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001 Bombing Mission

The document outlines various enemy types encountered in a bombing mission scenario, detailing their attributes, abilities, and challenges. It includes monsters like the Guard Hound, Monodrive, Grunt, Sweeper, and Guard Scorpion, each with specific stats and combat actions. Additionally, it provides information on wandering monster formations for different sectors, enhancing gameplay dynamics.

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ayoko
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0% found this document useful (0 votes)
11 views4 pages

001 Bombing Mission

The document outlines various enemy types encountered in a bombing mission scenario, detailing their attributes, abilities, and challenges. It includes monsters like the Guard Hound, Monodrive, Grunt, Sweeper, and Guard Scorpion, each with specific stats and combat actions. Additionally, it provides information on wandering monster formations for different sectors, enhancing gameplay dynamics.

Uploaded by

ayoko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bombing Mission (CR 2) Guard Hound

Medium monstrosity, lawful neutral

MP Armor Class 15 (+4 Dex, +1 natural armor)


Medium (1d4+3 ft.) human, any alignment Hit Points 15 (2d8 + 6)
Magic Points 5 (2d8 - 4)
Spell Attack +0 Save DC 8
Armor Class 15 (+2 Dex, +3 Armor) Magic Bonus +0
Hit Points 13 (2d10 + 2) Speed 50 ft., climb 30 ft.
Magic Points 3 (2d8 - 6)
Spell Attack -1 Save DC 7
Magic Bonus -1 STR DEX CON INT WIS CHA
Speed 30 ft.
7 (-2) 18 (+4) 16 (+3) 13 (+1) 6 (-2) 10 (+0)

STR DEX CON INT WIS CHA Saving Throws Con +5, Int +3
7 (-2) 15 (+2) 12 (+1) 10 (+0) 5 (-3) 10 (+0) Skills Athletics +0, Investigation +3, Perception +0,
Stealth +6
Senses darkvision 80 ft., passive Perception 10
Saving Throws Str +0, Con +3 Languages Can understand common but can't speak
Skills Athletics +0, Perception -1, Vehicles (land) Morph potion of healing
Senses passive Perception 9 Challenge 1/4 (50 XP)
Languages Common
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The guard hound has adv. on
Wisdom (Perception) checks that rely on hearing or
Actions smell.
Tonfa. Melee Weapon Attack: +2 to hit, Reach 5 ft., Pounce. If the hound moves at least 20 feet straight
one target. Hit: 5 (1d4 + 2) bludgeoning damage. toward a creature and then hits it with a claw attack
Automatic Rifle (single shot). Ranged Weapon Attack: on the same turn, the target must succeed on a DC
+4 to hit, Range 80/240 ft., one target. Hit: 11 (2d8 10 Strength saving throw or be knocked prone. If the
+ 2) piercing damage. Expends 1 bullet. target is prone, the guard hound can make a bite
attack against it as a bonus action.
Automatic Rifle (burst fire). The MP sprays bullets into
a 10-ft. cube within 80 ft. Each creature in the area Actions
must succeed on a DC 15 Dexterity saving throw or Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft.,
take 11 (2d8 + 2) piercing damage. Expends 10 one target. Hit: 5 (2d6 - 2) piercing damage.
bullets.
Reload. The automatic rifle contains 30 shots and Claw. Melee Weapon Attack: +0 to hit, Reach 5 ft.,
must be reloaded afterwards. Reloading takes an one target. Hit: 5 (2d6 - 2) slashing damage.
action and expends a bullet clip (30). Tentacle. Melee Weapon Attack: +6 to hit, Reach 10
ft., one target. Hit: 7 (1d4 + 4) slashing damage.
Tactics and Treasure
Military Police are the lowest ranking military units in Tactics and Treasure
Shinra's army. They are given basic training on Guard hounds are a creation of the Shinra science
firearm and vehicle use, and are deployed in such department - intelligent, loyal, and fierce. They
numbers as to overwhelm the enemy. MPs are understand the Shinra hierarchy and follow orders
outfitted with a blue MP uniform, two pauldrons, and without question. Their tentacles are valued on the
a helmet. A two-handed automatic rifle is strapped black market for 12 gil each.
around their torso. On their belt is a tonfa, 1d6 bullet
clips (30), and a pouch containing a potion of
healing and 10 gil.

BESTIARY | Bombing Mission


2
Monodrive 1st Ray
Medium construct, unaligned
Small monstrosity, unaligned
Armor Class 12 (+1 Dex, +1 natural armor)
Armor Class 13 (+2 Dex, +1 natural armor) Hit Points 12 (5d4)
Hit Points 13 (5d8 - 10) Speed 0 ft.
Magic Points 13 (5d8 - 10)
Spell Attack +1 Save DC 9
Magic Bonus +3 STR DEX CON INT WIS CHA
Speed fly 30 ft.
7 (-2) 13 (+1) 10 (+0) 0 5 (-3) 0

STR DEX CON INT WIS CHA Saving Throws Dex +4


6 (-2) 15 (+2) 7 (-2) 4 (-3) 6 (-2) 10 (+0) Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed,
Saving Throws Dex +5 petrified, poisoned
Skills Perception +1, Stealth +5 Senses passive Perception 7
Senses passive Perception 11 Languages ---
Languages --- Morph potion
Morph ether Challenge 1/2 (100XP)
Challenge 1/8 (25XP)
Mounted and Mobile. The 1st Ray is mounted on an
Innate Magic. The monodrive can cast the following extremely precise arm with a 360 degree elbow and
spells: fire joins at the base and head. It has advantage on
Dexterity Saving Throws.
Actions
Drilldrive. Melee Weapon Attack: +5 to hit, Reach 5 Actions
ft., one target. Hit: 4 (1d4 + 2) piercing damage. Laser Cannon. Ranged Weapon Attack: +4 to hit,
Tactics and Treasure Range 30 ft., one target. Hit: 10 (2d8 + 1) radiant
damage.
Monodrives are simple amoeba-like organisms fused
with machinery by Shinra's Science Department. Tactics and Treasure
Monodrives patrol Shinra-only areas and attack any 1st Rays are mindless, automated laser cannons
unauthorized personnel they find - they fight to the mounted throughout Shinra facilities such as mako
death. Their red "cores" are valued at 8 gil on the reactors. Once destroyed, they are only as valuable as
black market. their in-tact computer components, around 5 gil.

BESTIARY | Bombing Mission


3
Grunt Sweeper
Large construct, unaligned
Medium (1d4+3 ft.) human, any lawful
Armor Class 13 (+2 Dex, +1 natural armor)
Armor Class 14 (+3 Dex, +1 suit) Hit Points 48 (5d6+5)
Hit Points 14 (2d10 + 2) Speed 20 ft.
Magic Points 5 (2d8 - 4)
Spell Attack +0 Save DC 8
Magic Bonus +0 STR DEX CON INT WIS CHA
Speed 30 ft.
9 (-1) 15 (+2) 12 (+1) 0 5 (-3) 0

STR DEX CON INT WIS CHA Saving Throws Strength +1 Dex +4
8 (-1) 17 (+3) 12 (+1) 10 (+0) 6 (-2) 10 (+0) Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed,
Saving Throws Dex +5 petrified, poisoned
Skills Athletics +1, Acrobatics +5, Perception +0 Senses passive Perception 7
Senses darkvision 80 ft., passive Perception 10 Languages ---
Languages Understands common but can't speak Morph potion
Morph potion Challenge 2 (450XP)
Challenge 1/2 (100 XP)
Damage Threshold. The sweeper's armor plating gives
Actions it a damage threshold of 10.
Handclaw. Melee Weapon Attack: +1 to hit, Reach 5 Robotic Might. The sweeper has advantage on
ft., one target. Hit: 6 (2d6 -1) slashing damage. Strength saving throws.
Beam Gun. Ranged Weapon Attack: +5 to hit, Range Actions
40/120 ft., one target. Hit: 12 (2d8 + 3) radiant
damage. Multiattack. The sweeper makes two attacks with its
machine gun.
Tactics and Treasure
Machine Gun. Ranged Weapon Attack: +5 to hit,
Often thought to be machines, grunts are actually Range 40/120 ft., one target. Hit: 11 (2d8 + 2)
human personnel grafted into biomechanical suits piercing damage.
that confer +1 to their armor class, but cannot be
removed. Their laser gun-arms (if taken in-tact) are Smoke Shot. Ranged Weapon Attack: +5 to hit, Range
valued on the black market at 15 gil. 40/120 ft., one target. Hit: 15 (2d12 + 2)
bludgeoning damage.
Tactics and Treasure
Doubling as a janitorial and security system,
sweepers prowl Shinra only areas clearing away dust
and riddling intruders with bullets. If destroyed, the
sweeper's scraps fetch 30 gil on the black market.

BESTIARY | Bombing Mission


4
Guard Scorpion Actions
Huge construct, unaligned Rifle. Ranged Weapon Attack: +4 to hit, Range 40/120
ft., one target. Hit: 9 (2d8) piercing damage.
Armor Class 12 (+2 natural armor) Scorpion Tail. Melee Weapon Attack: +4 to hit, Reach 5
Hit Points 90 (12d8+36) ft., one target. Hit: 13 (2d12) piercing damage.
Speed 40 ft.
Tail Up. As an action, the Guard Scorpion raises its tail
over its head and takes on a defensive stance. It can end
STR DEX CON INT WIS CHA this stance as a bonus action. While in this stance, it has
an unlimited number of reactions it can use, but it can
11 (+0) 11 (+0) 17 (+3) 0 8 (-1) 0 only use its reactions to use the Tail Laser action.
Tail Laser. (can only be used while in the Tail Up
Saving Throws Strength +1 Dex +4 position). The guard scorpion sprays a laser down from
Damage Vulnerabilities lightning its tail within a range of 40 feet. All creatures in a 30 ft.
Damage Resistances bludgeoning, piercing, slashing line must succeed on a DC 15 Dexterity saving throw or
Damage Immunities poison, psychic take 24 (7d6) radiant damage.
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned Tactics and Treasure
Senses passive Perception 7
Languages --- The latest from Shinra's Weapon Division, the Guard
Challenge 4 (1,100XP) Scorpion combines defense, maneuverability, and raw
attack power. It uses its search scope to give itself
advantage on hits, and is intelligent enough to focus on
Robotic Might. The guard scorpion has advantage on
the greater threat. If the scorpion is reduced to half of
Strength saving throws.
its hit points or less, it uses the Tail Up action and takes
Search Scope. As a bonus action, the Guard Scorpion can no other action for 1d4 turns. Successfully salvaging
give itself advantage on attacks against a specific target scraps from the mech will net 100 gil on the black
it can see. This advantage can only be removed if the market.
target takes the Dodge action, or the Guard Scorpion
uses its Search Scope on a different target.

Wandering Monsters (Reactor 01)


d20 Enemy Formation
1 two monodrives and one 1st ray
2 two 1st rays
3-5 two grunts
6 two 1st rays and one grunt
7 three 1st rays
Wandering Monsters (Sector 8) 8-12 three grunts
d8 Enemy Formation 13 two monodrives
1-3 two MPs 14 two monodrives and two grunts
4-5 one guard hound 15 three monodrives and two grunts
6 one MP and one guard hound 16 two grunts and one monodrive
7 two monodrives 17 one sweeper
8 two MPs and one monodrive 18 three monodrives and two grunts
19-20 two grunts and one sweeper

BESTIARY | Bombing Mission


5

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