Monsters

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The Krasue

Krasue.jpg
The Krasue, Analyn Cruz
Level 3 Champion 48 HP 1x1 6 Movement
Champion Action: Take a full turn on initiative counts of 7, 5, and 3.
Champion Saves: Automatically succeed at all Saving Throws.
HMHVV I: If a character takes enough Strikes to become Injured, he instead becomes Sick and needs immediate anti-viral treatment.
Unhindered: Ignore Difficult Terrain.
Lightweight: All Forced Movement against you is increased by 1, and you have Disadvantage to escape Grabs.
Proboscis At-Will Melee 3 Damage
Effect: Heal 2 HP
Scream Encounter Burst 10 2 Damage
Effect: Panicked (per table) until e.o.n.t.
Noxious Breath Encounter Blast 5 3 Damage
Effect: Ongoing 2 Damage (save ends)
Trailing Intestines 6 HP Attackers have Disadvantage to target
Conditional Advantage: Attacks have Advantage when target is Grabbed
Abductor: May move normally while Grabbing enemies, dragging them along
Strangle At-Will Melee 3 Damage
Effect: The target is Grabbed (Immobilized until escape. No O/M.), Harried (Disad. to Saving Throws, escape rolls, panic rolls.), and taking Ongoing 1 Damage until escape.
Proboscis At-Will Melee 3 Damage
Special: Target must be Grabbed
Effect: Heal 6 HP
Human Shield At-Will Reaction / Miss Trigger
A Grabbed creature is hit, as if the target, instead


Valuable Treasure At-Will Reaction / Miss Trigger
A miss on a melee attack on or by someone adjacent to treasure, or on a range attack that might reasonably hit one of these, causes that treasure to be destroyed. It can also be destroyed if included in a burst. Some treasure is highly valuable and individually counts as a group Strike. Less valuable treasure counts as 1/3 a Strike, the total rounded down.

The Piper

0 AP

Sensitive Equipment
Miss Trigger At-Will Reaction
A miss on a melee attack on or by someone adjacent to valuable equipment of a civilian NPC, or on a range attack that might reasonably hit one of these, causes the group as a whole to take an additional Strike. That equipment or NPC is then destroyed and can no longer cause an additional Strike. It can also be destroyed if included in a burst.


Piper
Level 2 Champion 40 HP 1x1 4 Movement
Champion Action: Take a full turn on initiative counts of 7, 5, and 3.
Champion Saves: Automatically succeed at all Saving Throws.
Precision Blaster: May omit all allies from an area attack.
Summoner: At the start of each turn, summon a Dancer from the Vortex. All Dancers act at Initiative 0.
The Dance: Any enemy that starts its turn more than 5 squares from the Piper must make a Saving Throw. If it fails, it must spend its actions for that turn moving towards it until it is within 5.
Absorb the Spirit: When the Piper starts its turn, it may remove one negative Status on itself. If it does so, all enemies that are Dancing reduce their Stage by 1.
The Hook (Init 7 only) At-Will Burst 10 2 Damage
Effect: Target is Dancing at stage 1 or their Dancing stage increases by one.
Dance (Init 5 only) At-Will
Everyone dances together.
Immediately end any status restricting your movement, shift 3 squares, and slide any enemies that are Dancing 3 squares.
High Note (Init 3 only) At-Will Burst 5 2 Damage
Effect: Target must choose: either dance harder or try to resist. If they choose to dance harder, increase the stage of Dancing they are on by 1. If they try to resists, they take damage equal to the stage of Dancing they are on, then reduce their stage by 1.
Dance Away Encounter Interrupt
Trigger: The Piper is hit by an attack from a Dancing Enemy.
The attack hits one enemy within 2 squares instead. If necessary, the Enemy is shifted to be within range.
Miss Trigger At-Will Reaction
When an enemy that is Dancing misses you, it worsens by one stage.


Dancer x 4
Level 1 Stooge - HP 1x1 6 Movement, Shift 3
Stooge: Fails all savings throws.
MIrror Dance At-Will Melee 1 Damage
The Dancer dances in mirror with the target.
Effect: Until the Dancer’s next turn, if you are adjacent to the Dancer you have Disadvantage to attack the Piper.


When a target is Dancing, it begins at Stage 1 and can pass through additional stages. The target makes a Saving Throw at the end of its turn: if it succeeds, it improves by one stage. If the target is subject to Dancing again, it worsens by one stage. A Dancing creatures cannot speak until the Piper is Taken Out.
Stage 0: No additional effect, but still Dancing.
Stage 1: Distracted (No Role Action. No O/M.) and Slowed (Speed reduced to 2. Cannot Shift.)
Stage 2: Dazed (Only one Action per turn. No O/M.)
Stage 3: Dominated (Dominator tells you what to do. No O/M.)
Stage 4: Taken Out

Mowich Lava Elemental

0 AP

Lava Elemental
Level 5 Champion 64 HP 2x2 6 Movement
Champion Action: Take a full turn on initiative counts of 7, 5, and 3.
Champion Saves: Automatically succeed at all Saving Throws.
Flame Aura: Any creature that starts its turn adjacent to it takes 2 damage.
Painful Touch: Any character that Grabs you takes 2 damage.
Reach: You have Reach 2.
Massive: You are immune to Forced Movement including pushes, pulls, slides, and throws.
Engulf At-Will Melee 2 3 Damage
Effect: Immobilized and Ongoing 1 Damage (save ends)
Erupt At-Will Burst 2 2 Damage
Effect: Harried (DA to ST, escape rolls, panic rolls) and Ongoing 1 Damage (save ends)
Lava Flow Encounter
Create a 5x5 zone adjacent to you. Each creature that starts its turn in or enters the zone takes 3 Fire Damage and must make a Saving Throw. If they fail, they are Panicked on their next turn.
Miss Trigger (Melee) At-Will Reaction
Attacker takes 2 damage.
Miss Trigger (Ranged) At-Will Reaction
Create a 3x3 zone centered on the attacker. Creatures starting their turn or entering the zone take 1 damage.

Water Plant Wendigos

0 AP

Pipe Room
Miss Trigger At-Will Reaction
On miss, breach a pipe, creating an area in which water is spraying uncontrollably. It is difficult terrain and any ranged attacks passing through it have disadvantage.


Michael Williams (Wendigo Male)
Level 3 Elite 24 HP 1x1 8 Movement
Elite: While you are not Bloodied, you automatically succeed on all Saving Throws. While Bloodied, you take two consecutive turns on your Initiative count.
Strength: When you are Slowed, your speed is 4, not 2. When you are Immobilized, ignore that effect but your speed is instead 2. When Grabbed, you can move freely, dragging the grabber with you unless it chooses to let go.
Massive: Immune to Forced Movement including pushes, pulls, slides, and throws.
Defender: Enemies are Marked whenever they are within reach.
Guard: All allies are Guarded while adjacent to you. (6s are 5s, 4s are 3s)
Reach: You have Reach 2. (opportunity when leaving square w/in reach without shifting, unless closing)
Bite and Claw At-Will Melee 3 Damage
Effect: 2 extra damage
Grab At-Will Melee 3 Damage
Effect: Target is Grabbed.
Living Missile Encounter Melee 4 Damage
Effect: Target is thrown up to 5 squares into an enemy. Both creatures take 2 damage.
Special: If target is Grabbed or is willing, you may forgo the attack and simply apply the damage and this effect.
Miss Trigger At-Will Reaction
When an enemy misses you, regain 2 HP.


Barbara Williams (Wendigo Female)
Level 4 Standard 14 HP 1x1 6 Movement
Opportunist: Deal 1 extra damage when dealing damage on an Opportunity.
Aura of Fear: Any enemy that enters a square adjacent to you must make a Saving Throw. If it fails, it loses all its actions for the rest of its turn.
Sense Fear: You have Advantage on attacks against enemies that are Distracted or Harried, or that Panicked on their last turn.
Strike Fear At-Will Melee 2 Damage
Effect: Target must run its speed directly away from you immediately and loses its Move Action on its next turn.
Gnawing Doubt At-Will Melee 2 Damage
Effect: Target is Distracted (save ends).
Inspire Panic Encounter Melee 2 Damage
Effect: Target is Panicked on its next turn.
Miss Trigger At-Will Reaction
When an enemy misses you, whenever it attacks you in the future, it must succeed on a Saving Throw or else lose its action. This effect ends once it succeeds at such a roll.


Cannibal
Level 2 Stooge - HP 1x1 6 Movement
Stooge: Fails all savings throws. Does 1 damage on an Opportunity.
Opportunist: You may deal 1 extra damage when you deal damage on an Opportunity.
Sticky: When an enemy moves adjacent to you, it loses any remaining squares of movement.
Pummel At-Will Melee 1 Damage
Effect: 2 extra damage.
Harry At-Will Melee 1 Damage
Effect: 1 damage and target is Harried until the end of its next turn.

Renraku Executive Kidnapping Support Job

1 AP

Combat Done Auto-Targeting: Zone near the stopped vehicle in which any PC that ends their turn in the zone takes 3 damage.

Combat Drone Auto-Defense
Miss Trigger At-Will Reaction
Can only be used when a ranged attack misses into the direction of the central fight.

On miss, attacker takes 2 damage.


Charging Adept Yakuza
Level 2 Standard 10 HP 1x1 6 Movement
Always Charging: You can use any Melee attack at the end of a Charge.
Defensive Movement: Resist 1 damage from Opportunities
Rush At-Will Melee 2 Damage
Effect: Deal damage equal to one-third the number of squares Charged to make this attack (round up).
Plow At-Will Melee 2 Damage
Effect: Push the target the number of squares Charged, max 5. If moved more than five, knock Prone.
Bouncing Charge Encounter
Charge and make a Plow attack, then Charge and make a Rush attack against a different target. Add 1 damage to each attack.
Miss Trigger At-Will Reaction
When an enemy within your speed misses you with a ranged attack, Charge it.


Katana Yakuza
Level 2 Standard 10 HP 1x1 6 Movement
Slippery: Shift 2 extra squares whenever you shift.
Striking Strike At-Will Melee 2 Damage
Effect: 2 extra damage.
Mobile Strike At-Will Melee 2 Damage
Special: No effect line, but you may shift 1 square before or after the attack.
Disembowel Encounter Melee 3 Damage
Effect: Target takes 2 damage and Ongoing 2 Damage (save ends).
Miss Trigger At-Will Reaction
When an enemy misses you, you may shift 1 square.


Flechette SMG Yakuza
Level 2 Standard 10 HP 1x1 6 Movement
Smart Gun Control: You may omit one ally from an area attack.
Full Auto Spread: When you miss, the target takes 1 damage anyway.
Focused Fire At-Will Range 10 2 Damage
Effect: 2 extra damage.
Full Auto At-Will Burst 1 Range 10 1 Damage
Effect: Target is distracted (save ends).
Empty the Clip Encounter Burst 3 Range 10 3 Damage
Effect: Target is Dazed and takes Ongoing 2 Damage (save ends).
Miss Trigger At-Will Reaction
When an enemy misses you, you may shift 1 square.


Yakuza Mage
Level 2 Standard 10 HP 1x1 6 Movement
Entangle At-Will Range 10 2 Damage
Effect: Target is Immobilized (save ends).
Reposition At-Will Range 10 2 Damage
Effect: Slide the target 3 squares. Target is Slowed until the end of its next turn.
Stupefy Encounter Range 10 4 Damage
Effect: Target must make a Saving Throw. If it fails, it is Blinded until the end of its next turn. If it succeeds, it is Dazed instead.
Miss Trigger At-Will Reaction
When an enemy misses you, it is Weakened until the end of its next turn.