Starcraft, Terran Units


Marine

Medium Humanoid, Chaotic Nuetral


  • Armor Class 15
  • Hit Points 12(2d8 + 3 for each Challenge rating past the set rating of this one)
  • Speed 30ft.

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

  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1/2 (100xp)

Oppurtunity. Has the possibility to be wearing a power suit.

Fighting Style. The Marine is able to choose 1 fighting style from the Starcraft Marine Class.

Actions

C-14 Rifle Mk. I. Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 6 (3d6 +3) Piercing damage.

Combat Knife Melee Weapon Attack +4 to hit, reach 5ft, one target 4 (1d6 + 2) Slashing damage.


Elite Marine

Medium Humanoid, Nuetral


  • Armor Class 16
  • Hit Points 20(2d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 13 (+1) 13 (+1) 14 (+2)

  • Condition Immunities None
  • Senses passive Perception 14
  • Languages Common
  • Challenge 2 (450XP)

Oppurtunity. Has the possibility to be wearing a power suit. They also typically are wearing power suits whenever on the job.

Fighting Style. The Marine is able to choose 2 fighting styles from the Starcraft Marine Class.

Actions

Multi-Attack. Elite Marines can make 2 seperate attacks, Twice with their rifle (or pistol), or once with their rifle/pistol and once with a melee weapon

C-14 Rifle Mk. I. Ranged Weapon Attack: +6 to hit, reach 80ft/240ft, one target 6 (3d6 +4) Piercing damage.

Combat Knife Melee Weapon Attack +5 to hit, reach 5ft, one target 4 (1d6 + 3) Slashing damage.


Marauder

Medium Humanoid, Chaotic Good


  • Armor Class 17
  • Hit Points 20(2d12 + 4 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 12 (+1) 10 (+0) 11 (+0)

  • Condition Immunities None
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Heavy Armor Specialist Whenever a Marauder takes damage, they are able to use their reaction to reduce this damage 3 times the challenge rating of this creature. This has 2 uses, and regains uses after 5 rounds have gone by.

Concussive Hits Whenever a Marauder deals damage, it reduces the speed of whatever it hits by 5 ft, to a maximum of 20ft. It also deals a bonus 1d6 damage added onto whatever it is attacking with.

Actions

Chainaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (3d8 + 3) Has Versatile, turns into 4d8

Two Handed Grenade Launcher. Ranged Weapon Attack: reach 60/180 range, reload (2 shots), uses any grenade. They also have, 2 standard grenades, 2 impact grenades, 2 plasma grenades, 2 stun grenades, 2 smoke grenades


Elite Marauder

Medium Humanoid, Good


  • Armor Class 18
  • Hit Points 30(3d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 12 (+1) 11 (+0) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450xp)

Oppurtunity. Has the possibility to be wearing a power suit. They also typically are wearing power suits whenever on the job.

Heavy Armor Specialist Whenever a Marauder takes damage, they are able to use their reaction to reduce this damage 3 times the challenge rating of this creature. This has 4 uses, and regains uses after 5 rounds have gone by.

Concussive Hits Whenever a Marauder deals damage, it reduces the speed of whatever it hits by 5 ft, to a maximum of 20ft. It also deals a bonus 1d6 damage added onto whatever it is attacking with.

Actions

Chainaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (3d8 + 4) Has Versatile, turns into 4d8

Two Handed Grenade Launcher. Ranged Weapon Attack: reach 60/180 range, reload (2 shots), uses any grenade. They also have, 2 standard grenades, 2 impact grenades, 2 plasma grenades, 2 stun grenades, 2 smoke grenades


Medic

Medium Humanoid, Nuetral


  • Armor Class 14
  • Hit Points 10(1d8 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 16
  • Languages Common
  • Challenge 1/2 (100XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Regeneration. The Medic is able to self heal themselves 1 hp every turn passively from their medical expertise.

Actions

Attenuated laser attachment. Ranged Weapon Attack: reach 20ft., one target. Heal 2 (1d4 + 5)

Combat Knife Melee Weapon Attack +2 to hit, reach 5ft, one target 4 (1d6 + 0) Slashing damage.


Elite Medic

Medium Humanoid, Nuetral Good


  • Armor Class 15
  • Hit Points 16(2d8 + 4 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 18 (+4) 15 (+2) 15 (+2)

  • Condition Immunities None
  • Senses passive Perception 17
  • Languages Common
  • Challenge 2 (450XP)

Oppurtunity. Has the possibility to be wearing a power suit. They are also typically are wearing power suits whenever on the job.

Regeneration. The Medic is able to self heal themselves 2 hp every turn passively from their medical expertise.

Actions

Attenuated laser attachment. Ranged Weapon Attack: reach 20ft., one target. Heal 10 (4d4 + 6)

Combat Knife Melee Weapon Attack +2 to hit, reach 5ft, one target 4 (1d6 + 1) Slashing damage.

Icer Pistol Ranged Weapon Attack +3 to hit, range 60/180, Light, Reload (20 shots), Special, uses plasma one target 7 (3d6 + 1) Cold damage. If target is brought below or to 0, they freeze instead of dying. Must be defrosted in a special means.


Fire-Bat

Medium Humanoid, Chaotic Nuetral


  • Armor Class 15
  • Hit Points 20(2d12 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+1) 10 (+0) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Flame On. Able to set the surrounding area on fire centering themselves. This affets a 10ft radius, and any creature must make a dex saving throw of 13, on fail they take 2d6 fire damage or half as much on save

Actions

Hellfire Shotgun. Ranged Weapon Attack: +5 to hit, Ammunition (range 35/60), reload (10 shots), two-handed, special 11 (2d6 piercing and 2d6 + 4) Fire damage

C-140 Flamethrower. Ranged Weapon Attack: +5 to hit, range 120/220, heavy, reload (5 shots), two-handed, special, uses Plasma 11 (4d6 + 4) Fire damage + whatever the flamethrower can do.


Elite Fire-Bat

Medium Humanoid, Chaotic Good


  • Armor Class 16
  • Hit Points 30(3d12 + 4 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 12 (+2) 11 (+0) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Common
  • Challenge 3 (700XP)

Oppurtunity. Has the possibility to be wearing a power suit. They typically are wearing power suits.

Flame On. Able to set the surrounding area on fire centering themselves. This affets a 20ft radius, and any creature must make a dex saving throw of 15, on fail they take 4d6 fire damage or half as much on save

Actions

Hellfire Shotgun. Ranged Weapon Attack: +6 to hit, Ammunition (range 35/60), reload (10 shots), two-handed, special 12 (2d6 piercing and 2d6 + 6) Fire damage

Hellfire thrower. Ranged Weapon Attack: +6 to hit, range 40/90, heavy, reload (3 shots), two-handed, special, uses Plasma 18 (6d6 + 6) Fire damage + whatever the flamethrower can do.


Ghost

Medium Humanoid, Nuetral


  • Armor Class 16
  • Hit Points 10(1d8 + 2 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 14 (+2) 12 (+1) 12 (+1)

  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common
  • Challenge 2 (450XP)

Oppurtunity. Will always wear a power suit. They die when there suits are gone to protect intel and will always recover what they can if need be.

Sneak Attack Whenever the ghost has adv. on an attack they deal a bonus 2d6 damage of whatever damage that they deal.

Cloaking System The ghost can turn invisible (greater invisibility) for 1 minute and regains use after 1 minute.

Actions

C-10 Rifle Mk. I-V . Ranged Weapon Attack: +5 to hit, Intricate, range 140/480, heavy, two-handed, short burst (3), reload (15 shots) 9 (3d8 + 3) piercing damage, plus whatever the C-10 Rifle ability can do.

Shock Blade. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (2d8 + 5)


Spec ops Ghost

Medium Humanoid, Nuetral


  • Armor Class 17
  • Hit Points 20(2d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 11 (+0) 16 (+3) 13 (+1) 13 (+1)

  • Condition Immunities None
  • Senses passive Perception 14
  • Languages Common
  • Challenge 3 (700XP)

Oppurtunity. Same as a Ghost, but has the option for more powerful suits.

Sneak Attack Whenever the ghost has adv. on an attack they deal a bonus 4d6 damage of whatever damage that they deal.

Cloaking System The ghost can turn invisible (greater invisibility) for 2 minute and regains use after 1 minute.

Actions

C-10 Rifle Mk. I-V . Ranged Weapon Attack: +6 to hit, Intricate, range 140/480, heavy, two-handed, short burst (3), reload (15 shots) 9 (3d8 + 4) piercing damage, plus whatever the C-10 Rifle ability can do.

Shock Blade. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d8 + 6)


SCV

Medium construct, Nuetral


  • Armor Class 10
  • Hit Points 6(1d4 + 2 for each challenge rating past the set rating of this one)
  • Speed 25ft.

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

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 1/4 (50XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Gathering. The SCV can gather twice the amount of resources.

Actions

Shock. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4 + 1)


Reaper

Medium Humanoid, Chaotic Nuetral


  • Armor Class 12
  • Hit Points 8(1d6 + 2 for each challenge rating past the set rating of this one)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 12 (+1) 13 (+1) 15 (+2)

  • Condition Immunities None
  • Senses passive Perception 14
  • Languages Common
  • Challenge 1 (200XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Jet pack. Has a integrated jetpack in the back of the suit for the reaper. Due to this they are able to overcome most high obstacles. This can also be used for hovering and slowing a fall rate for 5ft at a time. The hovering can be 10ft high at a time and lasts for 2 minutes. Afterwhich the reaper slowly comes down. If the jetpack takes 5 points of damage it explodes for 3d8 damage.

Actions

Multi-Attack The reaper is able to make two attacks with their pistols.

M6 Magnum Sidearm. Ranged Weapon Attack: +6 to hit, range 60/150, reload (12 shots) 8 (2d6 + 4) Piercing damage, plus whatever the M6 Magnum Sidearm can do.


Hellion

Large Construct, Nuetral


  • Armor Class 14
  • Hit Points 20(2d12 + 4 for each challenge rating past the set rating of this one)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 2 (450XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellion can transform into a hellbat. This process takes 1 full turn.

Actions

Flaming Torch. Ranged Weapon Attack: +5 to hit, 5ft by 15ft line, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Hellbat

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 30(3d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 3 (700xp)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellbat can transform into a hellion. This process take 1 full turn.

Damge Reduction. The hellbat takes reduced damage. Whenever they are dealt damage from any source they reduce that souce of damage by 2. If it reduces the damage to 0, they take a minimum of 1 damage.

Actions

Flaming Cone. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Hellion destructor

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 40(3d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 39ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellion destructor can transform into a hellbat. This process takes 1 full turn.

Actions

Flaming Torch. Ranged Weapon Attack: +5 to hit, 5ft by 15ft line, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Hellbat Ranger

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 50(4d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellbat Ranger can transform into a hellion. This process take 1 full turn.

Damge Reduction. The hellbat Ranger takes reduced damage. Whenever they are dealt damage from any source they reduce that souce of damage by 2. If it reduces the damage to 0, they take a minimum of 1 damage.

Rocketeering Jump The Hellbat Ranger is able to jump on their target and stun them for a duration. The target must make a Con. Save of 8 + Con. Modifier + Challenge rating or be stunned for 1 turn.

Actions

Flaming Cone. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Goliath

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 3 (700XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Ordinance. Whenever this construct deals damage to a target, it reduces their AC by 1 to a maximum of 2.

Actions

Auto-Cannon. Ranged Weapon Attack: +5 to hit, Range 50/100ft, one target, hit; 9 (3d8 + 3) piercing damage.


Strike Goliath

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 40(4d10 + 4 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Ordinance. Whenever this construct deals damage to a target, it reduces their AC by 1 to a maximum of 3.

Actions

Multi-Attack The Strike Goliath can make 2 attacks, twice with either or actions below or once with each.

Auto-Cannon. Ranged Weapon Attack: +6 to hit, Range 60/120ft, one target, hit; 12 (4d8 + 4) piercing damage.

Scatter Missiles Ranged Weapon Attack: Up to 60ft away, in a 20ft radius, creatures must make a Saving throw of 8 + Constitution + challenge rating and take 4d10 thunder damage or half as much on save.


Cyclone

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 40(4d10 + 2 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 3 (700XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Lock On. The creature is able to lock on to a creature, the creature must make a Dex saving throw of 8 + Con. + Challenge rating every turn or take 1d12 piercing damage.

Actions

Missilee. Ranged Weapon Attack: +5 to hit, 60ft range, 15 (2d12 + 3) piercing damage


Siege Tank

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 30(3d10 + 2 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Twin Cannon. Ranged Weapon Attack: +6 to hit, 45ft range, 22 (3d12 + 4) piercing damage

Sieged Shot. Ranged Weapon Attack: up to 90ft away, all creatures within a 30ft radius must make a Dex. Saving throw of 8 + Con. + Challenge rating or take 26 (4d12 + 4) Plasma damage.


Banshee

Large Construct, Nuetral


  • Armor Class 14
  • Hit Points 20(2d8 + 4 for each challenge rating past the set rating of this one)
  • Speed 45ft Flying.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 3 (700XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Banshee has adv. on an attack they deal a bonus 2d6 damage of whatever damage that they deal.

Cloaking System The Banshee can turn invisible (greater invisibility) for 1 minute and regains use after 1 minute.

Actions

Rocketeer. Ranged Weapon Attack: +6 to hit, 60ft range, shoots quad rockets at a target dealing 28 (4d12 + 4) plasma damage


Covert Banshee

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 25(3d8 + 5 for each challenge rating past the set rating of this one)
  • Speed 50ft fly.

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

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Banshee has adv. on an attack they deal a bonus 4d6 damage of whatever damage that they deal.

Cloaking System The Banshee can turn invisible (greater invisibility) for 2 minute and regains use after 1 minute.

Actions

Rocketeer. Ranged Weapon Attack: +7 to hit, 60ft range, shoots quad rockets at a target dealing 41 (6d12 + 5) plasma damage


Wraith

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 20(2d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 50ft fly.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 13 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Wraith has adv. on an attack they deal a bonus 2d6 damage of whatever damage that they deal.

Cloaking System The Wraith can turn invisible (greater invisibility) for 1 minute and regains use after 1 minute.

Continued Fire The Wraith gains an additional attack if it attacked its previous turn.

Actions

Laser. Ranged Weapon Attack: +7 to hit, 80ft range, one target; 35 (5d12 + 5) Plasma damage.


Spec ops Wraith

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 4 for each challenge rating past the set rating of this one)
  • Speed 55ft fly.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 15 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Wraith has adv. on an attack they deal a bonus 4d6 damage of whatever damage that they deal.

Cloaking System The Wraith can turn invisible (greater invisibility) for 2 minute and regains use after 1 minute.

Continued Fire The Wraith gains an additional attack if it attacked its previous turn. This will continue to stack until the target is dead

Actions

Triple Laser. Ranged Weapon Attack: +8 to hit, 90ft range, one target; 54 (8d12 + 6) Plasma damage.


Viking

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 30(3d10 + 2 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 4 (1,100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The construct can take a turn to transform into a ground variant of itself.

Actions

Missile Ranged Weapon Attack +8 to attack, 90ft range, can only hit air while in the air form. 30 (3d20 + 6) plasma damage

Auto-Cannon. Ranged Weapon Attack: +8 to hit, Range 50/100ft, one target, hit; 14 (4d8 + 6) piercing damage. Can only be used in the ground variant.


Destructor Viking

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 40(4d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 17 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The construct can take a turn to transform into a ground variant of itself.

Actions

Missile Ranged Weapon Attack +9 to attack, 90ft range, can only hit air while in the air form. 50 (5d20 + 7) plasma damage

Auto-Cannon. Ranged Weapon Attack: +9 to hit, Range 50/100ft, one target, hit; 18 (6d8 + 7) piercing damage. Can only be used in the ground variant.


Heavy Siege Tank

Large Construct, Nuetral


  • Armor Class 19
  • Hit Points 40(4d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 35ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 15 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Twin Cannon. Ranged Weapon Attack: +8 to hit, 45ft range, 30 (4d12 + 6) piercing damage

Sieged Shot. Ranged Weapon Attack: up to 90ft away, all creatures within a 30ft radius must make a Dex. Saving throw of 8 + Con. + Challenge rating or take 42 (6d12 + 6) Plasma damage.


Liberator

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft fly.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Cluster Missile Ranged Weapon Attack** +6 to hit; 60ft range, 28 (4d12 + 4) piercing damage.

Situated Laser. Ranged Weapon Attack: +6 to hit, 20ft radius where it is sieged, deals 44 (10d8 + 4) plasma damage. This can only be used in sieged mode


Raid Liberator

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 40(4d10 + 4 for each challenge rating past the set rating of this one)
  • Speed 35ft fly.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 6 (2,300XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Cluster Missile Ranged Weapon Attack** +7 to hit; 60ft range, 40 (6d12 + 4) piercing damage.

Situated Laser. Ranged Weapon Attack: +7 to hit, 20ft radius where it is sieged, deals 60 (14d8 + 4) plasma damage. This can only be used in sieged mode


Thor

Huge Construct, Nuetral


  • Armor Class 19
  • Hit Points 60(5d12 + 3 for each challenge rating past the set rating of this one)
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 10 (5,900XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Heavy Payload The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Heavy Shot. Ranged Weapon Attack: +8 to hit, 60ft range one target 40 (4d20 + 6) plasma damage

Heavy Payload. Ranged Weapon Attack: +8 to hit, 80ft range, one target 80 (8d20 + 6) plasma damage, after attacking twice with the Heavy Payload it must reload which takes 2 full turns before it can shoot again.


Odin

Gargantuan Construct, Nuetral


  • Armor Class 20
  • Hit Points 80(8d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 22 (+6) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 15 (13,000XP)

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Heavy Payload The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Heavy Shot. Ranged Weapon Attack: +8 to hit, 60ft range one target 88 (8d20 + 8) plasma damage

Heavy Payload. Ranged Weapon Attack: +8 to hit, 80ft range, one target 120 (12d20 + 8) plasma damage, after attacking twice with the Heavy Payload it must reload which takes 2 full turns before it can shoot again. the Constructs laser is Nuclear Launch Detected call down nuclear winter in january. Santa isn't coming this time the construct. the construct is able to pinpoint a location up to 120ft away and must hold the Constructs laser for 5 rotations if in combat if not 30 minutes. If the Construct is able to successfully do so, you are able to nuke a area with a blast radius of 110ft radius of the point you selected dealing 20d20 of fire damage, 20d20 of acid damage, 10d10 of lightning, and 20d20 of thunder damages. While this is being used, the construct is able to move and use actions to do other things.


BattleCruiser

Gargantuan Construct, Nuetral


  • Armor Class 19
  • Hit Points 60(6d20 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft fly.

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 24 (+7) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 12 (8,400XP)

Teleportation. This Construct is able to start a teleportation process and teleport itself up to 1,000ft away. The construct takes 2 full turns before its able to teleport. This ship is able to use this again after 2 hours.

Yamato Cannon. As an action, the ship is able to charge a shot for 1 turn and release it at an enemy up to 120ft away with a +10 to hit for 68 (6d20 + 8) plasma damage.

Actions

Laser Assault. Ranged Weapon Attack: +10 to hit, reach 50ft., 3 targets. Hit 30 (3d20 + 8)


Hyperion

Gargantuan Construct, Nuetral


  • Armor Class 20
  • Hit Points 120(12d20 + 5 for each challenge rating past the set rating of this one)
  • Speed 35ft fly.

STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 28 (+9) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 20 (25,000xp)

Manned. This construct must be manned by atleast a minimum 20 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Teleportation. This Construct is able to start a teleportation process and teleport itself up to 1,000ft away. The construct takes 2 full turns before its able to teleport. This ship is able to use this again after 2 hours.

Yamato Cannon. As an action, the ship is able to charge a shot for 1 turn and release it at an enemy up to 120ft away with a +12 to hit for 108 (10d20 + 8) plasma damage.

Actions

Laser Assault. Ranged Weapon Attack: +12 to hit, reach 50ft., 6 targets. Hit 40 (4d20 + 10)

Nuclear Launch Detected call down nuclear winter in january. Santa isn't coming this time the construct. the construct is able to pinpoint a location up to 120ft away and must hold the Constructs laser for 5 rotations if in combat if not 30 minutes. If the Construct is able to successfully do so, you are able to nuke a area with a blast radius of 110ft radius of the point you selected dealing 20d20 of fire damage, 20d20 of acid damage, 10d10 of lightning, and 20d20 of thunder damages. While this is being used, the construct is able to move and use actions to do other things.


Rebel

Medium Humanoid, Lawful Evil


  • Armor Class 13
  • Hit Points 12(1d12 + 2 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) 12 (+1) 12 (+1) 14 (+2)

  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1 (200XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Fighting Style. The Rebel is able to choose 1 fighting style from the Starcraft Marine Class.

Actions

C-14 Rifle Mk. I. Ranged Weapon Attack: +4 to hit, reach 80ft/240ft, one target 6 (3d6 +2) Piercing damage.

Combat Knife Melee Weapon Attack +5 to hit, reach 5ft, one target 4 (1d6 + 2) Slashing damage.


Civillian

Medium Humanoid, lawful Good


  • Armor Class 11
  • Hit Points 10(1d10 + 0 for each challenge rating past the set rating of this one)
  • Speed 30ft.

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

  • Condition Immunities None
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/4 (50XP)

Oppurtunity. Has the possibility to be wearing a power suit.


Vigilante

Medium Humanoid, lawful Good


  • Armor Class 15
  • Hit Points 12(1d12 + 3 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 12 (+1) 15 (+2) 12 (+1) 16 (+3)

  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1 (200XP)

Oppurtunity. Has the possibility to be wearing a power suit.

Fighting Style. The Vigilante is able to choose 1 fighting style from the Starcraft Marine Class.

Actions

C-14 Rifle Mk. I. Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 6 (3d6 +3) Piercing damage.

Combat Knife Melee Weapon Attack +6 to hit, reach 5ft, one target 4 (1d6 + 4) Slashing damage.


Vulture

Medium Construct, Nuetral


  • Armor Class 13
  • Hit Points 7(1d12 + 1 for each challenge rating past the set rating of this one)
  • Speed 60ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 1/2 (100XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Actions

Fragmentation Grenade Launcher. Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 6 (1d6 +3) Piercing damage and 1d6 fire damage


A.R.E.S.

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 35(5d12 + 5 for each challenge rating past the set rating of this one)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Challenge 5 (1,800XP)

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Actions

120 mm cannon. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 14 (3d6 +5) Piercing damage

T82 Missile Pod. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target that is more then 30ft away, 23 (6d6 +5) Plasma damage

Napalm Burninator. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 4d6 fire damage, half as much on save.