Chapter 7 - Enemies

758 Words
Chapter to include "monsters" and other antagonists that superheroes may encounter: Soldiers: Soldiers can be guards or militia members, even members of the army, who may confront the heroes for various reasons. Medium Humanoid (usually human), any alignment. Armor Class: 15 (kevlar/bulletproof vest) Hit Points: 12 (2d8 + 2) Speed: 9 m STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills: Perception +2 Senses: Passive Perception 12 Languages: Any one language (usually Common) Challenge: 1/4 (50 XP) Actions: - Machete. Melee Weapon Attack: +4 to hit, reach 1.5 m, one target. Hit: 5 (1d6 + 2) slashing/piercing damage. - Pistol. Ranged Weapon Attack: +4 to hit, range 1.5 m and 6/18 m, one target. Hit: 4 (2d6 + 2) piercing damage. - Shotgun. Ranged Weapon Attack: +4 to hit, range 9/27 m, one target. Hit: 2d8+2 piercing damage. Bandits: Bandits roam in gangs and are sometimes led by thugs, veteran bandits, or mobsters. Not all bandits are evil. Oppression, drought, disease, or social inequality can often lead formerly honest people into a life of banditry. Medium Humanoid (usually human), any non-lawful alignment Armor Class: 10/12 (with or without vest) Hit Points: 11 (2d8 + 2) Speed: 9 m STR 11 (+0) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Senses: Passive Perception 10 Languages: Any one language (usually local language) Challenge: 1/8 (25 XP) Actions: - Knife. Melee Weapon Attack: +3 to hit, reach 1.5 m, one target. Hit: 4 (1d6 + 1) slashing damage. - Automatic Pistol. Ranged Weapon Attack: +3 to hit, range 15/45 m, one target. Hit: 2d6+1 piercing damage. Thugs: Thugs can be "spoiled rich kids" or other ordinary people who only pose a great danger when in large numbers or armed. AC: 10 HP: 4; Attack: +2; Damage: 1d4 (improvised weapon or proficiency in some fight - Brawl) or revolver 2d8. Alien: Due to our vast universe (and multiverse), we can have aliens of all kinds (opens the monster manual randomly, and it's that one, haha). Here are some examples of creatures: Small Alien. AC 17 (alien armor). HP: 16 to 22. Attack +4 melee 2d8+1 (vibranium weapon) / ranged (3d6 laser weapon). Beastial Alien. AC: 16 (natural leather + dexterity)... Intelligent Alien. AC: 18 (enhanced alien armor) HP: 65. Psionic attacks and laser weapons... Automaton: can be a robot, android, drone, or any combat machine that can face the heroes. Medium Construct, unaligned Armor Class 18 (steel) Hit Points 33 (6d8 + 6) Speed 7.5 m STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (–5) WIS 3 (–4) CHA 1 (–5) Damage Immunities psychic, poison Condition Immunities frightened, blinded, charmed, poisoned, exhausted, paralyzed, petrified, stunned Senses infrared vision 18 m Passive Perception 6 Languages – Challenge 1 (200 XP) Actions: Multiattack. The automaton makes two melee attacks. Slam. Melee Weapon Attack: +4 to hit, reach 1.5 m, one target. Hit: 5 (1d6 + 2) bludgeoning damage. Laser. Ranged Weapon Attack: +4 to hit, range 30/90 m, one target. Hit: 3d6 radiant damage. Cyborg Motherfucker: That badass robot that can wipe out the entire party alone! Like a Nimrod from X-men. Medium Construct, neutral Armor Class 20 (heavy metal) Hit Points 60 (8d8 + 24) Speed 9 m, fly 9 m STR 18 (+4) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Skills Perception +4 Damage Resistances bludgeoning, slashing, and piercing from nonmagical attacks not made of adamantium (or some other powerful metal in your setting, like vibranium) Condition Immunities frightened, stunned, blinded, charmed, poisoned, exhausted, paralyzed, petrified, deafened Senses blindsight 18 m (blind beyond this radius), Passive Perception 14 Languages: understands and speaks the languages programmed by its creator. Challenge: 4 Elemental Immunity. The robot is immune to three types of elemental damage chosen by its creator. Typical immunities include fire, ice, and lightning. Actions: Multiattack. The robot makes two attacks, either two melee attacks or two laser attacks. Or one of each or spins around and attacks everywhere, delivering two punches and firing two rays! Big Punch. Melee Weapon Attack: +6 to hit, reach 1.5 m, one target. Hit: (1d10 + 4) bludgeoning damage. Laser. Ranged Weapon Attack: +6 to hit, range 30/90 m, one target. Hit: 3d8+1 radiant damage. Doppler: these are trained and/or created antagonists to be the evil (or good if you make a villain) version of the hero. It has attributes identical to theirs.
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