Invasion of Area 51

If we Naruto run, we can move faster than their bullets. Lets see them aliens.

Invason of Area 51

Welcome travelers to a one-shot homebrew campaign intended for use with D&D 5e. This story came about thanks to the wonders of the internet and a last minute session I put together for my players. We had a great time running this and I hope you and your players do too! All characters and events, even those based on real people are entirely fictional. Best of luck to you and your players!

The World of Tenretni

The plane of Tenretni is a vast expanse made up of interconnected floating sites. The magic of Tenretni is that any new information is disseminated to everyone in the plane within 24hrs after it first becomes known; however, no other forms of magic exist anymore, although there are many different races and creatures. The wondrous magic of the world used to exist, but something happened and the many people and creatures that once had magic suddenly found themselves unable to tap into the arcane forces of Tenretni. Many centuries have passed and while the arcane arts are still taught the world has evolved to rely not on magic but each other to survive.

This new information is available to the entire world within 24hrs and while most people would be aware of it, some can and do choose to ignore the information.

Travel between the sites is instantaneous thanks to the interconnected portals between each site. These portals are collectively referred to as, The World Wide Web (WWW or Web for short). The floating sites are essentially large floating cities, towns, keeps, etc. The more populus a site becomes the more power they have to influence other sites. Amongst the largest sites there is one that stands above the rest, Guv-Ment... Guv-Ment is run by a tyrannical dictator, Dlanod P’murt, who dreams of controlling the entirety of Tenretni for himself. Although his rise to power was democratic his reign has been anything but. Since he gained power he has sent his emissaries, the MAGATs, deep undercover within all the largest sites, sowing seeds of discord, mistrust, and chaos throughout all of Tenretni. The only sites large enough to stand up to Dlanod and Guv-Ment have stood idly by up until now, but rumors of a new and terrifying power the Guv-Ment has obtained have surfaced.


The Dilemma

There are those that believe the Guv-Ment has figured out how to use magic once again, upsetting the delicate balance of power, tipping it dangerously in their favor. In response the Big 5, the largest sites in Tenretni (aside from Guv-Ment), have put aside their differences and decided to investigate these rumors assembling a crack team to scout ahead before their big invasion which they planned for September 20th (Remember, all events become common knowledge within 24hrs after first being introduced, making a surprise invasion nearly impossible). The Big 5 includes the mighty citadel of Googlé, the forest city of Ah Mah Zon, the religious city of Soshal Medyah, the indecent streets of Pron Hoob, and the mighty tribes of Reddit.

The party meets in the site of Reddit where the Council of Founders has been in congress for nearly a week. The Council summoned the party to r/ProRevenge to discuss the pressing matter at hand.

Suggested Playable Characters

Encourage your players to design characters around memes.

Lady Ermagherd - Human Wizard

Overly Attached Girlfriend - Elven Rogue

Grumpy - Tabaxi Sorcerer

Success Kid - Human Fighter

Scumbag Steve - Half-Orc Barbarian

Meeting with the Council

Council leader Spez addresses the party:

Hello there, thank you for coming so quickly. As you know what I’m about to tell you will become public knowledge worldwide in 24 hours. We believe that Dlanod P’murt has managed to once again access true magic and intends to use his newfound power to take control of all of Tenretni for himself. King Zuckerberg of Soshal Medyah, Emperor Bezos of Ah Mah Zon, Presidents Page and Brin of Googlé, Pimp Thylmann of Pron Hoob, and myself are all in agreement that we need to send an elite team to attempt to confirm whether Guv-Ment has indeed succeeded in tapping into the arcane forces. If they have, it is possible that they are using that power to control the spread of information out of Guv-Ment, hiding their true intentions from the rest of Tenretni. We believe that you all are that elite team. Within the capitol of Guv-Ment is a place called Area 51. Have you all heard of it?

Well regardless it is common knowledge that Guv-Ment uses Area 51 to test all sorts of things, but they’ve released so much information about what is being tested there from the presence of interdimensional, otherworldly beings, to super weapons and mind control that we have no way of discerning what is real and what is not. We need you all to break in ahead of our army of weebs, nerds, geeks, hackers, gamers, and dorks and determine whether they have indeed successfully tapped into the arcane and if you do some extra damage to them in the process we won't complain. Do you have any questions?

At this point do your best to answer their questions.

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Guv-Ment: City of Blah

The party leaves r/ProRevenge and at the end of the street is a point where the Web connects to Reddit. The party fast travels to Guv-Ment. Upon arriving the city is reminiscent of New York City, silver metal and cement skyscrapers tower in the distance with high-rise apartments, stores, and offices lining the streets in every direction. All of the buildings are a drab beige-gray. The party sees multiple people walking around, all of them in business formal wear, including children. DC10 perception reveals that everyone's footsteps happen to be walking in unison.

Exploring Guv-Ment

Anyone they meet is friendly and forthcoming, albeit very monotone, with information about Area 51 and where it is but they don’t know much aside from that. They point them 5 blocks north and then turn right. I used the most boring voice I could for all the NPCs in Guv-ment to try and portray them as zombie-like (they’re under the control of Dlanod and his allies). If asked if they are happy they answer “Of course, why wouldn’t I be I love Guv-Ment and god-emperor Dlanod.” Or something along those lines. Questions about any of the well known good-guys like the Council of Founders are met with, a chant of Lock them up!, Send them back, etc.

As they head north describe the eeryness of the hole thing, how quiet everything is. Consider playing America the Beautiful from The Purge softly in the background to really set the mood. As they reach the intersection where they should turn right there is a large, gaudy building on the left with white corinthian columns, iconic lionshead stonework, and eagle statues on every corner flying multiple American flags. Carved into the stone above the columns is "Main Office".

If the group decides to go check this building out they run into an NPC named something boring (name is up to you) on the way in. He works in the Main Office doing generic office things like filing papers. If they ask about Area 51 he tells them the same thing every other NPC tells them, It's just down the road that way. He tells them that the clerk inside should be able to help them. He apologizes for not being more helpful. If they decide not to explore the main office and just go straight to Area 51 that's perfectly fine.

If they go inside there is a number dispenser to the right and a sign that says take a number and wait to the right. There is a small waiting area with a single wooden chair to the right. They get number 42069. I suggest you play Never Gonna Give You Up by Rick Astley on repeat, calling out numbers as slowly as you can stand until you get to number 42069.

The clerk is behind a protective glass barrier (think bank teller window) and speaks with as annoying jersey-esque voice as you can muster. She is thoroughly unhelpful, but she does tell the party Have you tried asking at the gate? which hopefully will give them the hint that getting into Area 51 will be surprisingly easy.


Area 51

The party makes it to the gates of Area 51 (east side of map) where there are two guards standing and guards constantly marching every 150 ft, around the chain link fence which surround the entire facility (dark gray line around buildings 1-5). On top of the fence is super sharp razor wire. The party can attempt to climb the fence surrounding Area 51 but will require successful stealth checks (DC20) by the entire party to pass without detection. And a save throw (constitution or dex probably depending on what they try) to determine if they take damage from the razor wire.

If they talk to any of the guards they find they are also monotone zombified people and they can fairly easily convince them to let them in with a convincing lie (DC10 Charisma Check). My party said they were the new superintendent here to inspect the security of the bunker. Once inside, there are a number of buildings and any magic can be attempted.

1 A large building similar to the Main Office building in town. It has a single metal door at the top of a small stone staircase with a large handle. To the right of the door is a 12 digit keypad. Investigation check DC15 reveals the keypad is slightly worn on the numbers 1, 2, 3, 5, and 7. The code for the door is “AREA 51” so as long as the press the buttons in that order 2-7-3-2-5-1 or 2-7-7-3-3-2-5-1 a loud buzzer sounds and the door is able to be pulled open. If the party attempts to break the door down (DC 25 strength check) it sets off an alarm and they are swarmed by 1d10 guards.

2 A single-wide trailer with a number of desks in it and a large fuse panel in the back with lots of switches. One of which controls the alarms for the bunker. Unfortunately the only person who actually knew which one it was was eaten by the monster guarding the President's Room.

3 Barracks for the guards and a few employees. If the party enters here they'll have to fight off a swarm of 1d10 guards.

4 A large hanger, filled with large war machines, tanks, missiles, bombs, etc.

5 Another large hanger, filled with futuristic flying machines, stealth bombers, space ships (mostly alien), etc.

6 Airfield control and a few training classrooms.

7 Airfield including a helipad and three places for storing planes/flying machines outdoors.

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Building 1: The "Office"

Once the party opens the door they see a cement staircase leading downstairs with thick wire covered industrial lights lining the walls on their way down. There is a heavy metal door at the bottom of the stairs that is just barely visible from the top steps. In the center of the door is a large metal wheel that spins freely in both directions and it says "Pull" just above the wheel. On the other side of the door there is a plethora of yelling, neighing, roars, and assorted animal noises. There are no other handles or visible markings on the door. If the party pushes on the door it opens.

The Creature Room

Inside the next room is complete pandemonium. There is a unicorn, lochness monster, chupacabras, drop bears, sasquatches, and any other mythical creatures you can think of. They're loose and on a rampage. The unicorn is goring the guards with its horn. The sasquatches are moving so fast they appear blurred as they de-limb guards left and right. The lochness monster is teleporting around the room gobbling up a guard each time it appears. The drop bears and chupacabras are leaping around biting guards. As the party looks into the room more guards run down the staircase behind them telling them to get out of the way. Soon after they enter an alarm goes off. If your party charged directly into the fray before the guards charge down the steps, after a round or two of combat an alarm goes off.

The alarm has a hypnotic effect on all of the creatures and they all calm down pretty much immediately. The guards begin putting all the creatures back in cages, shackles, chains etc. Once things calm down a little a guard notices the party and asks them what they're doing. My party stuck with their superintendent and inspectors lie (insight checks by the guards) and convinced them that they were there to inspect the security of things and they're not too thrilled with the pandemonium they walked in on. If the party asks who's in charge, the guard says No one here is currently in charge, the superintendent got eaten about a week ago by the creature guarding the President's Room.

A large creature that is not shackled, caged, or being messed with at all slumbers at the far side of the room. Behind the creature is the door leading to the President's Room. Pick any sort of alien looking creature of your choosing. I used an Ankheg (Monster Manual page 21) based upon my player's characters skills and their low levels. If they ask the guard how to get passed the creature he tells them that you have to sing the creatures favorite song to keep it sleeping so you can sneak past. They can choose to fight the creature or they can sing its favorite song.

I picked Don't Stop Believing by Journey or Bohemian Rhapsody by Queen but you can pick whatever song(s) you think your party would know. I joined in as the tone deaf, monotone guard. Alternatively, make them sing the star spangled banner (very patriotic!). Have them all make stealth checks as they sing. When one of my players rolled poorly, I told them the creature moved its leg and everyone singing just stopped out of fear the creature was going to wake up. I then had them do a performance check to determine if continuing to sing would keep the creature asleep or wake it up because their rendition wasn't good enough. Once the creature is dealt with they can enter the President's Room.

The President's Room

Before you is a large wooden desk with a large black leather swivel chair facing away from you. You see a flossy golden toupee peaking out over the top of the chair. "I knew the council would send someone. I just didn't expect it to be so soon." He swivels around revealing his bright orange, saggy skin, golden toupee, and oversized black suit. Most notably though is his oversized, bright red tie. Roll for initiative! Queue jokes about Yuge Hands, biggliest, most bestest incredible power, over 9000 power, etc.

At the end of the combat his tie is the only part of him that hasn't taken a beating. As Dlanod P'murt falls unconscious or dies, the tie begins to split in the middle revealing a tiny green man inside with large alien looking eyes and he says, Damn you! Do you know how long it took us to convince the voters to destroy themselves by voting us into power, now our cover is blown and all because of you damn kids. The tiny green man then attempts to run away but the players easily catch him or they can let him go. It turns out that the tie is a mind control device that allowed them to control Dlanod and using their advanced intellect the built technology that allowed them to control the masses using soundwaves.

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Building 2: The Actual Office

A few small wooden steps lead up to an unlocked, weak metal door with a small glass window. Inside the trailer are a number of desks. Towards the back of the trailer is a large fuse panel covering the entire back wall. There are dozens of buttons, switches, levers, etc. Only one of these controls the alarms for the bunker. Unfortunately the only person who actually knew which one it was was eaten by the monster guarding the President's Room.

If your party has already gone into building 1 then the alarm that helps control the monsters should be going off. That alarm can only be heard within building 1, but the switch to turn it off is in building 2.

The panel in the back has dozens of switches but there is one button that is flashing if the alarm is going off. If the players push it a loud countdown begins that says Emergency shut down initiated 3...2...1... and then an audible shutdown noise of some sort. The lights turn off and emergency lighting turns on, a panel cover pops open revealing a modular wiring apparatus has been scrambled. One of the employees at the desk says, Do you mind turning the power back on we have work to do...

Restoring Power

Completing the circuit will return power to the entire facility. The panel has modular circuits that can slide into open spaces. Modules cannot change direction and can only slide into open spaces. Print out the last page of this document and cut the pieces out for your players. Be sure to arrange the pieces exactly like the original image or the puzzle may become impossible to solve.

To thank the party for restoring power one of the workers rewards them with a Hat of MAGA.


Hat of MAGA

Wondrous Item


This hat imbues the wearer with immense heartiness and a thick skull upping their Armor Class to a maximum of 20 as long as the hat remains on their head. It also cuts the wearer's intelligence in half. In combat, all enemies must attack the wearer of the Hat of MAGA attempting to either destroy the hat or remove it from the wearer's head in some capacity.

Any enemy affected by the hat must make a DC12 Intelligence saving throw, on success they are unaffected by this effect.

Puzzle:

Solution:

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Bestiary


Chupacabra

Large monstrosity, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 82(6d12+10)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 5 (-3) 12 (+1) 3 (-4)

  • Saving Throws STR +7
  • Skills Perception +7, Stealth +5
  • Condition Immunities Charmed
  • Senses Darkvision 120Ft., Unknown Blood Sense (60ft), passive Perception 14
  • Languages --
  • Challenge 5 (1,800 XP)

Keen Hearing and Smell. The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Blood Frenzy. The chupacabra has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brave. The chupacabra has advantage on saving throws against being frightened.

Shadow Camouflage. The chupacabra has advantage on Dexterity (Stealth) checks made to hide in dark or dimly lit areas, or at night.

Standing Leap. The chupacabra's long jump is up to 20ft and its high jump is up to 10ft, with or without a running start.

Stench. Any creature other than a chupacabra that starts its turn within 5ft of the chupacabra must succeed on a DC12 Constitution saving throw or be poisoned until the start of the creature's next turn. Taking 3 (1d4+1) poison damage on the start of their turn. On a successful saving throw, the creature is immune to the stench of all chupacabras for 1 hour.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) piercing damage, plus another 5 (1d4 +3) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Chupacabra regains hit points equal to that amount.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Then the Chupacabra can make an extra Bite Attack.


Dlanod P'murt

medium humanoid, lawful evil


  • Armor Class 16
  • Hit Points 58(9d8+18)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

  • Skills Deception +2, Religion -2
  • Vulnerabilities Fire, Riddles, Personal Attacks
  • Senses passive Perception 10
  • Languages Common (albeit poorly)
  • Challenge 3 (700 XP)

Hypnotized This creature has disadvantage on Insight and Perception checks and advantage on saving throws against being charmed or frightened (he is already both).

Combover of Steel His combover has been treated with so much hair product that it is stronger than steel. It has all the qualities of a metal helmet, providing extra protection, clanging when its hit, and reduces any damage taken to his head by -5.

Actions

Multiattack Dlanod can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare Dlanod targets one creature it can see within 60 ft. of it. If the target can see Dlanod, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of Dlanod's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to any other Dreadful Glares (but not mummy lords) for the next 24 hours.

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Drop Bear

Small monstrosity, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 44(8d6+16)
  • Speed 20ft., climb 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 3 (-4)

  • Skills Perception +3, Stealth +5
  • Senses Darkvision 120Ft., Unknown Blood Sense (60ft), passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Terrifying Leap. As part of its movement, the dropbear can long jump up to 15ft. from a standing start without provoking opportunity attacks during this portion of its movement. If this movement is used to leap onto a creature and is followed by a bit attack that succeeds in grappling the target, then the target is also laid prone.

Actions

Multiattack. The dropbear makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 +3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) piercing damage. If the target is a large or smaller creature, it must succeed on a DC 13 Strength saving throw or be grappled. Until this grapple ends, the dropbear can bite only the grappled creature and has advantage on all attacks against this creature.


Guard

medium humanoid, lawful evil


  • Armor Class 12
  • Hit Points 9(2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Guard (Continued)


Hypnotized These creatures have disadvantage on Insight and Perception checks and advantage on saving throws against being charmed or frightened (they're already both).

Actions

Gun Martial Ranged Weapon: disadvantage to hit, reload after 6 shots, reach 50/150ft., one target. Hit 7 (2d6)

Unarmed Strike Melee Attack: 1, reach 5ft., one target. Hit 3 (1d4)


Loch Ness Monster

Huge Beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95(10d12 + 30)
  • Speed 20ft., swim 50ft

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 10 (+0) 13 (+1) 5 (-3)

  • Skills Athletics +8, Perception +4, Stealth +9
  • Senses passive Perception 14
  • Languages Common
  • Challenge 5 (1,800 XP)

Hold Breath. Nessie can hold her breath for 1 hour.

Magnificent Swimmer. While in the water, Nessie is considered to be under the constant effects of a freedom of movement spell.

Meniscus Mirage. While underwater, Nessie can use a bonus action to cast mislead without the use of components (spell save DC12). Only creatures above the water are affected by this trait and it ends whenever Nessie ceases concentrating on it or emerges from the water.

Watery Teleport. Nessie may teleport (as the spell) from one part of a body of water to another part of the same body of water.

Actions

Multiattack. Nessie attacks twice: once with its bite and once with its tail slap.

Bite. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 18 (3d8 +5) piercing damage.

Tail Slap. Melee Weapon Attack: +8 to hit, reach 20ft., one target. Hit: 12 (2d6 +5) bludgeoning damage.

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Sasquatch

Large humanoid, neutral


  • Armor Class 12 (natural armor)
  • Hit Points 58 (7d10 + 20)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +8, Survival +3
  • Senses Darkvision 60ft., passive Perception 15
  • Languages Common, Sasquatch
  • Challenge 3 (700 XP)

Keen Smell and Hearing. The sasquatch has advantage on Wisdom (Perception) checks that rely on smell and sound.

Forest Camouflage. The sasquatch has advantage on Dexterity (Stealth) checks made to hide in forest terrain.

Bigfoot. The sasquatch has advantage on Wisdom (Survival) checks when tracking a creature in its territory and other creatures roll at disadvantage when tracking it, unless it wishes for its tracks to be followed.

Actions

Multiattack. The sasquatch makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 +4) bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 25/50ft., one target. Hit: 8 (1d8 +4) bludgeoning damage. If the target is a creature, it must succeed a DC15 Strength saving throw or be knocked prone.


Unicorn

Large celestial, lawful good


  • Armor Class 12
  • Hit Points 67(9d10+18)
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Paralyzed, Poisoned
  • Senses Darkvision 60Ft., passive Perception 13
  • Languages Celestial, Elvish, Sylvan, Telepathy 60ft
  • Challenge 5 (1,800 XP)


Unicorn (Continued)

Charge. If the unicorn moves at least 20ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 +2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it cann see within 5ft of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

Unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Unicorn regains spent legendary actions at the start of their turn.

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 +2) hit points.

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Circuit Puzzle

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