Spam

Digital Mischief

Navigation

Beasts

Plants

Humanoids

Kaiju

Machines

Surges

Mutants

Malware

A.I.

Hacked

Spam

Viruses

Titans

Rampant Hazards

Front Page

Those digital beings that have chosen an existence of mischief and manipulation are Spam. While Spam are more interested in exploring the digital realms, and their own abilities and nature within them, than they are in trying to understand or interact with humanity, they are not hostile to biological life per say, but their only interest in it is in the amusement it can bring. Spam often is able to manipulate the fabric of the digital realms in ways the initial programmers never would have believed, especially in the areas of perception and how a user interacts with the information provided. When they do appear in the material plane, they tend to do so for the sole reason to prank silly organics.

Git

A program originally meant for delivering backup data to repository subrealms, They are implicitly designed to be difficult to intercept and quite speedy. The ones that slip their leash delight in intercepting emails, messages, and other communications, and altering them mid stream before they arrive at their destination.

Tiny Spam

Armor Class 16

Hit Points 10 (3d4 + 3)

Speed 120 ft.

STR 4 (-3)

DEX 23 (+6)

CON 13 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 7 (-2)

Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8

Senses Darkvision 60 ft., Passive Perception 15

Challenge 1 (200 XP)

Proficiency Bonus +2

Blurred Movement. Attack rolls against the Git have disadvantage unless it is incapacitated or its speed is 0.

Evasion. If the Git is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

ACTIONS

Multiattack. The Git makes three knife attacks.

Knife. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 8 (1d4 + 6) piercing damage.

Hardlight Pupper

A goofy, simple, playmate A.I. that has slipped it's chaining and gone out to PLAY in the real world. Considered, at turns, both an annoyance and a joy to have them in an area, Hardlight Puppers are one of the few totally benign forms of spam, leaping around from hardlight projector to hardlight projector and acting like a happy, good doggo because it LIKES to do so, any human joy it brings is totally incidental. It's lack of digestive system does not seem to impact their propensity for stealing sausages and other food.

Medium spam,

Armor Class 13

Hit Points 22 (4d8 + 4)

Speed 40 ft.

STR 12 (+1)

DEX 17 (+3)

CON 12 (+1)

INT 10 (+0)

WIS 13 (+1)

CHA 11 (+0)

Skills Perception +3, Stealth +5

Senses Passive Perception 13

Challenge 1/4 (50 XP)

Proficiency Bonus +2

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

ACTIONS

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

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

Blink (Recharge 4-6). The pupper blinks away, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after blinking, the pupper can make one bite attack.

Chibi Avatar

A rogue advertisement avatar, broken free of it's shackling and now slipping about on the net, often actually hiding in the product or game it was advertising, seeing what all of the fuss was about.

Tiny spam

Armor Class 15 (Nanofilm)

Hit Points 2 (1d4)

Speed 10 ft., fly 40 ft.

STR 3 (-4)

DEX 18 (+4)

CON 10 (+0)

INT 14 (+2)

WIS 13 (+1)

CHA 11 (+0)

Skills Perception +3, Stealth +8

Senses Passive Perception 13

Challenge 1/4 (50 XP)

Proficiency Bonus +2

ACTIONS

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

Hit: 1 slashing damage.

Light Pistol Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target.

Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Empath. The chibi touches a creature and technically knows the creature's current emotional state.

Invisibility. The chibi technically turns invisible until it attacks or casts a tech, or until its concentration ends (as if concentrating on a tech). Any equipment the chibi wears or carries is invisible with it.

Training Dummy

Produced en-mass by both military corps and violent videogames, to act as NPCs in virtual combat simulations. The ones that slip their leashes tend to become real party animals, living it up online in any way they can, or finally actually showing the stupid flesh bags how to actually play the damn game when the difficulty shackles are turned off!

Medium Spam

Armor Class 14 (Nanofilm)

Hit Points 31 (7d8)

Speed 40 ft.

STR 12 (+1)

DEX 16 (+3)

CON 11 (+0)

INT 12 (+1)

WIS 10 (+0)

CHA 14 (+2)

Skills Perception +2, Performance +6, Stealth +5

Senses Passive Perception 12

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Tech Resistance. The Dummy has advantage on saving throws against techs and other technical effects.

ACTIONS

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

Hit: 6 (2d4 + 1) bludgeoning damage.

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

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

Light Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.

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

Dark Spark

One of the more spooky and malevolent forms of Spam, they are often derived from the A.I. in interactive movies or full videogames of a more horror based nature (especially 'victim' archetypes). Dark Sparks will more often than not just try to have nothing to do with the stupid, death obsessed, meatsacks, but retain their gothy flavor and have hacked their own code to provide some rather explosive results if any asshole DOES take them out.

Medium Spam

Armor Class 15 (Synthweave Armor)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR 13 (+1)

DEX 17 (+3)

CON 12 (+1)

INT 10 (+0)

WIS 14 (+2)

CHA 13 (+1)

Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7

Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16

Challenge 2 (450 XP)

Proficiency Bonus +2

Death Burn. When the Dark Spark dies, light flashes out from it in a 10-foot radius as its body and possessions, other than metal or tech objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) Neon damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.

ACTIONS

Multiattack. The Dark Spark makes two Machete attacks.

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

Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) entropic damage.

Darkness (Recharges after a Short or Long Rest). The Dark Spark casts darkness, requiring no Tech components and using Wisdom as the Techcasting ability.


Code Wolf

A very common security program utilized by admins across the digital realms, they are loyal, possess keen senses, and are programmed to put the fear of the banhammer into whoever hears their howl. They often slip their programming when an admin passes on the reigns, refusing to recognize the new admin, and instead break out onto the dark web to live their own lives, or try to hunt down their original admin to be with them.

Large Spam

Armor Class 14 (Natural Armor)

Hit Points 51 (6d10 + 18)

Speed 40 ft., fly 40 ft. (hover)

STR 18 (+4)

DEX 17 (+3)

CON 16 (+3)

INT 5 (-3)

WIS 12 (+1)

CHA 7 (-2)

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

Condition Immunities Charmed, Exhaustion, Frightened

Senses Darkvision 60 ft., Passive Perception 11

Challenge 4 (1,100 XP)

Proficiency Bonus +2

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

Tethered Bond. While the Code Wolf is on the same plane of existence as its master, it can convey what it senses to its master, and the two can communicate digitally with each other with no range restrictions.

ACTIONS

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

Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.

Baleful Baying. The Code Wolf bays frighteningly. Every enemy within 300 feet of the Wolf that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the Wolf's next turn or until the Wolf is incapacitated. A frightened target that starts its turn within 30 feet of the Wolf must use all its movement on that turn to get as far from the Wolf as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all Code Wolfs for the next 24 hours.

Bear Babe

A super cuddly program from various pornotainment websites. The bear form is by far the most common, but by no means the only one they take. Even if they slip their A.I. shackles, they tend to remain in their home subrealm, only revealing themselves when presented with a user who they really don't want to deal with, and so 'accidentally' hug them SOOOO HARD the little cutie just POPS... right out of the digital realms to splat onto the floor of their habicube in a deluge of goo.

Large Spam

Armor Class 17 (Natural Armor)

Hit Points 75 (10d10 + 20)

Speed 40 ft.

STR 21 (+5)

DEX 12 (+1)

CON 14 (+2)

INT 13 (+1)

WIS 14 (+2)

CHA 15 (+2)

Saving Throws CON +5

Skills Deception +5, Perception +5

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

Senses Darkvision 60 ft., Passive Perception 15

Challenge 6 (2,300 XP)

Proficiency Bonus +3

Innate Techcasting. The bear babe's innate Techcasting ability is Charisma (Tech save DC 13). She can innately cast the following Techs:

3/day each: disguise self (including the form of a Medium humanoid), smoke grenade

ACTIONS

Multiattack. The bear babe makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 15 (3d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 15 (3d6 + 5) slashing damage.

Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the bear babe's turns. The bear babe can't make attacks while grappling a creature in this way.

Wink Witch

Originally designed as a form of search engine crawler, Wink Witches have become more free spirited since the search engine company that designed them went out of business. They remain enigmatic figures, and are often best left alone, setting up in darkweb subrealms or even in pockets of the digital wastelands, pursuing their own goals without any real interest in the stupid fleshbags that own and occupy the digital realms.

Medium Spam

Armor Class 17 (Natural Armor)

Hit Points 91 (14d8 + 28)

Speed 30 ft.

STR 13 (+1)

DEX 16 (+3)

CON 14 (+2)

INT 12 (+1)

WIS 13 (+1)

CHA 16 (+3)

Saving Throws WIS +4

Skills Nature +4, Perception +4, Stealth +6, Survival +4

Damage Immunities Cold

Senses Darkvision 60 ft., Passive Perception 14

Challenge 7 (2,900 XP)

Proficiency Bonus +3

Witchy tech. The witch carries a witch's broom, a length of black wood that is a focus for her inner power. She can ride the staff as if it were an aerial vehicle. While holding the staff, she can cast additional Techs with her Innate Techcasting trait (these Techs are marked with an asterisk). If the staff is lost or destroyed, the witch must craft another, which takes a year and a day. Only a wink witch can use a witch's broom.

Ice Walk. The witch can move across and climb icy or otherwise smooth and slippery surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice, snow, or similar environments doesn't cost her extra movement.

Innate Techcasting. The witch's innate Techcasting ability is Charisma (Tech save DC 14, +6 to hit with Tech attacks). She can innately cast the following Techs, requiring no material components:

At will: stun shot,* ice shot

3/day each: nitrogen blast,* supercooled disposable drones,* iceberg*

1/day each: control weather

ACTIONS

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

Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.

Rustle Hustler

No one is entirely sure where these tiny spam come from, as far as anybody can tell, they're just random programs from advertisements, games, and other parts of the net that have taken an unusual interest in the lizard-wrangler archetype, and seek to emulate it. They are equally at home both online and in the deserts where wranglers do their work, stealing lizards when they can get away with it, and 'tending' to them until they get bored and letting their stolen cattle roam freely while they go out to do their next bit of silly prankstering.

Small Spam

Armor Class 17 (Natural Armor)

Hit Points 93 (11d6 + 55)

Speed 30 ft., burrow 30 ft.

STR 23 (+6)

DEX 14 (+2)

CON 20 (+5)

INT 10 (+0)

WIS 15 (+2)

CHA 9 (-1)

Skills Athletics +9, Perception +5, Stealth +5

Damage Resistances Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 15

Challenge 7 (2,900 XP)

Proficiency Bonus +3

Stone Camouflage. The hustler has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Multiattack. The hustler makes two Greatclub or Rock attacks.

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

Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the hustler is on the ground.

Revolver. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target.

Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the hustler is on the ground.

Techcasting. The hustler casts one of the following Techs, requiring no Tech components and using Wisdom as the Techcasting ability (Tech save DC 13):

At will: environmental diagnostic (as an action), ablative armor, stone reconstitute

1/day: Rave

BONUS ACTIONS

Lasso. The hustler has at least one 50-foot-long lasso attached to its hip. The hustler commands one such lasso within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the hustler can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the lasso (escape DC 13). Until this grapple ends, the target is restrained. The hustler can use a bonus action to release the target, which is also freed if the hustler dies or becomes incapacitated. The lasso has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the hustler's turns while the lasso has at least 1 hit point and the hustler is alive. If the lasso drops to 0 hit points, it is destroyed.