Humanoid Enemies

People that - for one reason or another - decide they don't like you.

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Humanity has well and truly splintered into dozens, some claim hundreds, of subspecies. Most humanoids are the results of ancient climate-survival experiments, others are new creations of the new world. What unites them, primarily, is that they are bipedal figures with two grasping limbs and they tend to be tool users with stable genetics. Due to the common ancestry of all humanoids retroviral treatments, cybernetics, Sense-Tanks, nanotech, and nearly all forms of technology are functional for all humanoids, regardless of what they look like. You are as likely to encounter any Humanoid in the deserts, the megacities, or in the digital realms, as anywhere else, and to be carrying equipment any adventurer might be able to use.

Gangers

Gangers make up one of the most common foes for adventurers when operating in the undercity, and the most common allies. It's a rare undercity citizen who hasn't either run with a gang, or paid tribute to one. Almost all criminals operate under the auspices of one gang or another in the megacities, and beyond that, among the bandit gangs. These stats can also be used for bandits out in the wastelands.

Gang Fragger

The entry level position to any gang. Fraggers are made up of the hopefuls and pledges seeking to earn a slice of that criminal pie and stupid enough to kill on command. Hungry, disorganized, and easy to push over, dealing with them is considered basic scut work for any adventurer. Even the gangs tend not to care if a fragger bites it, they're cannon fodder after all.

Medium humanoid (any race)

Armor Class 12 (Nanofilm)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses Passive Perception 10

Challenge 1/8 (25 XP)

Proficiency Bonus +2

ACTIONS

Machete. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) slashing damage.

Revolver. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

Ganger

Your bog standard thug with gun and a club. If a fragger lives long enough to make a few pals among their fellow gang mates and learns to work as a member of the team, then they'll find the gang actually starts to care about him, rather than treating them ENTIRELY as a toadying little ultra-violent menace better thrown into the meat grinder of gang wars.

Medium humanoid (any race),

Armor Class 11 (Nanofilm Armor)

Hit Points 32 (5d8 + 10)

Speed 30 ft.

STR 15 (+2)

DEX 11 (+0)

CON 14 (+2)

INT 10 (+0)

WIS 10 (+0)

CHA 11 (+0)

Skills Intimidation +2

Senses Passive Perception 10

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Pack Tactics. The ganger has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The ganger makes two melee attacks.

Baseball Bat. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 5 (1d6 + 2) bludgeoning damage.

Shotgun. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.

Hit: 5 (1d10) piercing damage.

Gang Sneaker

Those gangers who find themselves able to actually do more than bash heads and threaten hobos for small change will find themselves slipping into other roles. Sneakers are tough bastards who are surprisingly quiet, using their innate sense of how to move fast and quiet for both stealthy muggings, burglaries, and sending messages to those who don't fall in line.

Medium humanoid (any race)

Armor Class 16 (Leather Armor, Heavy shield)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR 15 (+2)

DEX 14 (+2)

CON 13 (+1)

INT 8 (-1)

WIS 11 (+0)

CHA 9 (-1)

Skills Stealth +6, Survival +2

Senses Darkvision 60 ft., Passive Perception 10

Challenge 1 (200 XP)

Proficiency Bonus +2

Brute. A melee weapon deals one extra die of its damage when the Sneaker hits with it (included in the attack).

Surprise Attack. If the Sneaker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS

Sledgehammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 11 (2d8 + 2) bludgeoning damage.

Revolver. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

Gang Doc

Every gang has a few guys on hand with just enough techsavvy to keep people patched up. Doc's walk the line between 'indespensable asset' and 'heal bitch' for many gangs, leveraging their skills and knowledge for a place of safety in keeping violent gangers patched up and healthy, while trying not to get locked into a life of being nothing more than a slave to the gang's whims.

Medium humanoid (any race)

Armor Class 10

Hit Points 9 (2d8)

Speed 30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 10 (+0)

INT 10 (+0)

WIS 14 (+2)

CHA 11 (+0)

Skills Medicine +4, Culture +2

Senses Passive Perception 12

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Techcasting. The Doc is a 1st-level Techcaster. Its Techcasting ability is Wisdom (Tech save DC 12, +4 to hit with Tech attacks). The Doc has following Ordinator Techs prepared:

Tricks (at will): light transfer, neon shower, spooky bullshit

1st level (3 slots):buff, combat dressing, target disruptor

ACTIONS

Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

Gang Zerker

Some gangers just don't know when to turn off the ultra-violence, these thugs will inevitably pick up the biggest piece of cutting hardware they can lay hands on and jump into the fray, acting like a Renegade but without anything like true hype.

Medium humanoid (any race)

Armor Class 13 (Leather Armor)

Hit Points 67 (9d8 + 27)

Speed 30 ft.

STR 16 (+3)

DEX 12 (+1)

CON 17 (+3)

INT 9 (-1)

WIS 11 (+0)

CHA 9 (-1)

Senses Passive Perception 10

Challenge 2 (450 XP)

Proficiency Bonus +2

Reckless. At the start of its turn, the zerker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 9 (1d12 + 3) slashing damage.


Gang Heavy

If a ganger survives long enough, and makes enough money for the gang, they'll be rewarded with better gear, and more respect. They learn how to fight and fight well, becoming the heavies for their gang, the boys and girls sent in to really do some damage and lean hard on the recalcitrant who think they don't have to pay their protection fees.

Medium humanoid (any race),

Armor Class 15 (Synthweave)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

STR 15 (+2)

DEX 16 (+3)

CON 14 (+2)

INT 14 (+2)

WIS 11 (+0)

CHA 14 (+2)

Saving Throws STR +4, DEX +5, WIS +2

Skills Athletics +4, Deception +4

Senses Passive Perception 10

Challenge 2 (450 XP)

Proficiency Bonus +2

ACTIONS

Multiattack. The Heavy makes three melee attacks: two with its Machete and one with its knife. Or the Heavy makes two ranged attacks with its knives.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

knife. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 5 (1d4 + 3) piercing damage.

REACTIONS

Parry. The Heavy adds 2 to its AC against one melee attack that would hit it. To do so, the Heavy must see the attacker and be wielding a melee weapon.

Gang Sarge

Gangs can have thousands of members, and that means that you gotta have someone on the ground organizing things. The boss is a busy person, and they got shit to do, so inevitably, the person on the ground ends up being the sarges. Gang Sarges have a nose for money, and eye for intimidation, and a casual attitude towards violence both among their allies and their enemies intended to keep the money flowing.

Medium humanoid (any race)

Armor Class 17 (Splint)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

STR 16 (+3)

DEX 13 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Athletics +5, Perception +2

Senses Passive Perception 12

Challenge 3 (700 XP)

Proficiency Bonus +2

ACTIONS

Multiattack. The Sarge makes two longsword attacks. If it has a machete drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Combat Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.

Hit: 6 (1d10 + 1) piercing damage.

Citizens

The normal folks of the undercity and higher tiers of any megacity, let alone the various towns and ports and caravans of the world. Usually they're just normal people trying to make their way in life, which in the dangerous New World means knowing how to defend themselves. Some even make a living for themselves, not unlike adventurers, through the application of violence.

Wanderer

Wanderers are exactly what it says on the tin, people who move from place to place without roots. They often take up jobs with small adventuring crews or on caravans for spending money or right of passage.

Medium humanoid (any race),

Armor Class 17 (Fullerene)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

STR 16 (+3)

DEX 13 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Athletics +5, Perception +2

Senses Passive Perception 12

Challenge 3 (700 XP)

Proficiency Bonus +2

Mercenary: Player characters can hire the Wanderer to aid them in travel and combat at a cost of $$5000. The Wanderer departs after three days unless player characters re-hire them. The Wanderer has knowledge of the region player characters find them,up to an area of 20 square miles, including charging station outposts, local relic sites, bandit camps and bunkers.

ACTIONS

Multiattack. The Wanderer makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target.

Hit: 6 (1d10 + 1) piercing damage.

Scavver

Probably the single most common undercity job in the world. Scavver is just another way of saying 'hobo'. Jobless, habless, and often desperate, a scavver cobbles together the discarded trash of others into things that can be sold, things that will help them survive, or failing that, can be turned in at the fabber reclaimation units for a few notes of scrip.

Medium humanoid (any race),

Armor Class 12 (Nanofilm)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Senses Passive Perception 10

Challenge 1/8 (25 XP)

Proficiency Bonus +2

ACTIONS

Machete. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) slashing damage.

Revolver. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.


Tech Addict

Tech Addicts are folks who have spent way too much money on bad and cheap augments. Many of them are bordering on being more machine than flesh. While not all Tech Addicts are actually addicted to getting modded or in indulging in the latest piece of new technology, all of them are considered hacked-bait, just a few steps away from ending up as a hollow chassis.

Medium humanoid (any race),

Armor Class 12 (Nanofilm)

Hit Points 9 (2d8)

Speed 30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 10 (+0)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Deception +2, Culture +2

Senses Passive Perception 10

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Janky Mods. The tech addict has advantage on saving throws against being charmed or frightened.

ACTIONS

Machete. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 4 (1d6 + 1) slashing damage.

Hired Goon

Everyone needs a thug from time to time. Dive bars need bouncers, store fronts need security, smuggling operations need guards and look outs. Hired Goons fill this niche. No where near as skilled as adventurers and their ilk, they make up for it with cheap numbers.

Medium humanoid (any race),

Armor Class 16 (Plastinium, Heavy Shield)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Perception +2

Senses Passive Perception 12

Challenge 1/8 (25 XP)

Proficiency Bonus +2

ACTIONS

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Raver

Ravers are the party animals of the megacities, possessing enough disposable income to take part in the clubbing and rave scene, and often possessing a few techs for helping with the light displays.

Medium humanoid (any race),

Armor Class 10

Hit Points 9 (2d8)

Speed 30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 10 (+0)

INT 10 (+0)

WIS 14 (+2)

CHA 11 (+0)

Skills Medicine +4, Culture +2

Senses Passive Perception 12

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Techcasting. The raver is a 1st-level Techcaster. Its techcasting ability is Wisdom (tech save DC 12, +4 to hit with tech attacks). The raver has following Ordinator techs prepared:

Cantrips (at will): light transfer, neon shower, spooky bullshit

1st level (3 slots): buff, combat dressing, target disruptor

ACTIONS

Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

Arena Champion

Violent entertainment is one of the most common forms of 'live show' in the undercities, and even higher up. Arena Champions are the men and women who have consistently beaten the odds, avoided being maimed into retirement, and possess enough accumen and talent in the death dealing arts to not only survive and win on the recorded battlefields of combat-entertainment, but look good doing it.

Medium humanoid (any race)

Armor Class 18 (Polysteel)

Hit Points 143 (22d8 + 44)

Speed 30 ft.

STR 20 (+5)

DEX 15 (+2)

CON 14 (+2)

INT 10 (+0)

WIS 14 (+2)

CHA 12 (+1)

Saving Throws STR +9, CON +6

Skills Athletics +9, Intimidation +5, Perception +6

Senses Passive Perception 16

Challenge 9 (5,000 XP)

Proficiency Bonus +4

Indomitable (2/Day). The champion rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.

Actions

Multiattack. The champion makes three attacks with its greatsword or its shortbow.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Light Pistol. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Slayer

The absolute cream of the crop of the mercenary cadre, hired by those with simple, suicidal tasks to complete. Often at the vanguard of Beastman, Netsucker and Kaiju hunting parties, Slayers are the stuff of legends. Wielding enormous weapons and clad in battleworn polysteel, Slayers can lead men into battle against overwhelming odds with murderous aplomb and come out on top.

Medium humanoid

Armor Class 18 (Polysteel)

Hit Points 229 (27d8 + 108)

Speed 30 ft.

STR 20 (+5)

DEX 16 (+3)

CON 18 (+4)

INT 12 (+1)

WIS 12 (+1)

CHA 18 (+4)

Saving Throws STR +9, DEX +7, CON +8

Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8

Senses Passive Perception 15

Challenge 12 (8,400 XP)

Proficiency Bonus +4

Indomitable (3/Day). The Slayer can reroll a saving throw it fails. It must use the new roll.

Survivor. The Slayer regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

ACTIONS

Multiattack. The Slayer makes two weapon attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage.

Light Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

LEGENDARY ACTIONS

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

Weapon Attack. The Slayer makes a weapon attack.

Command Ally. The Slayer targets one ally it can see within 30 feet of it. If the target can see and hear the Slayer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foe (Costs 2 Actions). The Slayer targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Slayer's next turn.

Tribals

Various groups of beings have splintered off from the rest of humanity proper. Some are genetic offshoots, some are barely distinguishable from mutants. All of them have unique cultures that usually only interact with the corporate-run world of humanity in hostile ways (or at least ones that the corporations would prefer were exploited rather than exploiting them). They make up common foes for adventurers.

Trash Gremlin

No one is quite sure where the Trash Gremlins come from. The most commonly accepted theory is that a raccoon got itself stuck in a wukong birthing facility while they were still running and hopped out again. Now almost every megacity in the world has this small group of tribal humanoids infesting the crawl spaces and sewer systems of the spires and datacenters. They survive off of uncountable masses of garbage discarded by every spire, scavenging for parts, food, and clothing, using what others throw away.

Small humanoid (Trash Gremlin)

Armor Class 12

Hit Points 5 (2d6 - 2)

Speed 30 ft.

STR 7 (-2)

DEX 15 (+2)

CON 9 (-1)

INT 8 (-1)

WIS 7 (-2)

CHA 8 (-1)

Senses Darkvision 60 ft., Passive Perception 8

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Pack Tactics. The gremlin has advantage on an attack roll against a creature if at least one of the gremlin's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) piercing damage.

Slingshot. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.

Hit: 4 (1d4 + 2) bludgeoning damage.

Datafiend

Datafiends are pugnacious, stocky humanoids of enhanced stock created at the same time that the Undercity Elves. Where Undercity Elves were created to handle the monitoring and datamangement tasks, Datafiends are a mostly obsolete laborer strain of enchanced humanoid designed to dig tunnels and preform heavy labor necessary in the datacenters. As time went on and the various subcultures of the datacenters fragmented, and the technocult of Lol! Tits Huge rose to prominence, the Datafiends were driven into more and more of a isolated niche. Eventually their cloning creches were shut down, their vending machines taken over by other datacenter subcultures. They now eek out an existence as hidden raiders in the Datacenters, working in small, migratory clans that continue to expand the tunnel networks and travel through the old world bunker networks seeking solace. A very few Datafiends have managed to build proper enclaves, either working in cooperation with Undercity Elves or wiping out the competition (which has tended to lead to slower service and more server outtages in the datacenters where this has taken place).

Medium humanoid

Armor Class 11

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR 16 (+3)

DEX 12 (+1)

CON 12 (+1)

INT 9 (-1)

WIS 8 (-1)

CHA 6 (-2)

Skills Athletics +5, Perception +3, Stealth +3

Condition Immunities Blinded

Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 13

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Blind Senses. The Datafiend can't use its blindsight while deafened and unable to smell.

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

Datacenter Camouflage. The Datafiend has advantage on Dexterity (Stealth) checks made to hide in datacenter terrain.

ACTIONS

Server On A Stick . Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Gobbo Mugger

Gobbos, as a rule, are utterly uninterested in participating in the hellish existence of corporate rule. They form up tribal clans, families, and gangs on the street level of most megacities, living lazy lives of sunning themselves and kinky, drunken hedonistic glee. That said, there's still stuff they want that the wage slaves make or can get at, and so every gobbo family has a few more enterprising members who hold up the occasional caravan, tourist, or even ganger and shakes them down for any scrip, creds, or drugs they got on them.

Small humanoid (goblinoid)

Armor Class 14 (nanofilm, small shield)

Hit Points 7 (2d6)

Speed 30 ft.

STR 8 (-1)

DEX 14 (+2)

CON 10 (+0)

INT 10 (+0)

WIS 8 (-1)

CHA 8 (-1)

Skills Stealth +6

Senses Passive Perception 9

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Tricky Little Git. The gobbo can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) slashing damage.

Light Pistol. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Gobbo Hustler

More common than the muggers, a lot of gobbos prefer the hustle. Less work, more fun, and as part of the bargain, they often can get some big dicked or titted biggun to raw them until their eyes are spinning in their skulls, and get paid for the privilege! Hustlers often have to deal with people upset at being tricked, or at having their wallets stolen after a quick fuck in an ally or on the beach, and so have perfected the ability to avoid harm and run away from danger.

Small humanoid (goblinoid)

Armor Class 13 (Long fur coat)

Hit Points 7 (2d6)

Speed 30 ft.

STR 8 (-1)

DEX 14 (+2)

CON 10 (+0)

INT 10 (+0)

WIS 8 (-1)

CHA 15 (+2)

Skills Stealth +6

Senses darkvision 60 ft., passive Perception 9

Languages Common, Gobbo

Challenge 1 (200 XP)

Innate Tech-casting. The Hustlin Gobbo's innate Tech-Casting ability is Charisma (tech save DC 12). It can innately cast the following tech, requiring no material components:

At will: Hovering helping hand, Laughing Man, Heartless Roasting

1/day: confusion

Hustlers gonna hustle. Any creature that attempts to damage the hustler must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the hustler and their street cred. The hustler can't regain hit points, including through tech healing, except through its Reversal of Fortune reaction.

Nimble Escape. The hustler can take the Disengage or Hide action as a bonus action on each of its turns

ACTIONS

Pimp Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Pistol. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

REACTIONS

Reversal of Fortune. In response to another creature dealing damage to the hustler, the hustler reduces the damage to 0 and regains 1d6 hit points.


Hob Gobbo

A rare but not unheard of variant of Gobbos whose dna are mixed with carnivorous plants. Their muscle fibers are enhanced with mobile plant strands, and they are far less sessile. They are far more active than normal Gobbos, and have a taste for blood and meat. Their natural ferocity means that they must be more disciplined than normal Gobbos, and City dwelling Hob Gobbos will often form small, highly capable, mercenary bands for hire among the gangs and even in the corpo-cops, making vicious skull crackers and strike breakers that are sent in when the establishment wants to establish a bloody precedent.

medium humanoid (goblinoid)

Armor Class 18 (Kevlar jacket, Shield)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 9 (-1)

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Gobbo

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Martial Advantage. Once per turn, the hob gobbo can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hob gobbo that isn't incapacitated.

ACTIONS

Katana. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.

Hit: 5 (1d8 + 1) piercing damage

Corpo-Cops

The big bad meat shields and beat sticks of the corporate world. It's rare when adventurers come into direct conflict with them, but it usually escalates quickly to the point that an adventurering group might seek refuge in floors run by rival execs of the same spire, or even head for another spire, megacity, or even entire territory until things blow over. Corpo-Cops do not fuck around, and always shoot first, thinking that asking questions is a task best left to the bots after the scrape up the remains of whoever called down their ire.

Yokai

The interns of the corpo-cop world. Yokai are drawn from the students of corpo-schools who show high levels of sociopathy, willingness to violence, and obedience. A mixture perfect for further training into the leg breakers, skull crackers, and lethal number crunchers of any spire's corpo-cops. Physical and mental ability are secondary to these traits, as they can be instilled with appropriate modifications.

Medium humanoid (any race)

Armor Class 15 (Leather Duster)

Hit Points 52 (8d8 + 16)

Speed 30 ft.

STR 16 (+3)

DEX 11 (+0)

CON 14 (+2)

INT 11 (+0)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws CON +4, WIS +2

Senses Passive Perception 10

Challenge 3 (700 XP)

Proficiency Bonus +2

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

ACTIONS

Multiattack. The Yokai makes two melee attacks.

Buster Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Yokai can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Yokai. A creature can benefit from only one Leadership die at a time. This effect ends if the Yokai is incapacitated.

REACTIONS

Parry. The Yokai adds 2 to its AC against one melee attack that would hit it. To do so, the Yokai must see the attacker and be wielding a melee weapon.


Corporate Assassin

Sometimes a corpo-cop unit finds that the best solution isn't to go in and break some skulls, it's to send in someone nice and quiet, and deal with the issue without any fuss. This is where the corporate assassin comes in.

Medium Humanoid,

Armor Class 14 (camouflage suit)

Hit Points 104 (16d8 + 32)

Speed 50 ft., fly 50 ft. (hover)

STR 16 (+3)

DEX 19 (+4)

CON 14 (+2)

INT 10 (+0)

WIS 15 (+2)

CHA 11 (+0)

Skills Perception +8, Stealth +10

Damage Resistances bludgeoning, piercing, and slashing from non tech attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 18

Challenge 6 (2300 XP)

Proficiency Bonus +3

Invisibility. The assassin is invisible.

Faultless Tracker. The assassin is given a quarry by its boss. The assassin knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The assassin also knows the location of its boss.

ACTIONS

Multiattack. The assassin makes two concealed blade attacks.

Concealed blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage.

Sniper Rifle. Ranger weapon attack: +6 to hit, reach 150ft/600ft., one target.

Hit: 13 (2d8+3) piercing damage


Corpo-Cop

When the bottom line is threatened, the companies call on their security contracts to have a corpo-cop deployed to the scene. Often, corpo-cops are deployed alone, without backup except in the form of drones. They are not street cops, that kind of day to day security scut work is handled entirely by bots and online A.I. applying fines and automatically deducting money from wages or applying tasers to criminals. A corpo-cop is called in when you need more than that. Judge, jury, and executioner, the corpo-cop walks in and deals out damage until the bottom line stops being hurt. For especially large actions, they might deploy as a team.

Medium humanoid

Armor Class 20 (Plate, Shield)

Hit Points 97 (13d8 + 39)

Speed 30 ft.

STR 16 (+3)

DEX 14 (+2)

CON 16 (+3)

INT 14 (+2)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws INT +5, WIS +3, CHA +5

Senses Darkvision 60 ft., Passive Perception 10

Challenge 6 (2,300 XP)

Proficiency Bonus +3

Martial Advantage. Once per turn, the Corpo-Cop can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Corpo-Cop that isn't incapacitated.

ACTIONS

Multiattack. The Corpo-Cop makes three melee attacks. Alternatively, it can make two ranged attacks with its shotgun.

Shock Baton. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.

Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Shotgun. Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Corpo-Cop can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Corpo-Cop. A creature can benefit from only one Leadership die at a time. This effect ends if the Corpo-Cop is incapacitated.

REACTIONS

Parry. The Corpo-Cop adds 3 to its AC against one melee attack that would hit it. To do so, the Corpo-Cop must see the attacker and be wielding a melee weapon.

Beastmen

Those who have gone too far into splicer treatments. Some beastmen might qualify as full mutants given how utterly transformed they are, while others tend to breed true, forming their own societies in time. Always assuming they don't get themselves killed in the conflicting emotions and insticts of their half human, half beast nature.

Lupine Beastman

The earliest splicer modifications were made using various kinds of domesticated animal DNA, including that of canines. These early splicers became the most common form of splicer in the world, and as a consequence, the most common kind of beastman.

Medium humanoid

Armor Class 12 (Natural Armor)

Hit Points 58 (9d8 + 18)

Speed 40ft.,

STR 15 (+2)

DEX 13 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 11 (+0)

CHA 10 (+0)

Skills Perception +4, Stealth +3

Damage Immunities Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Silvered

Senses Passive Perception 14

Challenge 3 (700 XP)

Proficiency Bonus +2

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

ACTIONS

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with Beastman lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 7 (2d4 + 2) slashing damage.


Reptilian Beastman

The popularity of lizard morphologies in the forced biodiversity program meant that it was only a matter of time before folks tried out reptilian splices. Reptilian beastmen often seek out companionship from more mammalian beings, absorbing their body warmth to keep active through the long desert nights.

Medium humanoid

Armor Class 15 (Natural Armor, Shield)

Hit Points 22 (4d8 + 4)

Speed 30 ft., swim 30 ft.

STR 15 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 7 (-2)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3, Stealth +4, Survival +5

Senses Passive Perception 13

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Hold Breath. The Beastman can hold its breath for 15 minutes.

ACTIONS

Multiattack. The Beastman makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Baseball Bat. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Bovine Beastman

Bovine splicers, with their huge assets, are incredibly popular among the populace, and many of them keep pushing the boundries. Luckily, while they can be quite possessive and stubborn, bovine beastmen are proverbially placid and down to earth, and hard to anger. They also have a very strong memory for where they have been, and how they managed to get there, making them common among caravaneers.

Large humanoid,

Armor Class 14 (Natural Armor)

Hit Points 76 (9d10 + 27)

Speed 40 ft.

STR 18 (+4)

DEX 11 (+0)

CON 16 (+3)

INT 6 (-2)

WIS 16 (+3)

CHA 9 (-1)

Skills Perception +7

Senses Darkvision 60 ft., Passive Perception 17

Challenge 3 (700 XP)

Proficiency Bonus +2

Charge. If the Beastman moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The Beastman can perfectly recall any path it has travelled.

Reckless. At the start of its turn, the Beastman can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

Deep Beastman
When a splicer begins to make the transition into a Beastman, they often find themselves having to make hard choices, a few attempt to stick it out, or if they can afford it, try to reverse the splicing procedures. More commonly, they retreat to places that they know won't get them instantly killed. Sometimes that's the wildernesses, other times to territories like Schwebenwagen where the corporations simply don't care enough about what happens to the poorest levels of their populace to even bother clearing up beastmen themselves. Occasionally though, they head into the bunkers. Either because they're isolated and have sustainable feeding sources, or because they're attempting one last measure to strike it rich and earn enough to attempt the risky reversal surgery (or to get themselves turned into a remake). Whatever the case, when they make the final transition, they do so in the depths of the earth, and end up getting so lost that they never make it back to the surface. Oddly, unlike surface world beastmen, deep beastmen have a penchant for using the crude autodocs and surgical suits of the bunker networks to enhance themselves, or perhaps, only those beastmen that retain enough intelligence to recognize and activate such automated devices gain enough of an edge in the bunkers to not become prey for something else.

Medium humanoid (beastman)
Armor Class 13 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30ft., climb 30ft.

STR 17 (+3)
DEX 12 (+1)
CON 16 (+3)
INT 6 (-2)
WIS 12 (+1)
CHA 7 (- 2)

Skills Athletics +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 10
Challenge 2 (450 XP)
Proficiency +2

Wounded Fury. While it has 10 hit points or fewer, the beastkin has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
ACTIONS
Multiattack. The beastman makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.

Netsuckers

Those who are caught in the pervasive ransomware scheme of the netsucker nanovirus inevitably fall into two categories: The tortured stooges exploited to the point of death by those who hold the keys to their blackmail files, and those so depraved, amoral, and murderously exploitative that they only find their place in the cutthroat world of netsuckers and victims.

Netsucker Thrall

Netsuckers are a form of altered humanoid who have become victims of the netsucker ransomware nanovirus, forced into a terrible blackmailing scheme as their browser history is uploaded to a blackbox server where they must live in thrall to their betters until such a time as they have lost all compunctions about their own perversions. The delicate nanotech that enables this has multitudes of other benefits, from transforming their hands into black claws, to imbuing medical restoration tech throughout the body to trigger when biting someone (to reward them for potentially spreading the virus), yet it also has severe weaknesses both in terms of psychological dependencies, and physical ones in that the nanomachines, often which hold together the bodies of the Netsuckers, fall apart when exposed to the intensity of UV radiation. Netsuckers can spread their virus to others in a back handed sort of way, creating thralls who depend on the original holder of the netsucker enhancement until given access to the blackmail network themselves.

Medium humanoid

Armor Class 15 (Natural Armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR 16 (+3)

DEX 16 (+3)

CON 16 (+3)

INT 11 (+0)

WIS 10 (+0)

CHA 12 (+1)

Saving Throws DEX +6, WIS +3

Skills Perception +3, Stealth +6

Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Senses Darkvision 60 ft., Passive Perception 13

Challenge 5 (1,800 XP)

Proficiency Bonus +3

Regeneration. The Thrall regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in UV light or standing on bare concrete. If the Thrall takes neon damage, this trait doesn't function at the start of the Thrall's next turn.

Spider Climb. The Thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Thrall Weaknesses. The Thrall has the following flaws:

Sanitary. The Thrall can't enter a residence that is less than Wealthy.

Repulsed by Bare Concrete. The Thrall takes 20 software damage if they end their turn on bare concrete.

UV light Hypersensitivity. The Thrall takes 20 neon damage when they start their turn in UV light. While in UV light, their has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The Thrall makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Thrall can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Thrall, incapacitated, or restrained.

Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the entropic damage taken, and the Thrall regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Milk Maniac

Milk Maniacs are a special form of netsucker thrall created by Mama Rei. Rather than transferring the netsucker enhancement nanties via bite or blood transfusion, hers are derived from her breast milk. While the milk loses it's potency to transform people into netsuckers over time, those who drink it directly from the tap, or are close enough to the primary manufacturing centers, to get a continuous supply of Mama Rei's Bovine Adjacent Lactate, are slowly transformed into heavy breasted, milky bimbos who produce yet more milk! These Milk Maniacs become evangelists for Mama Rei's product, and attempt to convert others with their own breast milk. Mama Rei keeps an eye out for Milk Maniacs, and always brings them into her fold, either as factory-cows for her ever expanding line of Lactate products, or as agents of her will..

Medium humanoid,

Armor Class 15 (Natural Armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR 16 (+3)

DEX 16 (+3)

CON 16 (+3)

INT 11 (+0)

WIS 10 (+0)

CHA 12 (+1)

Saving Throws DEX +6, WIS +3

Skills Perception +3, Stealth +6

Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Senses Darkvision 60 ft., Passive Perception 13

Challenge 5 (1,800 XP)

Proficiency Bonus +3

Regeneration. The Milk Maniac regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in UV light or bare concrete. If the Milk Maniac takes neon damage, this trait doesn't function at the start of the Milk Maniac's next turn.

Spider Climb. The Milk Maniac can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Milk Maniac Weaknesses. The Milk Maniac has the following flaws:

Repulsed by Bare Concrete. The Milk Maniac takes 20 software damage when it ends its turn on bare concrete.

UV Light Hypersensitivity. The Milk Maniac takes 20 neon damage when it starts its turn in UV light. While in UV light, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The Milk Maniac makes two attacks, only one of which can be a bite attack.

Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 8 (2d4 + 3) bludgeoning damage. Instead of dealing damage, the Milk Maniac can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Milk Maniac, incapacitated, or restrained.

Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Milk Maniac regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, and revives as a Milk Maniac after 24 hours.

Hydrate (3/day). The Milk Maniac has 3 bottles of Mama Rie's Bovine Adjacent Milk. At the start of its turn, it can choose to regain 15 hitpoints by drinking 1 bottle of milk in addition to its 10 hitpoints of its regeneration ability.

Netsucker

Once a netsucker has been determined to be more enthralled with, than terrified by, the terrible powers of the netsucker nanovirus and the ransomware it embodies, they are given the keys to the repository of blackmail data owned by the netsucker lineage. This gives them equal footing with all of their fellows except the master of the lineage, and so only the most depraved and immoral of thralls are ever able to become a netsucker proper. After all, who would risk some goodie two-shoes fucking up the ransomware gravy-train in some self sacrificing blaze of self-sacrifice?

Medium humanoid (shapechanger)

Armor Class 16 (Natural Armor)

Hit Points 144 (17d8 + 68)

Speed 30 ft.

STR 18 (+4)

DEX 18 (+4)

CON 18 (+4)

INT 17 (+3)

WIS 15 (+2)

CHA 18 (+4)

Saving Throws DEX +9, WIS +7, CHA +9

Skills Perception +7, Stealth +9

Damage Resistances Entropic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Darkvision 120 ft., Passive Perception 17

Challenge 13 (10,000 XP)

Proficiency Bonus +5

Digitizer. If the Netsucker isn't in UV light or standing on bare concrete, they can use their action to reformat into a Medium cloud of pure data, or back into their true form. While in data form, the Netsucker can't take any actions, speak, or manipulate objects. They are weightless, have a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and they can't pass through water. They have advantage on Strength, Dexterity, and Constitution saving throws, and they are immune to all non-tech damage, except the damage they take from UV light.

Legendary Resistance (3/Day). If the Netsucker fails a saving throw, it can choose to succeed instead.

Data Escape. When it drops to 0 hit points outside its resting place, the Netsucker transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its Netsucker form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its Netsucker form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The Netsucker regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Netsucker takes neon damage or damage from holy water, this trait doesn't function at the start of the Netsucker's next turn.

Spider Climb. The Netsucker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Netsucker Weaknesses. The Netsucker has the following flaws:

Sanitary. The Netsucker can't enter a residence that is less than Aristocratic.

Repulsed by Bare Concrete. The Netsucker takes 20 software damage if they end their turn on bare concrete.

UV light Hypersensitivity. The Netsucker takes 20 neon damage when theystarts their turn in UV light. While in UV light, they have disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. (Netsucker Form Only). The Netsucker makes two attacks, only one of which can be a bite attack.

Claw Strike (Netsucker Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage. Instead of dealing damage, the Netsucker can grapple the target (escape DC 18).

Bite. (Netsucker Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Netsucker, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Netsucker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Netsucker spawn under the Netsucker's control.

Charm. The Netsucker targets one humanoid it can see within 30 feet of it. If the target can see the Netsucker, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the Netsucker. The charmed target regards the Netsucker as a trusted friend to be heeded and protected. Although the target isn't under the Netsucker's control, it takes the Netsucker's requests or actions in the most favourable way it can, and it is a willing target for the Netsucker's bite attack.

Each time the Netsucker or the Netsucker's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Netsucker is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Loyal Peons (1/Day). The Netsucker magically calls 1d4 Netsucker Thralls, provided that their is no UV Light nearby. The called creatures arrive in 1d4 rounds, acting as allies of the Netsucker and obeying its spoken commands. The thralls remain for 1 hour, until the Netsucker dies, or until the Netsucker dismisses them as a bonus action.

LEGENDARY ACTIONS

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

Move. The Netsucker moves up to its speed without provoking opportunity attacks.

Claw Strike. The Netsucker makes one claw strike.

Bite (Costs 2 Actions). The Netsucker makes one bite attack.