alien species that fights against the remnants of humanity, as well as the other races vying for control of the Solar System. Notorious scavengers and raiders, the Fallen seek to reclaim their glory by retaking the Traveler at at any cost.

The Fallen are a nomadic race descended from a once-great civilization. This is evidenced by their social organization into various Houses in the manner of nobility, the banners and flags of which are still flown like heraldry.

Known Houses:

  • House of Devils, Earth
  • House of Exile, Moon
  • House of Judgment, The Reef
  • House of Kings, Earth
  • House of Rain, believed extinct, destroyed by the Whirlwind
  • House of Scar, unknown, possibly destroyed by the House of Winter
  • House of Stone, unknown, possibly extinct
  • House of Winter, Venus
  • House of Wolves, Unknown outer system worlds; Ceres; The Reef; Earth; Moon; Venus; Mars

Lost homeworld The Fallen's name for their own race is "Eliksni". According to Variks, the Loyal, the Fallen once encountered the Traveler, or the "Great Machine", before an event or entity called the "Whirlwind" (possibly the Darkness) destroyed their civilization. In the aftermath, the surviving Fallen became embroiled in a bloody civil war over their civilization's ruins, before achieving a tenuous peace and embarking on a journey into space to locate the Traveler in order to return to greatness once again.

They first arrived in the Solar System after the Collapse in their massive Ketches to loot and pillage humanity's former worlds. They lack any type of established stronghold such as the Citadel or the Hellmouth, instead preferring to squat in ruins, abandoned outposts or inside their ketches.

Adaptable species Fallen are a hardy species, and can survive in a wide range of environments without heavy armor or complex modifications to their physiology. Fallen have four arms, partable mandibles, and typically wear a helmet with a built-in respiration apparatus. Through means either natural or artificial, the Fallen can regrow their arms if removed from their body. Their blood color is reddish purple.

Fallen depend on a substance called Ether to survive, which only Servitors can produce. Servitors convert scavenged matter and energy, presented to them ritualistically by the Fallen, directly into ether via unknown processes. Higher-ranking Fallen get a bigger ration of ether, and more ether allows Fallen to grow in size; this is why Captains are taller than Vandals or Dregs, and why Kells and Archons tower over other Fallen.

Live to serve The majority of Fallen Houses consist of Vandals and Dregs. Vandals serve as both seasoned infantry and skilled workers. They aspire to become Captains and one day lead crews of their own. Dregs are the lowest class in Fallen society. Docked of their lower pair of arms in a ritual of humiliation and obedience. Those few who survive to be promoted to Vandals are permitted to regrow their arms.

Above Captains are Barons, who possess a Skiff, and sometimes a Ketch, and lead a crew. Above them are the Kells, who commands one or several Ketches and their crew, and serve as political leaders. The Prime Servitors are able to create other servitors to process ether and are usually revered as gods among the Fallen. Archons serve both as high priests and chief engineers of a House, mediating between the Kell and the Prime Servitor.



Dreg

Medium humanoid, lawful evil


  • Armor Class 13 (fallen light armor)
  • Hit Points 6(1d8 + 1)
  • Speed 30ft., climb 30 ft

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 8 (-1) 8 (-1) 8 (-1)

  • Senses passive Perception 13, Darkvision 50 ft
  • Languages Eliksni
  • Challenge 1/4 (50 XP)

Nimble Escape. The Dreg can take the Hide or Disengage action on each of it's turns.


Actions

Multiattack The Dreg can make 2 attacks with it's Shock Dagger.

Shock Grenade. Ranged Weapon Attack: The Dreg throws a grenade up to a distance of 50 ft. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Lightning (Arc) damage or half damage on a successful save.

Shock Dagger . Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit 5 (1d4+2) slashing damage and 5 (1d4+2) Lightning (Arc) damage.

Shock Pistol. Ranged Weapon Attack: +4 to hit, range 50/90, one target. Hit 9 (2d6+2) Lightning (Arc) damage

Trip Mines The Dreg carries 1d4 trip mines. As an action, it can set one up in a wall, ceiling or the floor. Up to 3 trip mines can be put on the same 5 ft square. Creatures must make a DC 18 Perception Check to notice the trip mines. The DM decides if there are factors that impose Advantage or Disadvantage on the check, like Dashing through the area or moving while Aiming. The Dreg must use an action to activate the trip mines. When doing so, every trip mine in the area emits a red laser that can be easily seen, so there's no perception check required. Each mine does 3d6 fire (Solar) damage in a 10 ft cone in the direction it's laser is pointing. Creatures in the area must make a DC 18 Dexterity check, and take half damage on a succesful save. Each Tripmine has a DC of 10 and HP of 1. Trying to evade the lasers without activating them requires a succesful DC 10 Dexterity saving throw with 1 mine, 15 with 2, or 20 with 3 trip mines.

VARIANT STEALTH VANDAL

Some vandals wear a thermoptic camouflage device that makes them practically invisible. Stealth Vandals have CR of 1.

Leap Charge The Stealth Vandal can make a leap attack to extend the range of the Shock Blades to 10 ft. Stealth Vandals make 2 attacks, one with with each blade.

Multiattack The Stealth Vandal make 2 attacks with the Shock Blade in each of it's 2 upper limbs. If it has more than 2 Shock Blades, it can make up to 4 melee attacks with it's Shock Blades on the same turn using the Multiattack action.

Cloaking Device The Stealth Vandal uses an action activate the cloaking device. Invisibility ends after they make an attack. Creatures must make a DC 20 Perception check to notice the strange light patterns where the Vandal's suit is bending light to cloak itself. Attacks made against invisible Vandals have disadvantage.

Shock Blades. +5 to Hit, reach 5 ft, one target. Hit 8 (1d8+2) slashing damage + 8 (1d8+2) lightning (Arc) damage.

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Vandal

Medium humanoid, lawful evil


  • Armor Class 14 (fallen light armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 35ft., climb 30 ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Senses passive Perception 16, Darkvision 50 ft
  • Languages Eliksni
  • Challenge 1/2 (100 XP)

Nimble Escape. The Vandal can take the Hide or Disengage action on each of it's turns.

Reactive. Vandals can take one reaction every turn in combat.


Actions

Multiattack The Dreg can make 2 attacks with it's Shock Dagger

Shock Grenade. Ranged Weapon Attack: The throws a grenade up to a distance of 50 ft. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Lightning (Arc) damage or half damage on a successful save.

Shock Dagger . Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit 5 (1d4+2) slashing damage and 5 (1d4+2) Lightning (Arc) damage.

Wire Rifle. Ranged Weapon Attack: +5 to hit, range 25/100/200, one target. Hit 9 (3d4+2) Lightning (Arc) damage.

Shock Pistol. Ranged Weapon Attack: + to hit, range 50/90, one target. Hit 9 (2d6+2) Lightning (Arc) damage

Shrapnel Launcher. Ranged Weapon Attack: The shoots in a straight line 35 ft long. Targets in the area must make a DC 15 Dex saving throw or receive 9 (3d4+2) Fire (Solar) damage or half damage on a successful save.


Reactions

Parry The Vandal adds 2 AC to an attack that would hit it. To do it the Vandal must be wielding a Melee Weapon and must be able to see the attacker.

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Captain

Medium humanoid, lawful evil


  • Armor Class 16 (fallen medium armor)
  • Hit Points 20 (3d8 + 6)
  • Speed 30ft., climb 25 ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 15 (+2) 12 (0) 14 (+2)

  • Senses passive Perception 16, Darkvision 50 ft
  • Languages Eliksni
  • Challenge 2 (200 XP)

Shield The Captain has a shield of equal strenght as it's total HP. The shield element is Arc (Solar) and is vulnerable to that type of damage. A damaged shield recovers 1 Hit Die of HP after one round without receiving damage. Recovery continues until it's at full Hit Points or until it receives damage again.

Nimble Escape. The Captain can take the Hide or Disengage action on each of it's turns.

Duelist When a Captain is hit by a melee attack, he will allways try to respond the attack with a melee attack or a grapple, unless the target gets beyond his melee range.

Reactive. Captain can take one reaction every turn in combat.


Actions

Multiattack The Captain can make 2 attacks with it's Shock Blades in each of it's 2 upper limbs. If it has more than 2 Shock Blades, it can make up to 4 melee attacks with the Shock Blades on the same turn using the Multiattack action. It can make 2 attacks with ranged weapons like the Wire Rifle and the Shrapnel Launcher.

Shock Grenade. Ranged Weapon Attack: The throws a grenade up to a distance of 50 ft. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Lightning (Arc) damage or half damage on a successful save.

Shock Blades. +5 to Hit, reach 5 ft, one target. Hit 8 (1d8+2) slashing damage + 8 (1d8+2) lightning (Arc) damage.

Wire Rifle. Ranged Weapon Attack: +5 to hit, range 25/100/200, one target. Hit 9 (3d4+2) Lightning (Arc) damage.

Shrapnel Launcher. Ranged Weapon Attack: The shoots in a straight line 35 ft long. Targets in the area must make a DC 15 Dex saving throw or receive 9 (3d4+2) Fire (Solar) damage or half damage on a successful save.

Grapple. The Captain grapples a creature within 5 ft of it's position. Escape DC 15 Strenght or Dexterity. The Captain can make Shrapnel Launcher attack or 2 melee attacks to a grappled creature as a bonus action with advantage.

Blink (recharge 4-6) The Captain can teleport itself along with any equiptment it's carrying up to 20 ft to an unnocupied space it can see. The Captain can then make an Attack as a bonus action. Blink can also be used as a reaction, without the benefit of the bonus Attack.


Reactions

Parry The Captain adds 2 AC to an attack that would hit it. To do it the Vandal must be wielding a Melee Weapon and must be able to see the attacker.

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Shank

Small construct, unaligned


  • Armor Class 13
  • Hit Points 8(1d6 + 2)
  • Speed Fly 40ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 6 (-2) 6 (-2) 6 (-2)

  • Saving Throws Strenght +6, Wisdom +10, Charisma +5
  • Condition Immunities Frightened, Blinded, Deafened, Poisoned
  • Senses passive Perception 16, Darkvision 40 ft
  • Languages Understands Eliksni
  • Challenge 1/4 (50 XP)

Shank Network. Every Shank transmits data to one another to pinpoint the exact location of enemies at least one of the Shanks is seeing. If no Shank can see the enemy, they know the last position in which an enemy was seen.

Resistant Frame Superb engineering makes Shanks equally resistant to damage from all angles. Creatures can't score Critical Hits on Shanks.

Reactive. The Shank can take one reaction every turn in combat.


Actions

Shank Turret. Ranged Weapon Attack: +5 to hit, range 40/90, one target. Hit 9 (2d6+2) Lightning (Arc) damage


Rections

Evasive maneuver. The Shank adds 2 AC to an attack that would hit it.

<img src= https://www.destinypedia.com/images/thumb/f/f3/Destiny-FallenServitor.png/600px-Destiny-FallenServitor.png style = 'position:absolute;top:30px;left:250px; width:400px'>



Servitor

Medium construct, unaligned


  • Armor Class 15
  • Hit Points 33(5d8 + 10)
  • Speed Fly 40ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 13 (+1) 9 (-2) 6 (-2)

  • Saving Throws Strenght +6, Wisdom +10, Charisma +5
  • Condition Immunities Frightened, Blinded, Deafened, Poisoned
  • Senses passive Perception 16, Darkvision 40 ft
  • Languages Understands Eliksni
  • Challenge 2 (400 XP)

Reactive. The Servitor can take one reaction every turn in combat.

Ether Supply The Servitor radiates ether to heal nearby Fallen allies. Every Fallen unit that is not a construct within 10 ft of the Servitor heals 2d6 per turn.


Actions

Multiattack The Servitor can make 2 attacks with it's Servitor Eye

Servitor Eye. Ranged Weapon Attack: range 70. Targets within 5 ft of the targeted area must make a DC 13 Dex saving throw or receive 9 (3d4+2) Force (Void) damage or half damage on a successful save.

Blink (recharge 4-6) The Servitor can teleport itself along with any equiptment it's carrying up to 20 ft to an unnocupied space it can see. The Servitor can then make an Attack as a bonus action. Blink can also be used as a reaction, without the benefit of the bonus Attack.


Reactions

Evasive Maneuver The Servitor tries to protect it's Eye by maneuvering in the air. Throw a d6, on a 6, a Critical Hit is instead a Normal Hit.

<img src= https://www.destinypedia.com/images/thumb/0/03/Destiny-DevilWalker-Render.png/800px-Destiny-DevilWalker-Render.png style='position:absolute;top:60px;left:70px;width:700px'>



Walker

Large construct, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 63(6d10 + 30)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 20 (+5) 6 (-2)

  • Condition Immunities Frightened, Blinded, Deafened, Poisoned, Charmed
  • Senses passive Perception 16
  • Languages Understands Eliksni
  • Challenge 3 (700 XP)

Tank Armor The Walker's hull is resistant to all types of damage and creatures can't make critical hits against it's armor.

Structural weakness Creatures attacking the Walker can make a DC 18 Wisdom check to notice the legs of the Walker can be broken with massive damage. They do it with advantage if they have encountered a Walker before and don't know yet of this vulverability. Each leg has an AC of 15 and 20 Hit Points. When a Leg is broken, the Walker is incapacitated and must reboot it's systems. When doing so it exposes it's vulnerable core.

Reboot system When a Walker's leg is destroyed, it causes a short circuit that affects it's internal systems. The system must rebooted to solve the issue and rebalance the weight put on each of it's legs. Rebooting lasts 2 rounds. Attacks done against the Walker when it's rebooting are done with advantage and ignore it's Tank Armor on Critical Hits. The exposed portion is located in the front of the Walker. Creatures attacking from the back of the Walker can't score Critical Hits.


Actions

Multiattack The Fallen Walker can make up to 4 attacks. Missile Pod, Summon Shanks and Laser Cannon count as 2 attacks.

Laser Cannon Ranged Weapon Attack: The Walker Aims it's laser to a spot it can see within 100 ft and charges it's cannon for 1 turn. On the next turn, it fires a bolt of Fire (Solar) energy and creatures within 15 ft of the area must make a DC 15 dexterity saving throw. On a failed save they take 4d10 Fire (Solar) damage and are knocked prone. They take half damage and are not knocked prone on a succesfull save.

Mounted Turret. Ranged Weapon Attack: + 3 to hit, range 50/90, one target. Hit 20 (5d6+2) Lightning (Arc) damage. Always aims in the same direction of the Laser Cannon.

Repeater Front Turret Ranged Weapon Attack: + to hit, range 50/90, one target. Hit 16 (4d6+2) Lightning (Arc) damage.

Summon Shanks The Walker releases 2 Shanks from 2 doors located on each side of it's hull.

Bouncing Mines. The Walker releases 4 bouncing mines, from the left side and 2 from it's right side. They can track enemy creatures and can move up to 25 ft and explode. When exploding, creatures within 5 ft of the targeted area must make a DC 12 Dexterity Saving Throw. They take (2d10+3) Lightning (Arc) damage on a failed save and half damage on a succesful save.

Missile Pod The Walker launches 4 missiles to a spot it can see within 120 ft. The missiles are launched upwards and can move up to 100 ft per round. Missiles explode on impact and creatures within 5 ft of the targeted area must make a DC 15 Dexterity Saving Throw. They take (3d10+3) Fire (Solar) damage on a failed save and half damage on a succesful save.

<img src=https://www.destinypedia.com/images/thumb/b/bc/Destiny-FallenPike.png/800px-Destiny-FallenPike.png style='position:absolute;top:160px;left:390px;width:400px'>

<img src=https://www.destinypedia.com/images/thumb/c/c7/Destiny-FallenSkiff.jpg/800px-Destiny-FallenSkiff.jpg style='position:absolute;top:520px;left:390px;width:400px'>

Vehicles and ships


Pike

Medium vehicle, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 46 (7d8 + 14)
  • Speed 70ft.

Thruster. Creatures riding the Pike can use the thruster as a free action to double their speed. It lasts for 2 rounds. Creatures must wait 1d4 rounds for it to charge and use it again.

Overheating. When firing the Shock Guns, creatures can only use the Multiattack action for 2 rounds, and must stop firing to let the Guns cool down. After one round without firing, Creatures must wait 1d4 rounds to use the Multiattack again.


Actions

Multiattack Creatures riding the Pike can make 3 Shock Guns attacks.

Shock Guns. Ranged Weapon Attack: + to hit, range 50/90, one target. Hit 16 (4d6+2) Lightning (Arc) damage.


Skiff

Huge Construct, Unaligned


  • Armor Class 15
  • Hit Points 500
  • Damage Threshold 40
  • Speed 50ft. fly (hover)
  • Capacity 30 units

Teleport. (Recharge 5-6) It can teleport to a place it knows in the same plane.

Drop Troops (Recharge 4-6) The Skiff opens it's hatches and let's up to 8 Fallen units it's carrying per turn to a space direcly below it, or it can drop a Fallen Walker.


Actions

Multiattack The Skiff makes 2 attacks with each of it's turrets.

Front Turret. (Recharge 4-6) Ranged Weapon Attack: + 3 to hit, range 50/90, one target. Hit 20 (5d6+2) Lightning (Arc) damage.