Pirates of the Astral Sea (Space Pirates)
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
- Shoot.
(Range 12) 1d4 (follows minion rules).
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
- Heavy Pistol.
(Range 12) 1d4+1.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
- •Heavy Pistol (2x).
(Range 12) 1d4+2.
- •Grafted Blade.3d4+2.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 2d4+2 Fire.
- •Grafted Blade.3d4+2.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Cold, Slowed.
- •Grafted Blade.3d4+2.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Thunder, Dazed.
- •Grafted Blade.3d4+2.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Electric, Knockback 1.
- •Grafted Blade.3d4+2.
When damaged, all within Reach 2 take 1d6 Acid.
- •Hook Claw.
(Reach 4) 1d6+4, Pull or Knockback 2.
- •Sputum Glob.
(Range 8) 1d6+4 Acid.
- •Acid Spray (1/Round).
(Cone 6) DC11 DEX save or 2d6+8 Acid.
The Experiment begins to call in swarms of Parasites in its distress. Summon 1d6 Parasite minions (size: d6), using the result to determine which of the six vents they arrive from (or roll a d4 if using cardinal directions for placement for the vents).
The Experiment is dying! 30 more damage and the Experiment dies. Until then, summon Parasites each Turn.
Erratic Shield. A double layered shield with gaps surrounds the Experiment. For simplicity, use 6 panels for the shield that surrounds the Experiment, though a number of panels that equals a die size can work (my setup uses a d10 for 10 panels). Each Turn, roll 1d6 (for 6 panels) twice. Starting from the Northmost panel, the panels that match the results are the gaps where the Experiment can be targeted (and vice versa for the Experiment to target Heroes). On twin results, the shields stop rotating and stay open for the rest of the "Round" instead of rolling. Due to the concept of Rounds being used with this monster, it is recommended that once the players choose an order to go in, it should be maintained.
Reactor Pit The Experiment resides in the center of a cylindrical shield, and the floor of the area is 2 spaces lower than the platforms that the players walk on. The floor is also only one space wider than the Experiment, so any Creature that gets inside the shield will be in Melee of it. If Hook pulls the Hero beyond the edge of the shield cylinder, they take 1d6 Falling damage and are inside the shield with the Experiment. A Hero inside the shield is no longer blocked by the shield, and vice versa, so they are free to attack each other. While the Hero would get extra damage, any Hero that is isolated inside would be at a serious disadvantage by being the primary target of the Experiments attacks. However, if the Heroes all charge inside, the Experiment would use Hook to throw them back out, one at a time.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to Fire. When it takes Radiant damage, it also takes +5 Fire damage (ignoring Armor).
- •Heavy Pistol (3x).1d4+2.
(Range 12) 1d4+2.
- •Homing Missile (2x).
(Range 6) 3d4, any die is Primary.
- •Sacrifice Strike.
(HP <6) Fly 8, then Explode. (Reach 3, AoE) DC12 DEX save or 3d4+10 Thunder. The Aerotrooper also takes this damage.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Can replace Move 6 with Jump 8.
Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.
- •Grafted Rifle.
(Range 12) 4d4+10.
- •Grafted Blade (2x).3d4+2.
- •EMP Grenade.
(Range 8, 2x2 Area) 3d4 Lightning. On Damage: Shuts down the regen of their Shields* for one extra Round.
*Shields. An armor feature that is part of my future Astral Space setting that I may eventually get to. Ignore this if using base Nimble.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
The Berserker can Grapple one Astral Sea Pirate for free each Turn.
- •Claw Strike (2x).2d4+5.
On Damage: Grappled.
- •Grab n Throw.
(Range 4, 2x2 Area) Toss Grappled Creatures into the area. DC13 DEX save or 1d4+10 per Creature thrown. The tossed Creature also takes this damage.
- •Phlogiston Shot.
(Range 6) 1d4+20 Radiant.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to Thunder. Whenever it is hit by damage types other than Thunder or mundane, it gains Energized.
This is a stackable condition up to a max of 3 times. It is used for Plasma Cannon.
- •Grafted Blade (2x).3d4+5
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Cannon.
(Energized 3, Range 8) d44 Fire.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
- •Claw Slash (2x).3d4+5
- •Phlogiston Spray.
(Cone 3) DC13 DEX save or 3d4+10 Radiant, half on save. On Damage: Poisoned.
- •Phlogiston Shot (2x).
(Range 6) 1d4+10 Radiant.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Does not die at 0 HP. Only a crit while at 0 HP can kill it.
- •Reinforced Claws (2x).3d4+6
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Launcher (2x).
(Range 6) 1d4+10 Fire.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Starts Combat with two Astral Pirate Militia minions/Hero (size: d4, Range 12).
- •Warp.
Teleport 12.
- •Phlogiston Slash.
Move 6, then 6d4+5 Radiant, Knockback 2.
- •Phlogiston Beam.
Teleport 6, then (Line 6) DC16 DEX save or 1d4+20 Radiant.
- •Summon Commandos (1 use).
Summon 1 Astral Pirate Commando per Hero.
Reinforcements! Summon 2/Hero Astral Pirate Militia minions and Summon Commandos recharges.
The Commander is dying! 120 more damage and it dies. Summon 4/Hero Astral Pirate Militia minions and Summon Commandos recharges.
Summoning Minions and Leveled Monsters during a Legendary monster battle: All summons take their turns at the end of initiative. (ex. Hero 1, Commander, Hero1, Commander, Hero 3, Commander, Hero 4, Commander, Summons)