Prototypings and Modifications

“Why do the imps look like Ben Stiller?”

The Basics

Prototyping occurs when a player must throw something into their sprite during the entry process. Among other things, the things thrown into their sprites affect how the underlings behave and act.

Prototyping encompasses a wide variety:

  • Affinities, same as those of psionic powers, represent certain powers monsters might have as a result of their prototypings.
  • Abilities, which are either new actions a monster can perform, or a modification of some action they can already perform.
  • Traits, which changes something fundamental about the creature.

We don’t have an official recommendation for how many prototyping effects you should have on your underlings. Instead, start with one or two, then work your way up until you feel comfortable with the underlings. That said, you can always throw in more or less if your players prototyped anything particularly benign or dangerous.

And you should always feel free to make up effects of your own.

Archetype

You might solidify a given monster’s role in a strife by giving it an archetype.

  • Berserker: This creature has advantage on all attacks and checks, has +2 crit range, and can Expose itself as a free action to gain advantage on all attacks and checks for 1 round.
  • Duelist: This creature has +1 mod to damage against targets within 15 feet, and +1 damage mod on melee attacks made before moving that turn.
  • Ironside: This creature has +20% maximum HP and Aegis (mod).
  • Cavalreaper: This creature has the wing anatomy, a fly speed equal to its base speed, and +10% maximum HP.
  • Spitfire: This creature chooses one attack without Cooldown; it has Cooldown (2) and +2 mods to damage.
  • Destroyer: This creature’s damaging attacks leave a non-stacking DoT (mod, 5 rounds) on their targets.
  • Artillerist: This creature’s ranged attacks have +30 ft. range, and can Stick itself as a free action to add +1 mod to damage for 1 round.
  • Assistance: This creature can Help at 50 ft. range and can do it as a minor action, and can use a minor action to grant an ally within 50 feet a minor action on their next turn.
  • Grabber: This creature has a tentacle anatomy, Grappling with that tentacle has 30 ft. range, and can Grapple a target after landing a melee attack on them.
  • Wrecking Ball: This creature, when Dashing, deals half their base damage to any targets they move through or adjacent targets when it ends its turn.
  • Warden: This creature’s damaging melee attacks inflict Cripple (10, 1 round), and Avert applies to both itself and all allies.
  • Tactician: This creature’s Aim also Fades and Sunders for the same magnitude, Avert instead inflicts Setback for the same magnitude, and Assail also adds Daze (1 round) to the attack.

Abilities

These either modify a move from the Primer that monsters have, or give them a new one entirely.

  • Team Player: Whenever this creature Aims, Averts, or Assails, it also affects all allies.
  • Precision: Whenever this creature Aims, grant advantage instead of a d3 Aim die, or upgrade the d3 to a d6.
  • Shield: Whenever this creature Averts, impose disadvantage instead of a d3 Block die, or upgrade the d3 to a d6.
  • Clarity: Whenever this creature Assails, give +2 crit range too.
  • Impact: Whenever this creature Dashes, it automatically deals half their base damage to all adjacent targets at the end of its turn.
  • Blur: Whenever this creature Dashes, it counts as being in three-quarters cover for 1 round.
  • Recovery: Whenever this creature Defends, it heals for 12.5% of its hit points.
  • Defensive Field: Whenever this creature Defends, it also gains +4 AC/resistances for the duration.
  • Grasp: Whenever this creature Grapples, it has a range of 30 feet. It can use another stat of its choice, and it can swap out Athletics/Acrobatics for at least two other skills of the SM’s choice.
  • Regeneration: Whenever this creature uses a major or minor action, it heals for HP equal to its damage mod.
  • Stabilized: If this creature didn’t move on its last turn, when it Aims, Averts, or Assails, it can do any two with one minor action.
  • Elemental Breath: Major action, psionic or weapon attack, 30 ft. cone, all targets, targets AC or a resistance, deals damage (-1 mod).
  • Elemental Blast: Major action, psionic or weapon attack, 60 ft. range, all targets within 10 ft. radius, targets AC or a resistance, deals damage (-1 mod).
  • Elemental Bolt: Major action, psionic or weapon attack, 60 ft. range, single-target, targets AC or a resistance, deals damage (base).
  • Elemental Barrage: Major action, psionic or weapon attack, 60 ft. range, single-target, targets AC or a resistance, deals damage (-2 mods), multiattack (3).
  • Create Sphere: Major action, psionic or martial ability, 60 ft. range, create a 30 ft. sphere centered somewhere within range that lasts 1 minute. Only one sphere can exist at a time. Choose one effect:
    • Creatures who enter or start their turn in the sphere take damage equal to the caster’s damage mod.
    • Creatures are one of the following while inside the sphere: Broken, Clipped, Disrupted, Exposed, Impaired.
    • The sphere forces everyone to make a skill check of the SM’s choosing or fall Prone, then dissipates.
    • Allies have one of the following bonuses: d3 Aim die, d3 Block die, Aegis (damage mod).
    • Allies count the sphere as half cover, all other creatures count it as difficult terrain.
  • Haste: Free action, psionic or martial ability, the caster gains a minor action and half their base speed for 1 round. Recharge (3).
  • Rider Effect: After landing a psionic or weapon attack, choose an effect to inflict:
    • As a free action, once per attack:
      • Daze (1 round)
      • Cripple (half, 1 round)
      • +1 damage mod to damage done, if any
      • Heal for HP equal to damage mod
    • As a minor action:
      • Rupture (damage mod)
      • Sunder (2)
      • Fade (2)
      • Break, Clip, Disrupt, Weaken (1 round)
  • Displacement: Major action, psionic or weapon attack, 60 ft. range, single-target, targets a resistance, the target is moved 30 feet. If used on self or a willing ally, skip the attack roll.
  • Minor Bonus: After using Aim, Avert, or Assail, choose a secondary effect:
    • Grant Aegis (damage mod) for 1 round.
    • Add +2 to the bonus die, or +1 damage mod to the damage bonus.
    • Grant temporary HP equal to the caster’s base damage.
    • Displace the target 10 feet.
  • Major Bonus: After using Grapple, Dash, or Defend, choose a secondary effect:
    • Heal self for HP equal to the caster’s base damage.
    • Remove one condition of the caster’s choice, of duration 2 minutes or less.
    • Become Invisible for 1 round.
    • Heal all allies within a 30 foot radius for HP equal to the caster’s damage mod.
    • Displace self 10 feet.
  • Deluge: Reaction, when this creature misses an attack, it forces it to deal half damage anyway.
  • Unique Grapple: When this creature starts/maintains Grapple, it has a range of X feet and uses some other stat than STR.
  • Blood and Valor: Reaction, this creature chooses one negative condition on itself and reduces its duration by 1 round.

Affinities

You might grant a monster an affinity akin to players’ affinities from their psionic powers.

  • Psi Sense: This creature has a sixth sense attuned to psionic emanations.
  • Druidic Lore: This creature has the ability to sense, commune, and otherwise deal with animals.
  • Sightjacker: This creature has an ability to perceive through the senses of other, nearby underlings.
  • Magnetoreception: This creature has a sixth sense for landscapes and natural environments, similar to animals’ magnetoreception.
  • Ice Control: This creature has the ability to create and reshape ice.
  • Suneater: This creature has a psionic ability to sap and destroy heat.
  • Telepathy: This creature has a psionic ability to telepathically commune with others.
  • Battery: This creature has the ability to channel and create electrical power.
  • Lightning Rod: This creature has the ability to sap and destroy electrical power.
  • Sympathy: This creature has the ability to project false emotions, masking their actual feelings to anyone who does not both have reason to suspect them and the ability to psionically discern them.
  • Temper: This creature has a psionic ability to channel psionic energy into their weapons or tools.
  • Sight: This creature’s senses are enhanced.
  • Illusionist: This creature has a psionic ability to create illusionary images and sounds.
  • Hot Touch: This creature has a psionic ability to start, fuel, and stop fires.
  • Torch: This creature has the ability to create and manipulate small, solid lights that exude visible light.
  • Ash Cloud: This creature has the ability to create, multiply, and manipulate smoke and ash.
  • Diagnosis: This creature has a sixth sense attuned to biological anatomy.
  • Lift: This creature has a psionic ability to lift things with the power of their mind.
  • Augur: This creature has a sixth sense attuned to ghosts and the undeathly supernatural.
  • Water Control: This creature has a psionic ability to control the flow of water and manipulate it against the pull of gravity.
  • Cornucopia: This creature has a psionic ability to create food, water, and other edibles.
  • Cimmerian: This creature has the psionic ability to distort, destroy, and preclude sound.
  • Bloom: This creature has the psionic ability to create and nurture small life, like plants and rodents.
  • Extirpate: This creature has the psionic ability to rot and kill small life, like plants and rodents.
  • Landwalk: This creature has the ability to camouflage into the terrain as they move, leaving no trace of their passing.
  • Stoneworker: This creature has the ability to manipulate stone, metal, or some similar mineral, ore, etc.
  • Dreamer: This creature has the psionic ability to create an immaterial projection of themselves that can leave their physical body.
  • Technophile: This creature has a sixth sense attuned to technology.
  • Technopathy: This creature has the psionic ability to manipulate technology.
  • Umbran: This creature has the psionic ability to manipulate light and shadow.

Traits

These are traits a given monster might have. Many of them are traits monsters already possess elsewhere in the system.

  • Aquatic: This creature has a swim speed equal to its base speed, and can breathe, sense, and otherwise act underwater without impediment.
  • Flyer: This creature has a fly speed equal to its base speed. At SM’s discretion, it can have wings.
  • Digger: This creature has a burrow speed equal to its base speed. It uses a minor action to burrow or unburrow.
  • Spider: This creature has a climb speed equal to its base speed, and can navigate vertical or upside down surfaces without impediment.
  • Blinkstep: This creature teleports in place of physically moving.
  • Miststep: This creature turns into an intangible gas when moving, able to move through other creatures, squeeze through tight spaces, and such.
  • Graceful: This creature ignores all difficult terrain.
  • Echolocation: This creature perceives the world through sound, without the use of eyes or other ocular organs. However, being Deafened also Dazes this creature.
  • Darkvision: This creature can see in dim light and darkness as if it were bright light.
  • Extrasensory: This creature senses the world differently. Choose one: heat signatures, thoughts, emotions, psionic signatures. They can automatically detect such things within 100 feet or twice its longest ranged attack/ability.
  • Ambush Predator: This creature has advantage to hit during a surprise round.
  • Pack Tactics: This creature has advantage to hit if an ally is adjacent to the target or to it.
  • Withstand: The first time this creature would be reduced to 0 hit points, they are reduced to 1 hit point instead.
  • Agile: This creature may fly, but must end each of its turns on the ground.
  • Slippery: This creature has advantage to resist or escape grapple checks.
  • Last Gasp: When killed, this creature may take one last major action.
  • Feeding Frenzy: +1 mod to damage dealt against targets that are Crippled, Grappled, or otherwise have their speed reduced.
  • Weapon: The creature gains a weapon with which it makes attacks. The weapon is a Tool (+2) and has 10% of the creature’s max HP. Weapon attacks made with the weapon have +1 damage mod, but weapon attacks have -1 damage mod instead (so -2 mods down from before) if the weapon is destroyed.
  • Focus: The creature gains a focus with which it makes attacks. The focus is a Tool (+2) and has 10% of the creature’s max HP. Psionic attacks made with the weapon have +1 damage mod, but psionic attacks have -1 damage mod instead (so -2 mods down from before) if the focus is destroyed.
  • Shield: The creature has some sort of ablative layer to it. The shield is a Tool (Secret: DC) (+2) and has 20% of the creature’s max HP. Attacks against the creature damage this shield before their HP, temp HP, etc, unless their attacker specifically aimed for this, which represents aiming to bypass the shield.
  • Other: Feel free to add other anatomy as given in the bestiary.
  • Rage of Aquarius: This creature is Empowered while it has any negative conditions on itself.
  • Quickening: This creature has a second minor action per turn. This second minor is lost if it starts the turn with any negative conditions.
  • High Quickening: This creature has a second minor action per turn and a second reaction per round. These second actions are lost if it starts the turn with any negative conditions.
  • Bloodied Focus: When this creature is at half HP or less, it ignores all maluses and disadvantage to attack rolls and skill checks.

Modifying Monsters

If you’d like to workshop monsters of your own, you can use the Bestiary Workshop tab in the SM Session Sheet to make it. If you’d like to see how the numbers are broken down though, this is the right place.

A monster’s Tier determines its damage, HP, hit bonus, base defense, DC, and stat bonuses. It also determines their EXP and drops as well. Its damage, HP, and hit bonus are also different if the creature is a Horde, which works differently from a normal monster in two ways. Its damage output scales on its HP, and it is more vulnerable to area of effect abilities.

BaseSingleHorde
TierDCDefenseHPDamageHit BonusDamageHit Bonus
0101371510
11514152611
21514408731
320158015862
42015125259102
520162004010153

The monster’s damage, HP, and loot/EXP drops is then multiplied depending on its CR. Its CR is dependent on the template given to the creature.

The monsters’ damage and HP are multiplied:

  • Basic: Basics are CR 1. Damage, HP, and drops are unchanged.
  • Lancer: Lancers are CR 2. It has 1.5x damage, 2x HP, 3x drops
  • Glacier: Glaciers are CR 2. It has 1.25x damage, 2.5x HP, 3x drops
  • Specialist: Specialists are CR 2. It has 1.75x damage and HP, 3x drops.
  • Slayer: Slayers are CR 3. It has 2x damage, 3x HP, 6x drops.
  • Adversary: Adversaries are CR 4. It has 2.5x damage, 4x HP, 10x drops.

And Hordes too, though they have a separate damage progression from singles:

  • Horde: Hordes are CR 1. Damage, HP, and drops are unchanged.
  • Mob: Mobs are CR 2. It has 2.67x damage, 3x HP, 3x drops.
  • Swarm: Swarms are CR 3. It has 3.5x damage, 5.75x HP, 6x drops.
  • Legion: Legions are CR 4. It has 4x damage, 9x HP, 10x drops.

A creature’s damage mod is 40% of their base damage.

In general, the loot/EXP drop modifier remains the same. CR 1 is unchanged, CR 2 grants thrice the usual amount, CR 3 grants six times, and CR 4 grants ten times. This pattern can be extended to higher CRs, with fifteen for CR 5, twenty-one for CR 6, twenty-eight for CR 7, etc, though RPGStuck isn’t balanced to scale that high for CR.

The monster blocks as presented in the Bestiary also optionally have some of the following modifications:

  • Their HP is raised by 10% in exchange for -1 to AC/resistances (up to +30% max HP for -3 AC/resists), or lowered by 10% in exchange for +1 to AC/resistances (up to -30% max HP and +3 AC/resists).
  • Their damage is raised by 20% in exchange for -2 to hit, or lowered by 20% for +2 to hit.
  • They have Aegis (X), but reduce their max HP by X times their CR.
  • Certain T1 creatures have lower damage than they ought so they don’t paste low level players too easily.
  • Each of their resistances can be modified by up to 2 in either direction (Reflex for a T4 creature might be low as 13 or high as 17). There is no mechanical conceit for balance for this, and is primarily done by vibes.
  • They have +5 to initiative, or -5 to initiative. There is no mechanical conceit for balance for this, and is primarily done by vibes.

If creating an Adversary or Legion (boss blocks) for multiple players, give them 75% bonus HP per additional player (4 players would have 225% bonus HP, so a T5 Adversary would have 200 HP, then 4x HP for being an Adversary to 800 HP, then 225% bonus HP for 2600 HP total.)

Their damage remains constant, instead granting them the Rapid Action trait. Between two creatures’ turns, the boss may perform a major action or move action. Any direct damage dealt or distance moved by a rapid action is halved. They may do this once per round per extra player (4 players would see the boss do this thrice a round.)

Developer’s Note (2023-06-19): To be expanded with additional items as time goes on.

Challenges

A challenge refers to any special scripted action in a strife that comes in multiple forms.

The most common version is the Setpiece or the Sequence, wherein when an Adversary falls to half HP or less, the strife pauses and the player is called to make one or more skill check. These challenges incorporate some manner of fictional circumstance outside of a strife, such as a Denizen setting the world on fire, or the Black Queen using Red Miles. The skill check(s) represent the player’s response to the Adversary’s actions.

An example is provided below, assuming the Denizen to be the bearer of the challenge.

  • Cataclysmic Setpiece: The Denizen flexes their strength as the player’s final test by working a terrifying display of power that attempts to put the player down right then and there. The player must make a single skill check; any skill is allowed so long as the player can justify it, or come up with your own list of usable skills ahead of time. The consequences depend on the highest DC passed.

    • None: This means the player got a total of 9 or less, and they either decided not to reroll or the dice gods have sentenced the player to pain unending. The player takes [base damage + 3 mods] damage.
    • DC 10: The player doesn’t fare too well and takes the brunt of the damage, but shouldn’t one hit kill them. The player takes [base damage + 1 mod] damage.
    • DC 20: The player mitigates most of the Denizen’s power, taking relative scratch damage. The player takes [base damage - 1 mod] damage.
    • DC 30: The player proves themselves the Denizen’s equal, taking no damage whatsoever, then coming out renewed. The player takes no damage.
    • DC 40/Crit: At SM’s discretion, you can also grant the player advantage for the remainder of the phase/strife, refund AP, and/or other effects as desired, if they rolled a nat 20, rolled very, very high, or otherwise feel deserving of it.
  • The Quicktime Sequence: The Denizen mixes up the strife, requiring the player to make two to four checks in sequence, a list of usable skills given for each check. The player takes true damage equal to the Denizen’s damage mod per failed check, either all at the end or after each check as failed, whichever makes more sense in-universe. If all checks passed, the player takes advantage to attack rolls for the remainder of the phase/strife.

    • Skirmish: A clash of blades, a display of prowess, a test of your reflexes.
    • Enigma: A new unknown, a puzzle that must be solved, a complexity that portends danger if left unchecked.
    • Seal: A barrier, an obstacle that must be overcome, a force that prevents progress until resolved.
    • Desolation: A mental assault, a corrupting influence, resisting the mental flensing of one’s mind and emotions.
    • Agony: A physical agony, a pain or toxin or force, some incoming hurty thing that cannot be dodged, only endured.
    • Rhetoric: An argument, a decisive retort, taking talking is a free action to its natural conclusion.
    • Flight: A measured or messy retreat, a stealthy hunkering down, escaping approaching doom by any means.
    • Pursuit: A chase scene, a search for the hidden, take Flight but be on the other side.

It may be easier to think of the Quicktime Sequence as… exactly that, a mid-fight QTE you might see in a video game.

These are intended to be used for Adversaries, but there’s nothing stopping you from adding these to lesser CR enemies besides your judgment. Don’t use them too often, or at least make them simplistic if used as such. A single skill check at half HP to see if the player can execute the creature in some fashionably flashy quicktime event wouldn’t be amiss.

An alternate use for a Challenge is allowing mid-strife gambits. In this case, the player may initiate or continue a gambit at the start of each round, rolling once per round (or one exchange in the case of an opposed gambit).

An example is provided below, taken from Scenariostuck.

Challenge: The player may initiate a strife gambit or continue one at the start of each round, rolling once per round. This gambit is to either discern Minecraft Steve’s fighting style using Investigation or Insight or some appropriate skill check, or wear down his will to fight with Insight or some Charisma check of choice. Players can perform multiple gambits over the course of the strife.

  • Fighting Style: A gambit to discern his fighting style decreases his defenses by 4 on a success, or less on a partial. If failed, he raises his defenses by 2 as he wisens up.
  • Break Will: A gambit to wear down his will forces a d6 Block die on all his rolls, or d3s on a partial. If failed, he gains a d3 Aim die on all his rolls as his resolve strengthens.

Adversary Traits

These are traits you might add onto an Adversary to make them even tougher. At your discretion, add them to non-adversaries too.

  • Rising Danger: Some combatants cannot be fought in a battle of attrition. Whenever this creature misses an attack roll, it gains a stacking +2 bonus (to +6) until it lands an attack roll. Whenever this creature lands a non-crit attack roll, it gains a stacking +2 crit (to +6) until it lands an attack roll. Whenever this creature lands a critical hit, it imposes a stack of the condition Rising Danger; a creature with three stacks of Rising Danger is reduced to 0 hit points.
  • Improved Grievous Wounds: This creature inflicts Grievous Wounds with certain attacks. This is a unique condition; when it reaches two stacks, it resets and the target takes 2*Level true damage. Lasts until a short rest.
  • Blood Moon: If Grievous Wounds reaches max stacks and resets, dealing damage to the player (or other target), this creature has +1 damage mod on all attacks.
  • Legendary Attacker: Whenever this creature would attack at advantage, they instead make two attacks without it. If they would make it at double advantage, they instead make three attacks without it.
  • Companion: This creature is accompanied by a companion that occupies the same square. It has a single minor action on each of the creature’s turns with which it may Aim, Avert, Assail, Distract, or Discern for them. It shares the same AC/resistances and has no HP, but is Incapacitated (2 rounds) if hit.
  • Paradox Possibility: Once per round, this creature takes advantage on a d20 roll.

Adversary Workshop

Certain adversaries, such as the Denizen, are too modular to easily fit on the adversary tab on the Bestiary or the SM Sheet. They are provided here

Denizen

End of the Road, Huge Biological ??? Adversary
Core: As stat block
Stats: As stat block
Defenses: As stat block
Anatomy: As stat block
Traits:

  • Generated Providence: When creating a Denizen, assign them one option from Providence A and two options from B.
  • Grievous Wounds: This creature inflicts Grievous Wounds with certain attacks. This is a unique condition; when it reaches three stacks, it resets and the target takes 2*Level true damage. Lasts until a short rest.
  • Supporting Traits of Paradox Space: The Denizen may have a wide variety of traits depending on its chosen abilities. The most common ones are listed here if necessary.
    • Charge Conduction: This creature accumulates Charge with certain actions. This is a unique resource that is expended by the creature to perform certain abilities.
    • Order System: This creature grants Order with certain actions. This is a unique resource that is shared by the creature and all their allies, and is expended to perform certain abilities.
    • Companions: This creature is accompanied by companions that occupy the same space. Each companion has AC/resistances of their summoner’s plus six, but have no HP and are slain if hit. There may be up to three companions at one time. They may have additional traits and abilities specified in the ability that grants them.
    • Encore: This creature uses Encore as normal with the addition of a 3rd mode that comes after 2nd mode instead of reverting back to 1st. Revert to 1st after using 3rd mode as normal. Encore abilities must be used in succession, starting from 1st and cycling through 2nd (and 3rd if present) before returning to 1st.

Actions:

  • Patron’s Hand: Major action - Melee weapon attack, 10 ft. range, single-target, damage (base).
  • Rarefication: Major action - Martial ability, the Denizen’s next attack has +1 damage mod and inflicts Grievous Wounds.
  • Reinvigoration: Special - When the Denizen Defends, they also heal themselves for [X1] HP and their next attack is made at advantage.

Providence A:
Keep in mind these are not locked to the aspects for which they are named. For example, Bloodstone Regalia could be used for ANY Denizen as a generalist providence.

  • Temporal Echo: Trait - The Denizen is joined by an echo of itself, a companion that occupies the same square. It has a single minor action on each of the Denizen’s turns with which it may use one of the following actions, using d4s for dice. It shares the same AC/resistances and has no HP, but is Incapacitated (2 rounds) if hit.

    • Translated Brand: Minor action - Psionic ability, the Echo Aims but it lasts 1 round and also grants advantage.
    • Translated Galvanize: Minor action - Psionic ability, the Echo Averts but it lasts 1 round and also grants the bonus to crit range, skill checks, and resistances.
    • Translated Fray: Minor action - Psionic ability, the Echo Averts but it lasts 1 round, goes on an enemy than an ally to impose the Block die on them instead, and the malus also affects their skill checks and resistances.
  • Breathless Transmigration: Special - When the Denizen uses Rarefication, the attack gains an additional effect that applies to the target, hit or miss.

    • Decline: The player falls Prone and the Denizen regains half their speed.
    • Disgrace: The player gains Rupture ([X1], 1 round) and the Denizen gains Aegis ([X1], 1 round).
    • Censure: The player takes Setback (2, 1 round) and the Denizen gains +2 to hit for 1 round.
    • Suffering: The player takes [X1] damage and the Denizen gains [X1] temp HP.
  • Doom’s Verdict: Special - When the Denizen Defends or uses Rarefication, they issue a command to the player. If they do not follow this command on their turn, at the end of their turn they take [X1] damage.

    • Dismissal: The player must end their turn farther from the creature than they started.
    • Summons: The player must end their turn closer to the creature than they started.
    • Contempt: The player must end their turn in a different location than they started.
    • Restraint: The player must end their turn in the same location as they started.
  • Bloodstone Regalia: Special - When the Denizen uses Aim, Avert, Assail, Distract, or Discern, they have additional effects.

    • Spinel Sight: Aim grants two d6 Aim dice.
    • Beryl Barrier: Avert grants one d6 Block die and Aegis ([X1]) against the next attack.
    • Garnet Gore: Assail makes the attack ignore temp HP and damage reduction.
    • Ruby Ruse: Distract grants +3 crit range and inflicts 1 stack of Grievous Wounds on a crit.
    • Pyrope Positional: Discern teleports the Denizen 20 feet.
  • Heart of Anima and Shadow: Special - When the Denizen uses Grapple, Shove, Dash, Defend, or Rarefication, they have additional effects.

    • Chain of Others: Grapple has a range of 30 feet, uses WIS instead of STR, and is broken with Endurance or Sanity. When the Denizen Assails while grappling, they can automatically deal damage for the Assail’s bonus to the grappled target.
    • Ego Rejection: Shove has a range of 100 feet and also grants +1 crit range (max +4) per 5 feet pushed for 1 round, or +2 if knocked Prone.
    • Dark Passenger: Dash also grants Intangible (1 round) and Invisible (1 round).
    • Superposition: Defend also grants Aegis ([X1], 1 round).
    • Determination: Rarefication inflicts Grievous Wounds whether or not the attack hits.
  • Arsenal of the Mind: Minor action - Psionic ability, the Denizen equips a weapon (cannot equip the same weapon twice). After equipping a weapon, their next attack inflicts Grievous Wounds if it hits.

    • Quantum Threaded Blade: The Denizen has +3 hit bonus and can Aim freely once per round while this weapon is equipped.
    • Shield of the Ivory Tower: The Denizen has +3 AC/resistances and can Avert freely once per round while this weapon is equipped.
    • Hammer of Revelation: The Denizen has +3 crit range and can Distract freely once per round while this weapon is equipped.
  • The Spaceworks: Special - When the Denizen uses a damaging major action, it has an additional effect based on the element used.

    • Red: The attack can additionally target Reflex, and repeats for an auto-hit against all targets within 10 ft. of the Denizen at end of target’s next turn.
    • Blue: The attack can additionally target Fortitude, and repeats for an auto-hit against all targets more than 10 ft. away from the Denizen at end of target’s next turn.
    • Black: The attack can additionally target Will, and repeats for an auto-hit against all targets within a 10 ft. radius of target’s location at time of first attack at end of target’s next turn.
    • White: The attack is made at advantage, and the target is pushed away or pulled toward the Denizen by 15 feet at the end of target’s next turn. Occurs before any other effects that occur at end of turn, such as auto-hits.
  • Mirrorlight Waltz: Special - When the Denizen Defends, they also Assail but instead targets someone with it, but it cannot be used normally. Instead, it only kicks in at the end fo the target’s next turn, if the target fits the chosen criteria below.

    • Proximal Light: If the target is within 10 feet of the Denizen, they take the Assail as true damage and 1 stack of Grievous Wounds.
    • Distal Light: If the target is beyond 10 feet of the Denizen, they take the Assail as true damage and 1 stack of Grievous Wounds.
    • Captured Light: If the target has not moved since Assail was used, they take it as true damage and 1 stack of Grievous Wounds.
    • Waving Light: If the target has moved since Assail was used, they take it as true damage and 1 stack of Grievous Wounds.
  • Voidsong Leitmotif: Special - When the Denizen uses a non-damaging major action, they also gain one of the following effects. The effect may be used before or after the action.

    • Replicant’s Song: Take one auto-hit ability that fired off last round; it goes off again for an auto-hit against all targets within 10 ft. of the original auto-hit target (or repeats if it already did this) at the end of that target’s next turn.
    • Vitalist’s Song: The major action counts as Encore (1st).
    • Transplant’s Song: The Denizen turns into two Voids that may move independently, though they must remain within 20 feet of each other. The first time the Denizen takes any action besides movement or is targeted by any action, it must choose which of the two Voids to manifest at, with the other Void disappearing.
  • Dying Flame Rage: Trait - Whenever the Denizen would attack at advantage, they instead make one of the following attacks alongside it, neither at advantage. If they would make it at double advantage, they instead make any two of the following attacks alongside it, none of them at advantage. These attacks use the Patron’s Hand profile if different than the norm.

    • Burning Mind: Scripted action - Melee weapon attack, 10 ft. range, single-target, targets lower of AC or Will, [X1] damage, DoT ([X1], 3 rounds), also Aims.
    • Unwavering Sight: Scripted action - Melee weapon attack, 10 ft. range, single-target, targets lower of AC or Fortitude, [X1] damage, Expose (1 round), also Averts.
    • Readied Talons: Scripted action - Melee weapon attack, 10 ft. range, single-target, targets lower of AC or Reflex, damage (-1 mod).
  • Hope’s Choral Refrain: Special - When the Denizen uses Rarefication, Aim, Avert, Assail, and Discern gain extra effects if used that turn.

    • Resonant Frequency: Aiming also makes the attack inflict an additional stack of Grievous Wounds.
    • Guarding Chant: Averting also reduces the crit range by the Block die for 3 rounds, to a minimum of 20.
    • Sharp Crescendo: Assail may alternatively target the enemy to instead immediately inflict Setback (1, stacks to 5).
    • Purifying Progression: Discern also reduces the duration of all negative conditions on the Denizen by 1 round.
  • Life Rampant: Special - When the Denizen Defends, they also gain [X1] temp HP. When the temp HP is depleted, it explodes for an effect based on the element used.

    • Spore Mines: All targets within 10 feet of the Denizen take [X1] damage.
    • Razor Swarm: All targets beyond 10 feet of the Denizen take [X1] damage.
    • Creeping Growths: The attacker is Stuck (1 round).

Providence B:
Patron’s Hand benefits from both options at once (or all options if you really hate your player). If this would not be possible, such as it being both a ranged weapon attack and ranged psionic attack, you may choose which profile to use at the time of the attack.

  • Patron’s Beastmaster: Patron’s Hand summons one Beast companion when used. The Denizen begins the strife with one beast, and each beast has a single minor action on each of the Denizen’s turns with which it may Aim, Avert, Assail, Discern, or Distract for them. If it Assails, it instead makes an attack with the Patron’s Hand profile, dealing the bonus damage on a hit.

  • Glacier Ice: Major action - Melee weapon attack, 10 ft. range, single-target, damage (-1 mod), Rupture ([X2], 2 rounds), Encore (2nd).

    • Shattered World: Major action - Melee weapon attack, 10 ft. range, single-target, damage (-2 mods), multiattack (3), Encore (3rd).
    • Patron’s Frost: Patron’s Hand gains Encore (1st).
  • Psychic Snare: Major action - Ranged psionic attack, 100 ft. range, single-target, targets Will, damage (-1 mod), Encore (2nd), the Denizen prepares to Trace a target depending on the rule used. At the start of their next turn, if a target fits the criteria given in the rule, they can be Traced as a free action; the next attack made against the Traced target has +100% damage.

    • Static Search: One target that has remained in the same location since Psychic Snare was used may be Traced.
    • Motile Search: One target that has moved since Psychic Snare was used may be Traced.
    • Patron’s Mindhunter: Patron’s Hand becomes a ranged psionic attack with 100 ft. range and gains Encore (1st).
  • Titanic Thunderstorm: Major action - Ranged weapon attack, 100 ft. range, all targets, auto-hit, damage (base), inflicts Grievous Wound, spends 12 Charge.

    • Shock Shell: Reaction - Martial ability, imposes one d6 Block die and Aegis ([X1]) against incoming attack, spends 3 Charge.
    • Patron’s Conduction: Patron’s Hand and Rarefication generates 1d6 Charge when used.
  • Full Spectrum Sight: Major action - Melee weapon attack, 10 ft. range, single-target, damage (-1 mod), Encore (2nd), the Denizen prepares to Trace a target depending on the rule used. At the start of their next turn, if a target fits the criteria given in the rule, they can be Traced as a free action; the next attack made against the Traced target has +100% damage.

    • Proximity Search: One target within 10 feet of the Denizen may be Traced.
    • Sweeping Search: One target beyond 10 feet of the Denizen may be Traced.
    • Patron’s Gaze: Patron’s Hand becomes a ranged psionic attack with 100 ft. range and gains Encore (1st).
  • Cobalt Spear: Major action - Ranged weapon attack, 100 ft. range, single-target, damage (-1 mod), targets Reflex, Encore (2nd), mark the targeted location.

    • Alkaline Spear: Major action - Ranged weapon attack, 100 ft. range, single-target, targets Reflex, damage (-1 mod), Encore (3rd), mark the targeted location. Both marked locations explode for an auto-hit against all targets within 10 ft. of it at the end of the target’s next turn.
    • Patron’s Gaia: Patron’s Hand becomes a ranged weapon attack with 100 ft. range targeting Reflex and gains Encore (1st).
  • Eternal Tides: When using Patron’s Hand, use one of the following:

    • Low Tide: The target is pushed 15 feet away from the Denizen.
      • Tidal Bore: Major action - Ranged weapon attack, 100 ft. range, single-target, damage (-1 mod), Encore (2nd), mark the targeted location. At the end of the target’s next turn, they are pulled 15 feet towards the denizen, then the attack repeats for an auto-hit against all targets within 10 ft. of the marked location.
    • High Tide: The target is pulled 15 feet towards the Denizen.
      • Riptide: Major action - Ranged weapon attack, 100 ft. range, single-target, damage (-1 mod), Encore (2nd), mark the targeted location. At the end of the target’s next turn, they are pushed 15 feet away from the denizen, then the attack repeats for an auto-hit against all targets within 10 ft. of the marked location.
    • Patron’s Oceania: Patron’s Hand becomes a ranged weapon attack with 100 ft. range and gains Encore (1st). Encore (2nd) abilities here can only be used if their associated Tide effect was used with Encore (1st).
  • Showtime: Major action - Ranged psionic attack, 100 ft. range, single-target, targets Will, 60 damage, Encore (2nd), summons two Illusion companions.

    • Danse Macabre: Major action - Ranged psionic attack, 100 ft. range, single-target, targets Will, damage (-1 mod), Encore (3rd), summons three Illusion companions.
    • Dream Induction: Major action - Psionic ability, the Denizen generates 1 Order. Requires 3 Illusions, sacrifices all Illusions on use.
    • Flickering Echo: Reaction - Psionic ability, if an attack against the Denizen misses, they knock the attacker Prone, spends 1 Order.
    • Phantasmagoria: Full-round action - Ranged psionic attack, 100 ft. range, single-target, auto-hit, damage (+1 mod), inflicts Grievous Wound, spends 2 Order.
    • Patron’s Lightshow: Patron’s Hand targets Will and summons one Illusion companion when used.
  • Escalating Might: Free action - The Denizen gains +[X1] bonus damage and +10% maximum HP (additive), spends 10 Charge.

    • Patron’s Conduction: Patron’s Hand generates 1d3 Charge when used.
  • Accelerant: Major action - Ranged weapon attack, 100 ft. range, single-target, damage (-2 mods), targets Reflex, Encore (2nd).

    • Inferno: Major action - Ranged weapon attack, 100 ft. range, single-target, targets Reflex, inflicts DoT ([X2], 3 rounds) and Grievous Wounds, Encore (3rd).
    • Patron’s Fervidity: Patron’s Hand becomes a ranged weapon attack with 100 ft. range and gains Encore (1st).
  • Stars in Motion: Major action - Ranged weapon attack, 100 ft. range, single-target, targets Fortitude, damage (-1 mod), Encore (2nd), generates 1 Order.

    • Celestial Syzygy: Full-round action - Ranged psionic attack, 60 ft. range, single-target, auto-hit, damage (+1 mod), spends 3 Order.
    • Patron’s Fervidity: Patron’s Hand becomes a ranged weapon attack with 100 ft. range and Encore (1st).
  • Bloodletting: Major action - Melee psionic attack, 10 ft. range, single-target, 20 damage, targets Fortitude, DoT ([X1], 5 rounds, stackable).

    • Patron’s Crimson Night: DoT from the Denizen stacks five times. If they critically hit, it inflicts 2 stacks of the above DoT in addition to the crit damage bonus.
  • Shadowmist Step: Major action - Ranged psionic attack, 100 ft. range, single-target, damage (-2 mods), Encore (2nd), the Denizen Dashes with Shadewalk and becomes Invisible until the end of their next turn.

    • Patron’s Waltz: Patron’s Hand becomes a ranged psionic attack with 100 ft. range and Encore (1st).
  • Telekinetic Barrage: Major and minor action - Ranged weapon attack, 100 ft. range, single-target, auto-hit, damage (+1 mod), requires 3 Stone companions, sacrifices all companions on use.

    • Patron’s Penrose: Patron’s Hand becomes a ranged weapon attack with 100 ft. range and summons one Stone companion when used.
  • Light and Shadow: When using Patron’s Hand, use one of the following:

    • Light’s Refuge: The target is pulled 15 feet towards the Denizen.
      • Blinding Corona: Major action - Ranged psionic attack, 100 ft. range, single-target, damage (-1 mod), Encore (2nd), the attack repeats for an auto-hit against all targets within 10 ft. of attacker at end of target’s next turn.
    • Shadow’s Flight: The target is pushed 15 feet away from the Denizen.
      • Engulfing Umbra: Major action - Ranged psionic attack, 100 ft. range, single-target, damage (-1 mod), Encore (2nd), the attack repeats for an auto-hit against all targets more than 10 ft. away from attacker at end of target’s next turn.
    • Patron’s Mysteries: Patron’s Hand becomes a ranged psionic attack with 100 ft. range targeting Reflex and gains Encore (1st). Encore (2nd) abilities here can only be used if their associated LaS effect was used with Encore (1st).
  • Raise Herald: Major and minor action - Psionic ability, the Denizen summons a Herald companion. The Herald acts on the Denizen’s initiative step with the same stats, AC/resistances, and speed, with 20% of their HP. It can move independently of the Denizen and has a major and minor action with which it may use unmodified Patron’s Hand at half damage, Defend, Grapple, Help, Aim, Avert, Assail, Discern, and Distract. Requires 3 Spirit companions, sacrifices all companions on use.

    • Patron’s Memorial: Patron’s Hand summons one Spirit companion when used. The Denizen begins the strife with one spirit, and each spirit has a single minor action on each of the Denizen’s turns with which it may Aim, Avert, or Distract for them.

Relic

Apex Lifeform, Large Biological Underling Adversary
Core: As stat block
Stats: As stat block
Defenses: As stat block
Anatomy: As stat block
Traits:

  • Detail: When creating a Relic, assign them two Details.
  • Grievous Wounds: This creature inflicts Grievous Wounds with certain attacks. This is a unique condition; when it reaches three stacks, it resets and the target takes 2*Level true damage. Lasts until a short rest.
  • Supporting Traits of the Wilds: The Relic may have a wide variety of traits depending on its chosen abilities. The most common ones are listed here if necessary.
    • Charge Conduction: This creature accumulates Charge with certain actions. This is a unique resource that is expended by the creature to perform certain abilities.
    • Order System: This creature grants Order with certain actions. This is a unique resource that is shared by the creature and all their allies, and is expended to perform certain abilities.
    • Companions: This creature is accompanied by companions that occupy the same space. Each companion has AC/resistances of their summoner’s plus six, but have no HP and are slain if hit. There may be up to three companions at one time. They may have additional traits and abilities specified in the ability that grants them.
    • Stress Shock: This creature inflicts Stress with certain attacks. This is a unique condition; when it reaches three stacks, it resets. This has no innate effects; any such effects on reaching maximum stacks is given by the traits and abilities that impose Stress.

Actions:

  • Melee: Major action - Melee weapon attack, 5 ft. range, single-target, damage (base), Encore (1st).
  • Thrash: Major action - Melee weapon attack, 5 ft. range, single-target, targets lower of AC or Reflex, damage (-2 mods), multiattack (3), Encore (2nd).
  • Clap: Major action - Melee weapon attack, 15 ft. radius, all targets, targets lower of Fortitude or Will, damage (base), deals half damage on miss, Encore (2nd).
  • Undertrace: Special - When the Relic Defends, it heal itself for [X1] HP and prepare to Trace a target depending on the rule used. At the start of its next turn, if a target fits the criteria given in the rule, it can be Traced as a free action; the next attack made against the Traced target has +100% damage and inflicts 1 stack of Grievous Wounds.
    • Proximity Search: One target within 10 feet of the Relic may be Traced.
    • Static Search: One target that has remained in the same location since Defend was used may be Traced.
    • Motile Search: One target that has moved since Defend was used may be Traced.
    • Sweeping Search: One target beyond 10 feet of the Relic may be Traced.

Detail:
Choose two of the following:

  • Hivemind’s Grasp: Special - When the Relic starts/maintains Grapple, it has a range of 30 feet and uses WIS than STR, but cannot use Undertrace while Grappling.

    • Gravity Crush: Major action - Psionic weapon attack, 30 ft. range, single-target, auto-hits, damage (base), inflicts Grievous Wounds, Encore (2nd), grappled targets only.
    • Crush: Minor action - Psionic weapon attack, 30 ft. range, single-target, auto-hits, damage (-1 mod), grappled targets only.
  • Bloodrat: Trait - The Relic has +1 damage mod to damage dealt against targets that are Crippled, Grappled, or otherwise have their speed reduced.

    • Bloodied Focus: Special - When the Relic is at half HP or less, it ignores all maluses and disadvantage to attack rolls and skill checks.
    • Overexertion: Reaction - Martial ability, the Relic Empowers its next damaging attack, but a roll of 4 or less on the d20 inflicts [X2] damage to them.
  • Arcanist’s Technique: Major action - Ranged weapon attack, 30 ft. range, single-target, targets lowest of AC or any resistance, damage (base), inflicts Grievous Wound, spends 10 Charge.

    • Relic’s Conduction: Undertrace, Encore (2nd) tagged abilities, and non-damaging major actions generate 1d6 Charge when used.
  • Gigantomachy: Special - When the Relic Assails, it instead deals it as true damage to all targets within 30 feet.

    • Eurymedon’s Touch: Special - The Relic has a Tool (Weapon) (+2) anatomy with [X3] hit points. It has +1 damage mod with all attacks while the weapon is equipped.
  • Burrow: Minor action - Martial ability, the Relic burrows or unburrows. While burrowed, it can go underground and can go through cover and thin walls freely.

    • Sinking Presence: Special - The Relic has a burrow speed equal to its base speed. When it unburrows, it may Aim, Avert, Assail, or Divert as part of the action.
    • Ambush Predator: Trait - The Relic has advantage on Stealth checks and advantage to hit during a surprise round.
  • Shadow Theater: Major action - Martial ability, the Relic Dashes with Shadewalk and its next attack has +1 damage mod and inflicts 1 stack of Grievous Wounds.

    • Second Sight Hunter: Undertrace also allows the Relic to Shadewalk for the duration of its turn.
    • Misty Step: Reaction - Martial ability, the Relic moves up to half its base speed.
  • Spectral Wrath: Major and minor action - Ranged psionic attack, 30 ft. range, single-target, auto-hit, damage (+1 mod), requires 3 Ghost companions, sacrifices all companions on use.

    • Whisperer: Undertrace, Encore (2nd) tagged abilities, and non-damaging major actions summon one Ghost companion when used.
  • Stress Shock: Trait - Players must make an Endurance or Sanity check when rolling for initiative against the Relic. If the check fails to beat its DC, the player takes 1 stack of Stress.

    • Whisperer: Encore (2nd) tagged abilities force an Endurance or Sanity check as described in Stress Shock.
    • Scent of Fear: Special - When the player’s Stress resets and deals damage, the player is immediately Traced.
  • Soaring Wings: Special - The Relic has a fly speed equal to its base speed. When the Relic uses Dash or Defend, it automatically deals damage (-2 mods) to any target it moves through during it.

    • Lunging Flight: Special - When the Relic lunges towards its target (moved 20 feet towards the target) before attacking them that same turn, its next attack has +1 damage mod.
    • Advance: Minor action - Martial ability, the Relic moves up to half its base speed.
  • Lupine Chase: Trait - The Relic may fly, but must end each of its turns on the ground. It also has +3 crit range.

    • Rules of Nature: Special - The Relic’s Grievous Wounds only need to stack twice to reset. If it critically hits with an attack, it inflicts 1 stack of Grievous Wounds.

Menagerie

Monster Mash, Huge Biological Underling Legion
Core: As stat block
Stats: As stat block
Defenses: As stat block
Anatomy: As stat block
Traits:

  • Generated Medley: When creating a Menagerie, assign them two bestial aspects.
  • Legion Strength: This Legion has +20 to hit. This decreases to +10 at half HP or less.

Actions:

  • Melee: Major action - Melee weapon attack, 10 ft. range, single-target, damage (base), the attack hits an additional time for every 5 above the target’s AC.

Bestial Aspects:
Choose two of the following:

  • Devouring Swarm: Trait - The Menagerie’s attacks have +1 hit against targets that are Crippled, Grappled, or otherwise have their speed reduced.

    • Bloodied Focus: Special - When the Menagerie is at half HP or less, it ignores all maluses and disadvantage to attack rolls and skill checks.
    • Overexertion: Reaction - Martial ability, the Menagerie Empowers its next damaging attack, but a roll of 4 or less on the d20 inflicts [X2] damage to them.
  • Menagerie’s Conduction: Special - The Menagerie generates 1 Charge per damaging hit and 1d4 Charge when using a non-damaging major action.

    • Magic Weapons: The Menagerie’s attacks against AC may also target the lower of AC or Fortitude.
    • Arcane Teleblast: Major action - Ranged psionic attack, 50 ft. range, single-target, targets lowest of AC or any resistance, damage (base), the attack has an additional +10 to hit instead of using Legion Strength, spends 12 Charge.
  • Lich Legions: Special - When the Menagerie Aims or Assails, it uses two d6 dice instead. When it Assails, it also inflicts Daze (1 round).

    • Reanimation Protocols: Special - When the Menagerie uses Defend, it also heals for [X3] HP.
    • War Training (Army): Special - Whenever the Menagerie takes multiple hits as proscribed by their Anatomy trait, it has Aegis ([X1]) against them.
  • Burrow: Minor action - Martial ability, the Menagerie burrows or unburrows.

    • Buried Armies: Special - While burrowed and stationary, the Menagerie counts its DC as 5 higher for checks to search for it.
    • Ambush Predator: Trait - The Menagerie has advantage on Stealth checks and advantage to hit during a surprise round.
  • The Wild Hunt: Major action - Psionic ability, the Menagerie Dashes with Shadewalk and its next attack has advantage and inflicts +1 hit.

    • Scurry and Scatter: The Menagerie’s attacks against AC may also target the lower of AC or Reflex.
    • Misty Step: Reaction - Psionic ability, the Menagerie moves up to half its base speed.
  • Stress Shock: Trait - Players must make an Endurance or Sanity check when rolling for initiative against the Sealurk. If the check fails to beat its DC, the player takes Level true damage.

    • Overwhelming Odds: Whenever the Menagerie lands at least four hits with a single attack, it also forces an Endurance or Sanity check as described in Stress Shock.
    • Mind Blades: The Menagerie’s attacks against AC may also target the lower of AC or Will.
  • Aerial Swarm: Special - The Menagerie has a fly speed equal to its base speed. When the Menagerie uses Dash or Defend, it automatically deals damage (-2 mods) to any target it moves through during it.

    • Lunging Flight: Special - When the Menagerie lunges towards its target (moved 20 feet towards the target) before attacking them that same turn, if its next attack lands any hits, it lands +1 hit.
    • Advance: Minor action - Martial ability, the Menagerie moves up to half its base speed.

Quadrapawn

Carapacian Legion, Huge Biological Carapacian Legion
Core: As stat block
Stats: As stat block
Defenses: As stat block
Anatomy: As stat block
Traits:

  • Generated Pieces: When creating a Quadrapawn, assign them one option from Fairy Chess A and two options from B.
  • Legion Strength: This Legion has +20 to hit. This decreases to +10 at half HP or less.
  • War Training (army): Whenever this unit takes multiple hits as proscribed by their Anatomy trait, it has Aegis ([X1]) against them.

Actions:

  • Gun: Major action - Ranged weapon attack, 60 ft. range, single-target, damage (+1 mod), the attack hits an additional time for every 5 above the target’s AC.
  • Fist: Major action - Melee weapon attack, 5 ft. range, single-target, damage (-1 mod), the attack hits an additional time for every 5 above the target’s AC.

Fairy Chess A:
Choose one of the following:

  • Ordained Reinvigoration: Special - When the Quadrapawn Defends, they also heal themselves for [X1] HP, and their next attack is made at advantage and targets the lower of AC or Will.

  • Ordained Rite: Reaction - Psionic ability, the Quadrapawn takes advantage on its next attack, but a roll of 4 or less on either d20 inflicts damage (+1 mod) to it.

  • Tinkered Satchel: Major action - Ranged weapon attack, 60 ft. range, single-target, targets lower of AC or Reflex, damage (base), the attack has an additional +15 to hit instead of using Legion Strength.

  • Tinkered Cloak: Special - When the Quadrapawn uses Dash or Defend, they teleport in place of moving and gain +4 to AC/resistances for 1 round.

  • Knighted Step: Major action - Martial ability, the Quadrapawn Dashes with Shadewalk and becomes Intangible until the start of its next turn.

  • Knighted Resilience: Special - When reduced to half HP or less, the Quadrapawn’s Legion Strength still grants it +15 to hit.

  • Crowned Violence: Special - When the Quadrapawn Assails, they instead deal it as true damage to all targets within 60 feet.

  • Crowned Shield: Reaction - Martial ability, imposes one d6 Block die and Aegis ([X1]) against incoming attack.

Fairy Chess B:
Choose two of the following:

  • Stalker Rifle: Major action - Ranged weapon attack, 150 ft. range, single-target, damage (base), the attack hits an additional time for every 5 above the target’s AC.

    • Marksman Corp: Trait - When the Quadrapawn Aims, they take two d6 dice.
  • Drone Strike: Major action - Ranged weapon attack, 100 ft. range, all targets within 10 ft. radius, targets lower of AC or Reflex, damage (+1 mod), the attack has an additional +15 to hit instead of using Legion Strength.

    • Quickening: Special - The Quadrapawn has a second minor action per turn. This second minor is lost if they start the turn with any negative conditions.
  • Sawblade: Major action - Melee weapon attack, 5 ft. range, single-target, damage (base), the attack hits an additional time for every 5 above the target’s AC, Cripple (5, 1 round).

    • Bloodied Focus: Special - When the Quadrapawn is at half HP or less, they ignore all maluses and disadvantage to attack rolls and skill checks.
  • Submachine Guns: Major action - Ranged weapon attack, 60 ft. range, single-target, damage (-1 mod), multiattack (2), the attack hits an additional time for every 5 above the target’s AC.

    • Advance: Minor action - Martial ability, the Quadrapawn shadewalks up to half their base speed to an unoccupied location they can see.
  • Blacktech Rifle: Major action - Ranged weapon attack, 60 ft. range, single-target, targets lowest of AC, Fortitude, or Will, damage (base), the attack hits an additional time for every 5 above the target’s defense.

    • Nightflyer: Trait - The Quadrapawn may fly, but must end each of its turns on the ground.
    • Ambush Predator: Trait - The Quadrapawn has advantage on Stealth checks and advantage to hit during a surprise round.
  • Napalm Missile: Major action - Ranged weapon attack, 80 ft. range, all targets within 10 ft. radius, targets lower of AC or Reflex, damage (base), sets area on Fire ([X1], 5 rounds) (once per turn when starting in or entering the fire) and makes it difficult terrain for 5 rounds, the attack has an additional +15 to hit instead of using Legion Strength.

    • Ordnance Plating: Trait - The Quadrapawn’s Aegis from War Training is raised to [X2].
  • Ripper Knives: Major action - Melee weapon attack, 5 ft. range, single-target, damage (-1 mod), multiattack (3), the attack hits an additional time for every 5 above the target’s AC.

    • Murderous Intent: Trait - The Quadrapawn has +3 crit range.
  • Discovery: Special - When the Quadrapawn Discerns a target, they also Distract but with +6 to crit.

    • Bloodied Focus: Special - When the Quadrapawn is at half HP or less, they ignore all maluses and disadvantage to attack rolls and skill checks.
  • Psionic Lances: Major action - Ranged psionic attack, 80 ft. range, all targets within 10 ft. radius, targets lower of Reflex or Will, damage (base), the attack hits an additional time for every 5 above the target’s defense.

    • Psionic Spears: Major action - Ranged melee attack, 10 ft. range, all targets within 10 ft. radius, targets lower of Reflex or Will, damage (base), the attack hits an additional time for every 5 above the target’s defense.
  • Psi Bolt: Minor action - Ranged psionic attack, 100 ft. range, single-target, damage (-1 mod), the attack has an additional +15 to hit instead of using Legion Strength.

    • Starset: Special - When the Quadrapawn uses Aim or Avert, it persists until either is used again.