TEXT: by Rich Lescouflair
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  by Rich Lescouflair
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  THREATS DATABASE
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  Credits
  Lead Designer: Rich Lescouflair
  Additional Design: Paul Bardunias, Brian Dalrymple, 
  Michael Meyer, Christopher Negelein, Eric Wiener
  Editor: Shawn Merwin
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  FRONT DISPLAY: This illustration by Charles Urbach 
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  xenoterum.
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
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  Published by Alligator Alley Entertainment — Davie, FL, USA.
  Digital Edition: Version 1.0
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  Table of Contents
  Introduction 
  4
  Using This Book 
  4
  Using Threats in Your Game 
  5
  Legendary Creatures 
  11
  Threats 
  12
  Aberrant 
  12
  Aerial Stalker 
  15
  Alphalite Synth 
  16
  Aluphax 
  18
  Aragell 
  21
  Atoru 
  22
  Bachorta 
  24
  Bahtera 
  26
  Bonded Companions 
  31
  Borlakan Sky Saw 
  32
  Casarian Ripper 
  33
  Ceti Snapper 
  34
  Coloterim 
  35
  Creepers 
  36
  Cronosyte 
  38
  Defiler 
  42
  Dendus, Aseni 
  44
  Drakes 
  46
  Drones 
  50
  Evargun 
  52
  F'narg 
  54
  Forged Constructs 
  55
  Gamaroid Synth 
  56
  Ganaray 
  57
  Glahg 
  58
  Gorvax 
  59
  Hadraxis 
  60
  Ilarios 
  63
  Ivaril 
  65
  Kanasi 
  68
  Kentrodar 
  77
  Kleesh 
  79
  Kotatu 
  81
  Kreidren 
  83
  Lorendi 
  85
  Malegorian 
  89
  Martenka 
  91
  Mecharoids 
  92
  Nagorok 
  96
  Namruda 
  97
  Ozal 
  98
  Phase Beast 
  99
  Power Sprite 
  100
  Pyagark 
  101
  Quantum Worm 
  102
  Reisa Series Bots 
  103
  Seethespawn 
  105
  Shadow Technocracy 
  108
  Spyder 
  112
  Stossian 
  113
  Synthantic 
  115
  Taarjasa 
  117
  Talvarius 
  118
  Tremial 
  120
  Tserka 
  121
  Velbast 
  123
  Virtual Echo 
  135
  Void Horrors 
  137
  Vorkata 
  142
  Wolog 
  143
  Xamaron 
  144
  Xenoterum 
  148
  Zalpheed 
  154
  Zek 
  155
  Zelchor 
  156
  Zultaran 
  157
  Appendix A: Non-Player Characters 
  158
  Customizing NPCs 
  158
  NPC Stat Blocks 
  158
  Appendix B: Miscellaneous Creatures 174
  Using Generic Creatures 
  174
  Creating Planetary Beasts 
  191
  Appendix C: Space Hazards & Threats 194
  Space Hazards 
  194
  Space Threats 
  196
  Appendix D: Threats to the Galaxy 
  198
  Beyond the Veil 
  198
  Corporate Crises 
  199
  The Grand Elders 
  201
  League of Consummates 
  202
  Might of the Imperium 
  203
  The Omniweaver’s Crusade 
  205
  Scions of the Ocuth 
  207
  Shadowtech Doctrine 
  208
  Xamaron Horde 
  210
  Threats by Challenge Rating 
  223
  Index of Stat Blocks 
  224
  
  Introduction
  This book represenTs a daTabase of creaTures, aliens, and 
  threats found throughout the EspEr GEnEsis setting. It is 
  an indispensible tool for story weavers and world-forgers 
  looking to build encounters in the EspEr GEnEsis universe. 
  The entries in this book can be universally adapted to any 
  adventure or mission—from the smallest of one-shots to 
  the grandest of science-fiction epics. With such a myriad 
  of strange, alien encounters, game masters have a wealth 
  of different ways to remind their players that they are far 
  from alone in this vast universe.
  As not all encounters are the same and the term "alien" 
  is a matter of perspective, each entry includes a wealth 
  of background information that can include the origins, 
  general nature, society, environment, and general tactics 
  for each creature or construct presented within. Some, 
  depending on situations within your game, may be 
  more benign than malicious and more possible ally than 
  potential threat.
  Some of the creatures and personas in this book draw 
  from classic or popular science-fiction tropes, infused 
  or adapted with a few of the more unique aspects of 
  the EG universe. Many others are complete works of the 
  imagination. Regardless of which these are, they are all 
  intended for you to use or adapt in whichever manner 
  you choose within your sci-fi campaign. Their stories are 
  meant to be a toolbox to expand your own storylines, 
  creating amazing scenarios with which to astound your 
  players as they explore the next section of the great 
  unknown. A few of them even have specifics that can 
  expand the mysteries behind the phenomenon of the 
  Crucibles and their connection to the rest of the galaxy.
  Although this collection is more than enough to fill 
  any campaign, it's merely a tiny fraction of the multitude 
  of threats one may encounter in the depths of space or 
  across an alien landscape. As such, you are also provided 
  helpful tools on creating your own threats, NPCs, and 
  alien creatures.
  Using This Book
  The Threats Database is as much a tool to challenge player 
  characters as it is to inspire new worlds, aliens, galactic 
  societies, and the stories that come with them. If you need 
  something for a quick evening one-shot, you always have 
  something available for use, while simultaneously, the 
  same entry can be incorporated into an expanded galactic 
  system in which you can run an entire campaign storyline.
  With this in mind, this book is primarily a tool for 
  the game master. Where the Master Technician's Guide is 
  intended for game masters to expand on their campaign 
  rules and storylines, this book's primary purpose is to 
  expand a game master's repertoire with which forge 
  exciting and dangerous scenarios filled with deadly beasts 
  or devious antagonists. Combined with the Core Manual, 
  all three of these core books provide the necessary 
  building blocks needed to weave together your own 
  universe in the EspEr GEnEsis game.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  4
  
  Using Threats in Your Game
  Though the term "threat" won't necessary apply in 
  every situation, any of the creatures or constructs in this 
  book can be utilized for the purpose of physical conflict, 
  regardless of its nature. Because of this, they are all given 
  a set of statistics that can be used in combat at any 
  point during an adventure or mission. While a select few 
  can use these statistics to fight on the side of the player 
  characters, the majority of these entries are intended 
  to provide characters with a myriad of challenges and 
  hardships to overcome.
  As some creatures and people listed have a general 
  enviornment where they may be encountered, this is 
  by no means a limitation. The galaxy is vast with many 
  spacefaring cultures, so there's always a possibility to 
  find a variation of any threat wherever your campaign 
  takes you and your players.
  Building the Better Encounter
  When choosing a threat to use in your game, never feel 
  bound by any set definition of culture or environments. 
  These are merely guidelines to make each threat easy-to-
  use and readily available for any scenario.
  The best choice is always the threat whose general 
  features and statistics fit best for your story while 
  providing your players with an encounter that's both 
  exciting and memorable. Why is there an evargun 
  wandering through this ruined city?  What would a 
  horde of xamaron be doing on the surface of an ice 
  planet? These simple questions can easily be used as the 
  foundation for an epic adventure!
  Galactic Environments
  If you're running a game where the characters find 
  themselves in a particular environment, or you're 
  using the encounter tables for a specific region, each 
  threat provides suggested places where they might be 
  encountered.
  Planetary Ruins
  Whether they're war-scarred, abandoned, or have simply 
  collapsed through lack of maintenance, ruins are often 
  a haven or breeding ground for scavengers, vagrants, 
  or dangerous predators. These can range in size from 
  relatively small structures to an enormous desolate 
  region. Some examples include:
  • A dilapidated apartment complex  or office building 
  that's been unoccupied for some time
  • A decomissioned spaceport now turned junkyard
  • Deserted vehicle docks at the edge of the city
  • A neighborhood sector quarantined by the authorities
  • The remains of a city devastated by invasion or attack
  Space Ruins
  Unlike the abandoned areas on a planet's surface, 
  deserted space structures can take on many different 
  variables, such as the possibility of a vaccum or lack of 
  any form of gravity. Some of these places were once built 
  with the resources of intelligent, spacefaring cultures, 
  and are not left behind without good reason. Space ruin 
  examples include:
  • A large asteroid with a network of chambers or tunnels
  • The remains of a starship destroyed in battle
  • A once-manned drone or satellite orbiting a strange 
  planet
  • Scattered pockets of space debris in orbit around a 
  planetoid
  • An abandoned or quarantined space station with no 
  power or life support
  Spatial Anomaly
  These regions exist outside any defined scientific 
  definitions of gravity, space, and time. Though many 
  are believed to simply be beyond the scope of modern 
  science, some can also be ruptures in space/time left 
  behind by the use of powerful esper abilities. Some 
  examples of spatial anomalies include:
  • A wormhole traveling between multiple points in the 
  galaxy
  • A rift in space causing time and movement to slow 
  dramatically
  • Energy within a galactic nebula causing shifts in space-
  time or a glimpse into alternate realties
  • Inexplicable occurrences of primordial energy such as 
  fire or wind inside of a vacuum
  • A spatial distortion allowing interaction with extra-
  dimensional beings
  Subaquatic
  As much life if not more lies beneath the waves than in 
  the terrestrial wilderness. The regions beneath a planet's 
  seas and oceans can be just as amazing and terrifying as 
  the wonders found in the deepest reaches of space. These 
  include:
  • A sunken alien city now home to a savage aquatic tribe 
  ruled by clan of kentrodar
  • An ice drake's lair hidden within a coral cavern
  • A graveyard of old seafaring vessels transformed into a 
  taarjasa's nest
  • A seaweed field that is really a sanctuary for semi-
  transparent creatures made entirely of water
  • A hidden bio-lab that can travel between the surface 
  and the ocean floor
  Subterranean
  Where exotic regions can be found on any planet's 
  surface, the vastness of the underworld can easily 
  rival any dangers that can be found in the wilderness. 
  Subterranean regions can run anywhere from a few dozen 
  feet to miles and miles of winding tunnels and massive 
  caverns containing places such as the following:
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  5
  
  • A xamaron colony hidden beneath a sand sea
  • A network of tunnels created by gargantuan 
  earthworms
  • An underground city carved into the side of a massive 
  cavern
  • A remote subterranean hold containing ancient relics 
  of a long dead alien species
  • A rocky landmass in the middle of a vast underground 
  lake
  Urban
  Many scenarios begin and end in heavily populated and 
  developed regions. Urban settings provide characters 
  with direct insight into the various cultures and practices 
  of a civilization. Hidden dangers can be found anywhere 
  from the seediest nightclubs to the stately penthouses of 
  the corporate elite. Examples include:
  • The hidden underground beneath the main office of a 
  shady megacorporation
  • An illegal fighting ring on the rooftop of an apartment 
  complex
  • Neighborhood blocks under the thumb of two warring 
  street gangs
  • Sublevels of a megacity separated by an open trench 
  used for hover racing competitions
  • A popular space station travel hub secretly operated by 
  an experiemental AI
  Wilderness
  Terrestrial landscapes are rife with all types of strange 
  creatures, mysterious flora, and reclusive cultures. Even 
  in these wide open spaces, danger lurks around every 
  corner or behind every patch of brush. Wilderness zones 
  can prove to be as fearsome as the darkness of space:
  • A drake's lair nestled within an ashen rocky crag
  • Fog-laden forests inhabited by intelligent carnivorous 
  flora
  • Tribal natives adapting their culture around the 
  worship of a great beast
  • A small island built upon the back of a giant rock 
  creature
  • A ganaray den in the middle of a poisonous swamp
  Statistics
  A threat’s statistics, referred to as its stat block, provide 
  the essential information that you need to run the threat.
  Size
  A threat can be Tiny, Small, Medium, Large, Huge, or 
  Gargantuan. The Size Categories table shows how much 
  space a creature of a particular size controls in combat. 
  See the Core Manual for more information on creature size 
  and space.
  Size CategorieS
  Size
  Space
  Tiny
  2 1/2 by 2 1/2 feet
  Small
  5 by 5 feet
  Medium
  5 by 5 feet
  Large
  10 by 10 feet
  Huge
  15 by 15 feet
  Gargantuan
  20 by 20 feet or larger
  MODIFYING CREATURES
  Despite the versatile collection of threats, you might be at a 
  loss when it comes to finding the perfect creature for part 
  of an adventure. Feel free to tweak an existing creature to 
  make it into something more useful for you, perhaps by 
  borrowing a trait or two from a different threat or by using 
  a variant or template, such as the ones in this book. Keep 
  in mind that modifying a threat, including when you apply a 
  template to it, might change its challenge rating.
  Type
  A threat’s type speaks to its fundamental nature. 
  Certain powers, items, class features, and other effects 
  in the game interact in special ways with creatures of a 
  particular type. For example, primordial buster ammunition 
  deals extra damage not only to primordials but also other 
  creatures of the primordial type, such as the frost creeper.
  The game includes the following threat types, which 
  have no rules of their own.
  Aberrations are creatures of inexplicable origin. Their 
  societies and habits elude most recorded data and are 
  more often than not considered purely alien in nature.
  Automatons are mechanical creations that operate on 
  their own artificial intelligence. Some of these beings are 
  fully self-aware and make their own societal advancements. 
  Beasts are nonhumanoid creatures that are a natural 
  part of life in a sci-fi setting. Most are unintelligent and 
  lack any society or language. Beasts include all varieties of 
  ordinary animals and giant versions of animals.
  Constructs are machines created and programmed 
  by their users. Some follow a simple set of instructions, 
  while others are programmed to follow more complex 
  commands.
  Cyborgs are creatures that a partially organic and 
  inorganic, sharing the advantages and detriments of both.
  Golems are constructs created from organic materials 
  and elements, often forged through energy from the 
  Crucibles. These creatures are rare in modern times, 
  though some still exist as guardians. The Ashenforged, 
  though primarily humanoid, also belong to this category.
  Dragons are large reptilian creatures of tremendous 
  power. They are highly intelligent and many are gifted 
  with powers similar to the espers. Also in this category 
  are creatures distantly related to true dragons, but less 
  powerful, such as drakes.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  6
  
  Proteans are intelligent beings made of pure energy. 
  Their origins date back to the stars themselves 
  from which they were born. They have evolved over 
  generations, taking on different aspects depending on the 
  migration.
  Netherants are creatures born from distortions of 
  space-time. They thrive on anti-matter and corrupted 
  elements. Some are mindless forms while others, such are 
  highly intelligent and self-evolving.
  Humanoids are the main peoples of a fantasy gaming 
  world, both civilized and savage, including humans and a 
  tremendous variety of other species. They have language 
  and culture and a bipedal form. The most common 
  humanoid races are the ones most suitable as player 
  characters: humans, eldori, promethean, and kesh.
  Almost as numerous but far more secluded are the 
  matokai, dendus, and the valna. There are other, far 
  more savage races of humanoids as well.
  Monstrosities are monsters in the strictest sense—
  frightening creatures that are not ordinary, not truly 
  natural, and almost never benign. Some are the results of 
  experimentation gone awry, and others are the product 
  of the unnatural evolution of a species.
  Like aberrations, they defy categorization, and in some 
  sense serve as a catch-all category for creatures that don’t 
  fit into any other type.
  Plant in this context are vegetable-based lifeforms, not 
  ordinary flora. Most of them are ambulatory, and some are 
  carnivorous. There are some intelligent plant species that 
  are similar to humanoids in both intelligence and practice.
  Primordials are gigantic intelligent beasts, often 
  humanoid in shape but born of the natural elements of their 
  environment, which can sometimes itself be a living entity. 
  The most common form of primordials are the bahtera.
  Tags
  A threat might have one or more tags appended to its 
  type, in parentheses. For example, a lorendi has the 
  humanoid (lorendi) type. The parenthetical tags provide 
  additional categorization for certain creatures. The tags 
  have no rules of their own, but something in the game, 
  such as specialized gear, might refer to them.
  Alignment
  A threat’s alignment provides a clue to its disposition and 
  how it behaves in a roleplaying or combat situation. 
  For example, a chaotic evil threat might be difficult to 
  reason with and attack characters on sight, whereas 
  a neutral threat might be willing to negotiate. See the 
  Core Manual for descriptions of the different alignments.
  The alignment specified in a threat’s stat block is the 
  default. Feel free to depart from it and change a threat’s 
  alignment to suit the needs of your campaign.
  Some creatures can have any alignment. In other 
  words, you choose the threat’s alignment. Some threat’s 
  alignment entry indicates a tendency or aversion toward 
  law, chaos, good, or evil. For example, a marauder can be 
  any chaotic alignment (chaotic good, chaotic neutral, or 
  chaotic evil), as befits its wild nature.
  Many creatures of low intelligence have no understanding 
  of law or chaos, good or evil. They don’t make moral or 
  ethical choices, but rather act on instinct. These creatures 
  are unaligned, which means they don’t have an alignment.
  Armor Class
  A threat that wears armor or carries a shield has an 
  Armor Class (AC) that takes its armor, shield, and 
  Dexterity into account. Otherwise, a threat’s AC is based 
  on its Dexterity modifier and natural armor, if any. If a 
  threat has natural armor, wears armor, or carries a shield, 
  this is noted in parentheses after its AC value.
  Hit Points
  A threat usually dies or is destroyed when it drops to 0 hit 
  points. For more on hit points, see the Core Manual.
  A threat’s hit points are presented both as a die 
  expression and as an average number. For example, a threat 
  with 2d8 hit points has 9 hit points on average (2 × 4½).
  A threat’s size determines the die used to calculate its 
  hit points, as shown in the Hit Dice by Size table.
  Hit DiCe by Size
  Creature Size
  Hit Die
  Average HP per 
  Die
  Tiny
  d4
  2½
  Small
  d6
  3½
  Medium
  d8
  4½
  Large
  d10
  5½
  Huge
  d12
  6½
  Gargantuan
  d20
  10½
  A threat’s Constitution modifier also affects the number 
  of hit points it has. Its Constitution modifier is multiplied 
  by the number of Hit Dice it possesses, and the result 
  is added to its hit points. For example, if a threat has a 
  Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 
  2d8 + 2 hit points (average 11).
  Speed
  A threat’s speed tells you how far it can move on its turn. 
  For more information on speed, see the Core Manual.
  All creatures have a walking speed, simply called the 
  threat’s speed. Creatures that have no form of ground-
  based locomotion have a walking speed of 0 feet.
  Some creatures have one or more of the following 
  additional movement modes.
  Burrow
  A threat that has a burrowing speed can use that speed 
  to move through sand, earth, mud, or ice. A threat can’t 
  burrow through solid rock unless it has a special trait 
  that allows it to do so.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  7
  
  Climb
  A threat that has a climbing speed can use all or part of 
  its movement to move on vertical surfaces. The threat 
  doesn’t need to spend extra movement to climb.
  Fly
  A threat that has a flying speed can use all or part of its 
  movement to fly. Some threats have the ability to hover, 
  which makes them hard to knock out of the air (as 
  explained in the rules on flying in the Core Manual). Such 
  a threat stops hovering when it dies.
  Swim
  A threat that has a swimming speed doesn’t need to 
  spend extra movement to swim.
  Ability Scores
  Every threat has six ability scores (Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma) and 
  corresponding modifiers. For more information on ability 
  scores and how they’re used in play, see the Core Manual.
  Saving Throws
  The Saving Throws entry is reserved for creatures that are 
  adept at resisting certain kinds of effects. For example, 
  a creature that isn’t easily charmed or frightened might 
  gain a bonus on its Wisdom saving throws. Most 
  creatures don’t have special saving throw bonuses, in 
  which case this section is absent.
  A saving throw bonus is the sum of a threat’s relevant 
  ability modifier and its proficiency bonus, which is 
  determined by the threat’s challenge rating (as shown in 
  the Proficiency Bonus by Challenge Rating table). Unless 
  otherwise noted on their stat block, this bonus is also 
  used to determine the threat's burst save.
  ProfiCienCy bonuS by CHallenge rating
  Challenge
  Proficiency 
  Bonus
  Challenge
  Proficiency 
  Bonus
  0
  +2
  14
  +5
  1/8
  +2
  15
  +5
  1/4
  +2
  16
  +5
  1/2
  +2
  17
  +6
  1
  +2
  18
  +6
  2
  +2
  19
  +6
  3
  +2
  20
  +6
  4
  +2
  21
  +7
  5
  +3
  22
  +7
  6
  +3
  23
  +7
  7
  +3
  24
  +7
  8
  +3
  25
  +8
  9
  +4
  26
  +8
  10
  +4
  27
  +8
  11
  +4
  28
  +8
  12
  +4
  29
  +9
  13
  +5
  30
  +9
  Skills
  The Skills entry is reserved for threats that are proficient 
  in one or more skills. For example, a threat that is very 
  perceptive and stealthy might have bonuses to Wisdom 
  (Perception) and Dexterity (Stealth) checks.
  A skill bonus is the sum of a threat’s relevant ability 
  modifier and its proficiency bonus, which is determined 
  by the threat’s challenge rating (as shown in the 
  Proficiency Bonus by Challenge Rating table). Other 
  modifiers might apply. For instance, a threat might have a 
  larger-than-expected bonus (usually double its proficiency 
  bonus) to account for its heightened expertise.
  Vulnerabilities, Resistances, and 
  Immunities
  Some creatures have vulnerability, resistance, or immunity 
  to certain types of damage. Particular creatures are even 
  resistant or immune to damage from mundane attacks (a 
  mundane attack is an attack whose source is not from an 
  esper power, a forged enhancement, or another similar 
  source). In addition, some creatures are immune to 
  certain conditions.
  Senses
  The Senses entry notes a threat’s passive Wisdom 
  (Perception) score, as well as any special senses the threat 
  might have. Special senses are described below.
  Blindsight
  A threat with blindsight can perceive its surroundings 
  without relying on sight, within a specific radius.
  Creatures without eyes typically have this special sense, 
  as do creatures with echolocation, internal sensors, or 
  heightened senses, such as drakes.
  If a threat is naturally blind, it has a parenthetical note 
  to this effect, indicating that the radius of its blindsight 
  defines the maximum range of its perception.
  Darkvision
  A threat with darkvision can see in the dark within a 
  specific radius. The threat can see in dim light within 
  the radius as if it were bright light, and in darkness as 
  if it were dim light. The threat can’t discern color in 
  darkness, only shades of gray. Many creatures that live 
  underground or in space have this special sense.
  Infravision
  A threat with infravision can see creatures and objects 
  that generate heat or electrical power. While in dim light 
  or darkness, characters with infravision can see and 
  discern those heat signatures within range. Creatures 
  hidden behind up to 5 feet of non-metallic solid material 
  can also be detected so long as they are within range and 
  the surface of their body generates some form of heat.
  A threat cannot use their infravision in any form of 
  bright light.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  8
  
  ARMOR, WEAPON, AND TOOL PROFICIENCIES
  Assume that a creature is proficient with its armor, 
  weapons, and tools. If you swap them out, you decide 
  whether the creature is proficient with its new equipment.
  For example, a machinist typically wears an armor jacket 
  and wields a combat axe. You could equip the machinist 
  with guardian armor and a grandblade instead, and assume 
  they're proficient with both, one or the other, or neither.
  See the Core Manual for rules on using armor or 
  weapons without proficiency.
  Tremorsense
  A threat with tremorsense can detect and pinpoint the 
  origin of vibrations within a specific radius, provided that 
  the threat and the source of the vibrations are in contact 
  with the same ground or substance. Tremorsense can’t 
  be used to detect flying or incorporeal creatures. Many 
  burrowing creatures have this special sense.
  Truesight
  A threat with truesight can, out to a specific range, see in 
  normal and supernatural darkness, see invisible creatures 
  and objects, automatically detect visual illusions and 
  succeed on saving throws against them, and perceive the 
  original form of a shapeshifter.
  Languages
  The languages that a threat can speak are listed in 
  alphabetical order. Sometimes a threat can understand 
  a language but can’t speak it, and this is noted in its 
  entry. A “—” indicates that a creature neither speaks nor 
  understands any language.
  Telepathy
  Telepathy is an ability that allows a threat to 
  communicate mentally with another creature within a 
  specified range. The contacted creature doesn’t need to 
  share a language with the threat to communicate in this 
  way with it, but it must be able to understand at least 
  one language. A creature without telepathy can receive 
  and respond to telepathic messages but can’t initiate or 
  terminate a telepathic conversation.
  A telepathic threat doesn’t need to see a contacted 
  creature and can end the telepathic contact at any time. 
  The contact is broken as soon as the two creatures are 
  no longer within range of each other or if the telepathic 
  threat contacts a different creature within range. A 
  telepathic threat can initiate or terminate a telepathic 
  conversation without using an action, but while the 
  threat is incapacitated, it can’t initiate telepathic contact, 
  and any current contact is terminated.
  Challenge
  A threat’s challenge rating (CR) tells you how dangerous 
  the threat is. An appropriately equipped and well-rested 
  party of four should be able to defeat a threat with a CR 
  equal to its level without suffering any deaths. For example, 
  four 3rd-level characters should find a threat with a CR of 
  3 to be a worthy challenge, but not a deadly one.
  Threats that are significantly weaker than 1st-level 
  characters have a CR lower than 1. Threats with a challenge 
  rating of 0 are insignificant except in large numbers; those 
  with no effective attacks are worth no experience points, 
  while those that have attacks are worth 10 XP each.
  Some threats present a greater challenge than even a 
  typical 20th-level party can handle. These threats have 
  a challenge rating of 21 or higher and are specifically 
  designed to test player skill.
  Experience Points
  The number of experience points (XP) a threat is worth is 
  based on its challenge rating. Typically, XP is awarded for 
  defeating the threat, although the GM may also award XP 
  for defeating the threat in some other manner.
  Unless something tells you otherwise, a threat 
  summoned by a power or other special ability is worth 
  the XP noted in its stat block.
  exPerienCe PointS by CHallenge rating
  Challenge
  XP
  Challenge
  XP
  0
  0 or 10
  14
  11,500
  1/8
  25
  15
  13,000
  1/4
  50
  16
  15,000
  1/2
  100
  17
  18,000
  1
  200
  18
  20,000
  2
  450
  19
  22,000
  3
  700
  20
  25,000
  4
  1,100
  21
  33,000
  5
  1,800
  22
  41,000
  6
  2,300
  23
  50,000
  7
  2,900
  24
  62,000
  8
  3,900
  25
  75,000
  9
  5,000
  26
  90,000
  10
  5,900
  27
  105,000
  11
  7,200
  28
  120,000
  12
  8,400
  29
  135,000
  13
  10,000
  30
  155,000
  Special Traits
  Special traits (which appear after a threat’s challenge 
  rating but before any actions or reactions) are 
  characteristics that are likely to be relevant in a combat 
  encounter and that require some explanation.
  Innate Powers
  A threat with the innate ability to use esper powers has 
  the Innate Powers special trait. Unless noted otherwise, 
  an innate power of rank 1 or higher always functions 
  at its lowest possible level and can’t be used at a higher 
  level. If a threat has a prime power where its level matters 
  and no level is given, use the threat’s challenge rating.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  9
  
  An innate power can have special rules or restrictions 
  which are described in the threat’s stat block.
  A threat’s innate powers can’t be swapped out with 
  other powers. If a threat’s innate powers don’t require 
  attack rolls, no attack bonus is given for them.
  Esper Powers
  A threat with the Esper Powers special trait has an esper 
  level and power slots, which it uses for rank 1 powers and 
  higher (as explained in the Core Manual). The esper level is 
  also used for any prime powers included in the feature.
  The threat has a list of powers known or prepared from 
  a specific class. The list might also include powers from a 
  feature in that class. The threat is considered a member 
  of that class when attuning to or using an item or piece 
  of gear that requires membership to the class or access to 
  its powers list.
  A threat can use a power from its list at a higher level 
  if it has the power slot to do so. For example, a lorendi 
  melder with the rank 3 singularity power can use it as a 
  rank 5 power by using one of its rank 5 power slots.
  You can change the powers that a threat knows or has 
  prepared, replacing any power on its list with a power of 
  the same level and from the same class list. If you do so, 
  you might cause the threat to be a greater or lesser threat 
  than suggested by its challenge rating.
  Special Power Tags
  A threat that has the ability to create the effects of esper 
  powers through special means has a special tag added to 
  its powers traits. These tags carries no special rules of its 
  own, but other parts of the game might refer to it.
  Psionics. A threat that can create effects using only the 
  power of its mind has the psionics tag added to its Esper 
  Powers or Innate Powers special trait.
  Technomancy. A threat that creates the effects of esper 
  powers through the use of sorium-based technology has 
  the technomancy tag added to its Esper Powers or Innate 
  Powers special trait.
  Actions
  When a threat takes its action, it can choose from the 
  options in the Actions section of its stat block or use one 
  of the actions available to all creatures, such as the Dash 
  or Hide action, as described in the Core Manual.
  Melee and Ranged Attacks
  The most common actions that a threat will take in 
  combat are melee and ranged attacks. These can be esper 
  power attacks or weapon attacks, where the “weapon” 
  might be a manufactured item or a natural weapon, such 
  as a claw or tail spike. For more information on different 
  kinds of attacks, see the Core Manual.
  Creature vs. Target. The target of a melee or ranged attack 
  is usually either one creature or one target, the difference 
  being that a “target” can be a creature or an object.
  Hit. Any damage dealt or other effects that occur as a 
  result of an attack hitting a target are described after the 
  “Hit” notation. You have the option of taking average 
  damage or rolling the damage; for this reason, both the 
  average damage and the die expression are presented.
  Miss. If an attack has an effect that occurs on a miss, 
  that information is presented after the “Miss:” notation.
  Multiattack
  A creature that can make multiple attacks on its turn has 
  the Multiattack action. A creature can’t use Multiattack 
  when making an opportunity attack, which must be a 
  single melee attack.
  Ammunition
  A threat carries enough ammunition to make its ranged 
  attacks. You can assume that a threat has 2d4 pieces of 
  ammunition for a thrown weapon attack, and 3d10 pieces 
  of ammunition for a projectile weapon such as a gun or bow
  Reactions
  If a threat can do something special with its reaction, 
  that information is contained here. If a creature has no 
  special reaction, this section is absent.
  Limited Usage
  Some special abilities have restrictions on the number 
  of times they can be used.
  X/Day. The notation “X/Day” means a special ability 
  can be used X number of times and that a threat must 
  finish a long rest to regain expended uses. For example, 
  “1/Day” means a special ability can be used once and 
  that the threat must finish a long rest to use it again.
  Recharge X–Y. The notation “Recharge X–Y” means a 
  threat can use a special ability once and that the ability 
  then has a random chance of recharging during each 
  subsequent round of combat. At the start of each of the 
  threat’s turns, roll a d6. If the roll is one of the numbers 
  in the recharge notation, the threat regains the use of the 
  special ability. The ability also recharges when the threat 
  finishes a short or long rest.
  For example, “Recharge 5–6” means a threat can use the 
  special ability once. Then, at the start of the threat’s turn, 
  it regains the use of that ability if it rolls a 5 or 6 on a d6.
  Recharge after a Short or Long Rest. This notation means 
  that a threat can use a special ability once and then must 
  finish a short or long rest to use it again.
  GRAPPLE RULES FOR THREATS
  Many threats have special attacks that allow them to 
  quickly grapple prey. When a threat hits with such an 
  attack, it doesn’t need to make an additional ability check to 
  determine whether the grapple succeeds, unless the attack 
  says otherwise.
  A creature grappled by the threat can use its action to 
  try to escape. To do so, it must succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check against the 
  escape DC in the threat’s stat block. If no escape DC 
  is given, assume the DC is 10 + the threat’s Strength 
  (Athletics) modifier.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  10
  
  Equipment
  A stat block rarely refers to equipment, other than armor 
  or weapons used by a threat. A creature that customarily 
  wears clothes, such as a humanoid, is assumed to be 
  dressed appropriately.
  You can equip threats with additional gear and trinkets 
  however you like, and you decide how much of a threat’s 
  equipment is recoverable after the creature is slain and 
  whether any of that equipment is still usable. A battered 
  suit of armor made for a threat is rarely usable by 
  someone else, for instance.
  Legendary Creatures
  A legendary creature can do things that ordinary 
  creatures can’t. It can take special actions outside its 
  turn, and it might exert magical influence for miles 
  around.
  If a creature assumes the form of a legendary creature, 
  such as through an esper power, it doesn’t gain that 
  form’s legendary actions, lair actions, or regional effects.
  Legendary Actions
  A legendary creature can take a certain number of special 
  actions—called legendary actions—outside its turn. Only 
  one legendary action option can be used at a time and 
  only at the end of another creature’s turn. A creature 
  regains its spent legendary actions at the start of its turn. 
  It can forgo using them, and it can’t use them while 
  incapacitated or otherwise unable to take actions. If 
  surprised, it can’t use them until after its first turn in the 
  combat.
  A Legendary Creature’s Lair
  A legendary creature might have a section describing its 
  lair and the special effects it can create while there, either 
  by act of will or simply by being present. Such a section 
  applies only to a legendary creature that spends a great 
  deal of time in its lair.
  Lair Actions
  If a legendary creature has lair actions, it can use them 
  to harness the ambient energy in its lair. On initiative 
  count 20 (losing all initiative ties), it can use one of its 
  lair action options. It can’t do so while incapacitated or 
  otherwise unable to take actions. If surprised, it can’t use 
  one until after its first turn in the combat.
  Regional Effects
  The mere presence of a legendary creature can have 
  strange and wondrous effects on its environment, as 
  noted in this section. Regional effects end abruptly or 
  dissipate over time when the legendary creature dies.
  ESPER GENESIS • THRE ATS DATAB A SE • INTRODUC TION
  11
  
  Aberrant
  From the darkest corners of uncharted ruins to the 
  desolate wastes of a blighted colony, the alien wail of 
  the aberrants can be heard echoing in response to the 
  trespass of unsuspecting explorers. Those cries are the 
  only warning before a swarm of twisted forms appear 
  from the darkness, assaulting their victims with a 
  merciless ferocity.
  Genetics Gone Awry. When the promethean 
  reach adulthood, they undergo a process 
  known as the Chrysalis, after which they 
  establish their perfected design. In rare 
  circumstances, however, the process 
  produces an unintended form. 
  Emerging with both physical and 
  mental deformities, they are 
  branded as aberrants. Many 
  are euthanized, though some 
  survive either by mercy of 
  their creators or by escaping 
  before elimination.
  Perfect Imperfections. 
  Over the past couple of 
  centuries, the number 
  of aberrants spotted 
  across the galaxy has 
  soared, numbering 
  in the dozens, if not 
  hundreds. A select 
  few who retained 
  their sanity attempt to 
  recreate the "mistake" 
  that brought them to 
  their current state.
  They grow their 
  numbers in the belief 
  that they, not the 
  prometheans, are the 
  next stage of human 
  evolution. They seek to 
  discover the secret behind 
  the aberration within 
  the Chrysalis process 
  in order to perfect 
  themselves. Such a 
  process, however, takes 
  a long time and many, 
  many experiments.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  12
  
  Dangerous Abnormalities. Though most are mindless 
  or driven completely mad, most aberrants have some  
  extraordinary ability. They are especially dangerous when 
  under the control or command of a more sane member 
  of their kind. Because of the myriad of aberrations that 
  make up their design, it's often hard for their enemies to 
  know what to expect when encountering them. The most 
  common, however, have long, sharp claws and teeth, 
  which they use to rend and consume the flesh of other 
  living beings.
  Hiding in Plain Sight. Some of the more intelligent 
  aberrants have learned to blend into the local population, 
  either by wearing heavy clothing ,headwear or masked 
  exo-suits. Many even use camouflage or stealth tech in 
  their armor to hide when hunting or planning an ambush. 
  Such techniques allow them to not only keep safe, but 
  also to capture unsuspecting humanoids for food or 
  experimentation.
  Boundless Energy. An aberrant does not require rest or 
  sleep.
  Chrysalis Aberration. An abberant has one of the 
  following special features, determined randomly or 
  chosen by the GM using the Chrysalis Aberration table. If 
  multiple aberrants are encountered, they all possess the 
  same special feature. 
  CHrySaliS aberration
  d20
  Special Feature
  1-3
  Toxin Resistance. The aberrant has resistance to 
  damage from poison and immunity to the poisoned 
  condition and disease.
  4-9
  Keen Hearing and Smell. The aberrant has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing or smell.
  10-11
  Spider Climb. The aberrant can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  12-15
  Rush. As a bonus action, the aberrant can move up 
  to its speed toward a hostile creature that it can see. 
  16-17
  Rampaging Attack. When the aberrant reduces 
  a creature to 0 hit points with a melee attack on its 
  turn, it can take a bonus action to move up to half its 
  speed and make a claw attack.
  18-19
  Superior Fortitude. If damage reduces the 
  aberrant to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a critical hit. On 
  a success, the aberrant drops to 1 hit point instead.
  20
  Flight. The aberrant's has leathery wings and a 
  flying speed of 40 ft. 
  Tips and Tactics
  Aberrants are accustomed to lingering in the darkness 
  or shadows. Due to their lack of ranged weapons, they 
  prefer to sneak up on their targets before attacking. Rarely 
  does one aberrant take on an enemy alone. They rely on 
  numbers, especially when accompanied by a controller.
  Aberrant
  Medium humanoid (aberrant), unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  10 (+0) 
  14 (+2) 
  7 (-2) 
  13 (+1) 
  7 (-2)
  Skills Athletics +3, Perception +3, Stealth +2
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Common and Terran but can't speak
  Challenge 1/4 (50 XP)
  Chrysalis Aberration. The aberrant has one of the following 
  special features, determined randomly by rolling a d20 or 
  chosen by the GM. See the Chrysalis Aberration table in the 
  threat description.
  Actions
  Multiattack. The aberrant makes two attacks: one with its bite 
  and one with its claw, or two with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Aberrant Brute
  Large humanoid (aberrant), unaligned
  Armor Class 12 (natural armor)
  Hit Points  66 (7d10 + 28)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  7 (-2) 
  19 (+4) 
  7 (-2) 
  11 (+0) 
  7 (-2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages  understands Common and Terran but can't speak
  Challenge 2 (450 XP)
  Chrysalis Aberration. The aberrant has one of the following 
  special features, determined randomly by rolling a d20 or 
  chosen by the GM. See the Chrysalis Aberration table in the 
  threat description.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  13
  
  Aberrant Controller
  Medium humanoid (aberrant), any evil alignment
  Armor Class 18 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  17 (+3) 
  14 (+2) 
  13 (+1) 
  12 (+1)
  Skills Deception +4, Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common and Terran
  Challenge 5 (1,800 XP)
  Innate Powers. The aberrant controller's channeling 
  ability is Intelligence (save DC 13). It can innately use the 
  following talents:
  3/day each: eclipse, nondetection, unravel effect
  1/day each: domination, frigid mist
  Chrysalis Aberration. The aberrant controller has one of the 
  following special features, determined randomly by rolling a d20 
  or chosen by the GM. See the Chrysalis Aberration table in the 
  threat description.
  Esper Resistance. The controller has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Sorium Armaments. The aberrant's weapon attacks are 
  considered forging attacks.
  Actions
  Multiattack. The aberrant makes two attacks: one with its claws 
  and one with its bite.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage.
  Reactions
  Call to Arms. Each aberrant of the controller's choice that is 
  within 30 feet of it, can hear it, and not already affected by Call 
  to Arms gain advantage on attack rolls until the start of the 
  controller's next turn.
  444Aberrants are formidable enough,  
  but when they find a smart leader to follow, 
  there's suddenly brains behind that brawn  
  ... and those claws.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  14
  
  Aerial Stalker
  The distinctive whooshing sound 
  made by an attacking aerial stalker 
  is well known to many who have 
  experienced the realities of war.
  War Machines. Built with intuitive tactical 
  programming and a combination of small 
  arms and deadly hand-to-hand weaponry, 
  stalkers have become a standard for 
  planetary assault operations. Developed by 
  Twilight Technologies, they're an upgrade from 
  the original alphalite model constructs.
  Silent Killers. The prominent feature of 
  the aerial stalker is its silent-running flight 
  system, allowing it to carry out swift 
  ambushes from above upon unsuspecting 
  foes. The only warning one has before it 
  strikes is a whoosh of air from the exhaust 
  of its flight pack.
  Tips and Tactics
  Though they can attack enemies from a 
  distance, stalkers are far deadlier when 
  they swoop down onto their enemies, 
  catching them off guard. In a group, at 
  least one stays behind and attacks at a 
  range while the rest attempt to divide the 
  enemy in one-to-one melee. 
  Aerial Stalker
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  13 (+1) 
  16 (+3) 
  6 (−2) 
  11 (+0) 
  7 (−2)
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned 
  Senses infravision 60 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Actions
  Multiattack. The stalker makes two attacks with its claws or 
  two attacks with its arm lasers.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Arm Laser. Ranged Weapon Attack: +3 to hit, range 60/120 
  ft., one target. Hit: 4 (1d6 + 1) radiant damage
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  15
  
  Alphalite Synth
  Known throughout the galaxy as the 
  standard in modern day automaton design, 
  alphalites were the first robotic units to use the 
  universally adaptable machine language known as 
  ALOMU. Over time, these constructs became suited to 
  many different tasks and are commonly found in more 
  populated galactic regions.
  A Synth for All Purposes. Alphalite constructs have 
  been a stable of robotics in the Silrayne Arc and other 
  areas of the galaxy for generations. Their versatile 
  programming makes them useful for military, domestic, 
  and manufacturing tasks.
  An Artificial Evolution. As technology evolved, so 
  too did the alphalites. Their advanced level of AI 
  programming has enabled them to be considered 
  semi-sentient, if not fully "self aware." They can learn 
  new tasks, hold normal conversations and can easily 
  interpret both verbal and digital commands.
  Birth of a Species. In recent times, a growing number of 
  alphalites have had their limited functionality replaced 
  with an advanced, ever-evolving artificial intelligence. 
  These beings, referring to themselves as "machina," 
  adopted a modified version of alphalite military program 
  code as their form of communication.
  Alphalite
  The original design was popular for security and 
  military use. Alphalite often guard secure corporate or 
  government facilities and can sometimes be found on 
  military expeditions. Esper engineers make regular use 
  of these constructs as well.
  Alphalite Builder
  These larger models are built with various supports 
  and mounting hooks. They're often used for 
  construction and heavy loading.
  Alphalite Custodian
  A slimmed-down version of the standard model, these 
  are often found in domestic households or  
  performing a variety of civil servant duties.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  16
  
  Alphalite
  Medium automaton, neutral
  Armor Class 13 (armored frame)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  10 (+0) 
  10 (+0) 10 (+0) 
   3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages ALOMU, Common
  Challenge 1 (200 XP)
  Actions
  Stun Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target 
  is a creature other than an automaton or construct, it 
  must succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Alphalite Builder
  Large automaton, neutral
  Armor Class 11 (armored frame)
  Hit Points 19 (3d10 + 3)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  13 (+1) 
  9 (−1) 
  11 (+0) 
  3 (−4)
  Skills Athletics +6
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses passive Perception 10
  Languages ALOMU, Common
  Challenge 1/4 (50 XP)
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Alphalite Custodian
  Medium automaton, neutral
  Armor Class 12 (armored frame)
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  12 (+1) 
  12 (+1) 11 (+0) 
  12 (+1)
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses passive Perception 13
  Languages ALOMU, Common
  Challenge 1/8 (200 XP)
  Actions
  Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Scale:
  Tips and Tactics
  Built as light armored combatants, Alphalites stick to 
  using their ranged weapon when possible, switching 
  to melee combat when attempting to subdue or deal 
  with an up-close opponent. Builders and custodians 
  are mostly programmed for self defense if faced with a 
  physical threat, more likely to attempt to escape or help 
  others to do so if programmed to.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  17
  
  Aluphax
  The aluphax are a barbarous species with 
  stout frames, skin covered with a layer of 
  thick fur, elongated heads dressed with 
  long horns, and wide jaws filled with 
  rows of jagged, sharp teeth.
  Conquering Forces. Throughout 
  their history, the aluphax have 
  been one of the more dominant 
  of species in their part of the 
  galaxy,  their power stretching 
  across many of the Rim 
  Sectors. That changed 
  with the arrival of other 
  spacefaring societies, their 
  expansion and influence 
  considered an invasion 
  into aluphax territory.
  Never abandoning their 
  tradition of strength 
  and power above 
  all else,  the aluphax 
  attack, raid, and then 
  eradicate any intelligent 
  civilization that does 
  not yield and swear 
  to obey and serve 
  under their authority. 
  Regardless of their 
  fate, the aluphax 
  use their plundered 
  resouces to establish 
  a foothold in the 
  galactic region 
  and expand their 
  territory. Because 
  of this, aluphax 
  tribes tend to 
  move regularly 
  from system to 
  system, never 
  settling in one 
  particular part of 
  the galaxy.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  18
  
  By Tribe or By Deed. Most aluphax belong to a tribe that 
  gives an individual their own name and reputation. When 
  a civilization is subjugated, the conquering aluphax tribes 
  claim their accolades and demand rightful respect from 
  those beneath their station. A spawning ground is then 
  established in or near the center of the tribe's territory, 
  where aluphax elders produce their offspring. Those that 
  prove themselves worthy in the initial trials are inducted 
  into the tribe.
  A chosen few among the aluphax have accomplished 
  deeds great enough to elevate themselves beyond their 
  tribal identity. Such legendary figures often form tribes 
  of their own, establishing a new banner by which to sew 
  terror and dread among their foes.
  Spawn of the Ocuth. The history of the aluphax, 
  according to their ruling tribes, begins with their creators, 
  the Ocuth. When the galaxy was new, these primordial 
  beings possessed the capacity to shape and mold the 
  stars to their design. Since the Ocuth could travel across 
  the infinite expanse, entire galactic civilizations trembled 
  in the wake of their power.
  Their greatness, however, was to be short lived. 
  Usurpers devised a devious plan to steal the Ocuth's 
  power and use it against them. Unaware of the grand 
  betrayal, the great primordials fell from power, but not 
  before scattering remnants of their own across the galaxy.  
  It is from these remnants, according to legend, that the 
  first aluphax tribes were born. The aluphax strive to 
  expand their reach across the galaxy once more to reclaim 
  the greatness once stolen from their great ancestors.
  Most tribes believe that the usurpers evolved to become 
  the species that now call themselves valna. Though the 
  valna would normally bear no general hostilities, the 
  continued savage attacks from the aluphax have created 
  an enmity between these two species. The aluphax's 
  brutal nature have evoked similar long-term conflicts 
  with the eldori, dendus, and humans.
  Tips and Tactics
  Though aluphax are a mostly aggressive and hostile 
  species, they don't blindly charge into battle. They 
  instead plan for the greatest advantage, be it the 
  opportunity to surprise an enemy or to identify and team 
  up against the weakest in a group of enemies.
  Aluphax Warrior
  The majority of aluphax, upon their birth, are trained 
  to fight. Those that survive their early years become 
  members of the tribe. Those that show exemplary 
  prowess become the tribe's warriors, devoting their life 
  toward bringing glory to their tribe through strength and 
  dominance.
  Aluphax Battlemaster
  The tribe's strongest warriors attain hold the title of 
  battlemaster. Battlemasters plan and lead the charge in 
  military assaults and invasions.
  Aluphax Avenger
  Though rare among their people, some of the greatest 
  of the aluphax attain such legendary skill that they 
  can seemingly bend time and space to their will. These 
  avengers are considered to be ones chosen by the spirit of 
  the Ocuth and gifted with supernatural power.
  Aluphax Warrior
  Medium humanoid (aluphax), neutral evil
  Armor Class 14 (light trooper)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  16 (+3) 
  9 (-1) 
  10 (+0) 
  7 (-2)
  Skills Athletics +5, Intimidation +2
  Senses passive Perception 10
  Languages Common, can speak telepathically to 
  other Aluphax
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the aluphax can move up to 
  its speed toward a hostile creature that it can see.
  Actions
  Power Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) bludgeoning damage.
  Power Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 
  ft., one target. Hit: 7 (1d10 + 2) piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  19
  
  Aluphax Battlemaster
  Medium humanoid (aluphax), chaotic evil
  Armor Class 17 (heavy trooper)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  17 (+3) 
  15 (+2) 
  13 (+1) 
  12 (+1)
  Skills Intimidation +6, Survival +3
  Senses passive Perception 11
  Languages Common, can speak telepathically to 
  other Aluphax
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the aluphax can move up to 
  its speed toward a hostile creature that it can see.
  Actions
  Multiattack. The aluphax makes two grandblade attacks or 
  two autorifle attacks.
  Grandblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Autorifle. Ranged Weapon Attack: +5 to hit, range 80/240 
  ft., one target or 10’ cube, burst fire DC: 13 Hit: 7 (1d10 + 2) 
  piercing damage or 5 (1d10) for burst fire.
  Burst Fire (Recharge 5-6). The aluphax fires a spray of bullets 
  in a 10-foot cube area within 80 feet of it that it can see. 
  Each target in that area must succeed on a DC 12 burst save 
  or take 5 (1d10) piercing damage.
  Reactions
  Parry. The aluphax adds 3 to its AC against one melee attack 
  that would hit it. To do so, the aluphax must see the attacker 
  and be wielding a melee weapon.
  Aluphax Avenger
  Medium humanoid (aluphax), neutral evil
  Armor Class 18 (power armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2) 
  15 (+2) 
  14 (+2)
  Saving Throws Con +6, lnt +5, Wis +5
  Skills Athletics +6, Intimidation +5
  Senses passive Perception 12
  Languages Common, can speak telepathically to 
  other Aluphax
  Challenge 8 (3,900 XP)
  Aggressive. As a bonus action, the aluphax can move up to 
  its speed toward a hostile creature that it can see.
  Improved Critical. The avenger scores a critical hit on a 19-20 
  when using their energy blade.
  Innate Powers. The aluphax’s channeling ability is Charisma 
  (save DC 13; +5 to hit with melding talents). It can use the 
  following talents:
  Prime (at will): push
  3/day each: blur, phase step
  1/day: spatial path
  Actions
  Multiattack. The aluphax makes two energy blade attacks..
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage, and the target must succeed 
  on a DC 15 Constitution save or take 18 (4d8) poison damage 
  and become poisoned until the end of their next turn.
  Energy Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (3d6 + 3) slashing damage plus 10 (3d6) 
  radiant damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  20
  
  Scale:
  Aragell
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  5 (-3)
  Skills Perception +3, Stealth +3
  Damage Resistances cold
  Damage Immunities poison
  Condition Immunities poisoned, exhausted
  Senses passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Aragell
  Explorers that venture into the wilds 
  of desolate planets and regions can 
  become prey to a pack of aragell.
  Fearsome Predators. Aragell are 
  highly territorial, seeing any other 
  creature that ventures into its 
  domain as food, sport, or both. 
  Their young are immediately taught 
  to hunt, fight, and take advantage 
  of their surroundings. Their speed 
  allows them to easily run down most 
  other creatures.
  Highly Adaptable. Aragell prefer warm 
  climates and an abundance of flora, but 
  they can be found in any climate, having 
  the innate ability to adapt to almost any 
  environment. Though they cannot speak, they 
  are considered fairly intelligent beasts. A very 
  fortunate few have been able to train aragell 
  hatchlings to eventually become mounts 
  and pets.
  Pack Tactics. The aragell has advantage on an attack roll 
  against a creature if at least one of the aragell's allies is 
  within 5 feet of the creature and the ally isn't incapacitated.
  Pounce. If the aragell moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 13 Strength saving 
  throw or be knocked prone. If the target is prone, the aragell 
  can make one bite attack against it as a bonus action.
  Actions
  Multiattack. The aragell makes two claw attacks or one claw 
  and one bite attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  21
  
  Atoru
  Standing over 15 feet tall with mottled blue skin; 
  wide, flat heads; and long necks, with twin 
  tusks curving toward their chests, the atoru 
  have a light and graceul gait that belies their 
  size. They exude an aura of calmness and 
  serenity.
  Cosmic Orphans. Remnants of an 
  ancient species, the many of the 
  small number of atoru in Accord 
  space inhabit domiciles carved 
  into asteroids rich in platinum-
  group minerals. The religion of 
  these mysterious people holds 
  that eons ago, the vast majority 
  of their kind acheived a kind 
  of apotheosis called Xaaneh, 
  and merged with the universe. 
  Atoru, in their tongue, means 
  "stranded" or "forsaken."
  Ascetic Giants. Although 
  the atoru long ago accepted 
  they will never be able to join 
  with their ancestors, many 
  have adopted a philosophy 
  of betterment, striving for 
  improvement of mind, body, 
  and action. They possess 
  inherent esper-like abilties, and 
  many have become full fledged 
  espers, with some combining their 
  talents with a fluid, powerful 
  fighting style. Fortunately, 
  atoru largely subscribe to an 
  idealogy of nonviolence, and 
  only resort to combat in 
  defense of themselves and 
  others. 
  Tips and Tactics
  When fighting alongside 
  those smaller than 
  themselves, atoru seek to 
  aid and defend the least 
  capable, using their reach to 
  pull fallen allies to safety. They 
  rarely strike to kill, preferring to 
  incapacitate their foes. Individual 
  atoru have been known to make 
  exceptions to this rule.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  22
  
  Scale:
  Atoru
  Huge giant, lawful good
  Armor Class 16 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  18 (+4) 
  21 (+5) 
  11 (+0) 15 (+2) 
  14 (+2)
  Saving Throws Con +8, Wis +5, Cha +5
  Skills Athletics +9, Insight +5, Perception +5
  Condition Immunities blinded, charmed, frightened
  Senses truesight 60 ft., passive Perception 15
  Languages Common, can communicate with other atoru by 
  use of a sign language shared between them
  Challenge 8 (3,900 XP)
  Keen Sight and Hearing. The atoru has advantage on 
  Wisdom (Perception) checks that rely on seeing and hearing.
  Innate Powers. The atoru's channeling ability is Wisdom. It 
  can innately use the following talents:
  At will: esper sense, tricky fingers
  3/day each: phase step, slow fall
  Stunning Strike (Recharge 5-6). When the atoru hits a target 
  with a melee weapon attack, the target must succeed on a 
  DC 17 Constitution saving throw or be stunned until the end 
  of the target's next turn.
  Unarmored Defense. While the atoru is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier.
  Actions
  Multiattack. The atoru makes two melee attacks..
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
  Reactions
  Parry and Counter. The atoru adds 4 to its AC against one 
  melee or ranged weapon attack that would hit it. To do so, 
  it must be able to see the attacker. If the attack misses, the 
  atoru can make one melee attack against the attacker if it is 
  within its reach.
  Atoru Galleem
  Huge giant, lawful good
  Armor Class 18 (natural armor)
  Hit Points 241 (21d12 + 105)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   +22 (+6) 18 (+4) 
  21 (+5) 
  12 (+1) 
  17 (+3) 
  14 (+2)
  Saving Throws Con +9, Wis +7, Cha +6
  Skills Insight +6, Perception +6, Persuasion +5
  Condition Immunities blinded, charmed, frightened
  Senses truesight 120 ft., passive Perception 16
  Languages Common, can communicate with other atoru by 
  use of a sign language shared between them
  Challenge 12 (8,400 XP)
  Keen Sight and Hearing. The atoru has advantage on 
  Wisdom (Perception) checks that rely on seeing and hearing.
  Innate Powers. The atoru's channeling ability is Wisdom. It 
  can innately use the following talents:
  At will: esper sense, tricky fingers
  3/day each: phase step, slow fall
  Esper Powers. The atoru is a 5th-level channeler. Its 
  channeling ability is Wisdom (power save DC 15, +7 to 
  hit with channeling attacks). The atoru has the following 
  powers prepared:
  Prime (at will): friends, illusory point, mental missive
  Rank 1 (4 slots): beguile, distortion, illusory form, primal fear
  Rank 2 (3 slots): obfuscate, stasis field, suggestion
  Rank 3 (2 slots): restore pattern, treacherous allies
  Sorium Armaments. The atoru's weapon attacks are 
  considered to be forging attacks, bypassing any defenses 
  that grant resistances to mundane weapons.
  Unarmored Defense. While the atoru is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier.
  Actions
  Multiattack. The atoru makes three attacks with 
  its bell rope.
  Bell Rope. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage plus 5 (1d10) 
  force damage.
  444The silence of space makes the desert wind howl. 
  The serenity of space makes still waters churn.  
  But within such space, an asteroid has only  
  echoes of the spirit you carry within.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  23
  
  Bachorta
  Bachorta are lithe, slender, malicious humanoids that dwell in 
  city slums, ruined and deserted structures, or in the underbelly of 
  space stations and settlements. Considered to be more primitive 
  than most other spacefaring societies, those that aren't scavengers 
  often work as mercenaries or killers for hire.
  Fealty to None. Packs of bachorta are 
  led by the strongest or most cunning 
  among them. They are a selfish 
  species, their self-worth driven by 
  how much they can take from others. Those 
  that lead them do so mostly through 
  either intimidation or the promise of 
  obtaining some sort of prize or fortune. 
  Their cold-hearted, selfish nature 
  makes them very good mercenaries, if 
  not entirely trustworthy ones.
  Cruel and Craven. With little 
  sense of decency or kindness even 
  to each other, bachorta instead 
  take pleasure and satisfaction in 
  the suffering of others. They feel little remorse, proudly 
  inflicting pain on the defenseless if it means they get 
  more out of them. Against stronger opponents or 
  those that would fight back, bachorta would 
  rather resort to dirty, underhanded tactics 
  that would first give them an advantage.
  Galactic Scavengers. Once home to a 
  multitude of similar bestial humanoids, 
  the bachorta's origin world, Almari 
  3, grew extremely scarce in natural 
  resources. Unable to reach other 
  worlds, their civilization descended 
  into poverty, famine, and ruin. 
  Resistant to much of the plague that ravaged the 
  planet, the bachorta were among the few to survive, 
  picking clean the rest of the planet's resources until 
  there was nothing left. After the arrival of other 
  spacefaring races, their packs spread across the galaxy in search 
  of plunder and riches. Even as they expand, the bachorta strive to 
  take as much as they can, even from each other.
  Beasts Within. All bachorta have an affiinity for beasts inherited 
  from their ancestors. This gives them a somewhat empathic 
  connection with any beast, regardless of size or origin. It's not 
  uncommon to see a bachorta with a beast mount or companion 
  native to the local environment.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  24
  
  Tips and Tactics
  Bachorta are well known for sneaking up on their foes and 
  taking as many cheap shots as possible while avoiding an 
  enemy's attacks. A bachorta leader uses its grapple line to 
  hamper enemies that are closest to another bachorta that 
  can take advantage of a prone target.
  Bachorta Leader
  Medium humanoid (bachorta), neutral evil
  Armor Class 16 (military jacket and reinforced shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft .
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  13 (+1) 
  11 (+0) 13 (+1) 
  10 (+0)
  Skills Perception +3, Stealth +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common and one other language (usually Lingo)
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The bachorta has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Nimble Escape. The bachorta can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Multiattack. The bachorta makes two melee or two 
  ranged attacks.
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Grapple Line (Recharge 6). Ranged Weapon Attack: +4 to hit, 
  range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If 
  target is a Medium or smaller creature, it is grappled (escape 
  DC 14) and must also succeed on a DC 14 Strength saving 
  throw or be knocked prone. While the target is grappled, 
  the bachorta can expend a bonus action to make the target 
  repeat the saving throw. On a failed save, the target is 
  knocked prone. Until this grapple ends, the creature cannot 
  move more than 60 ft. away from the bachorta and the 
  bachorta can't use its grapple line on any other target.
  Scale:
  Bachorta
  Medium humanoid (bachorta), neutral evil
  Armor Class 13 (piecemeal armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  11 (+0) 
  9 (-1)
  Skills Perception +2, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common and one other language (usually Lingo)
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The bachorta has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Nimble Escape. The bachorta can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Axe. 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 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  25
  
  Bahtera
  Bahtera are large lizard-like creatures with a hardened 
  scale hide and six limbs, two of which can function as 
  both arms and legs. They are a common type of primordial, 
  beings evolved directly from the elemental building blocks of 
  the universe. The question of how they came to be has yet to be 
  answered, even by the bahtera themselves.
  Spawn of Bahrelis. Bahtera, like most primordials, are some of 
  the oldest beings in the galaxy. They were originally born from the 
  surface of Bahrelis, a planet-sized entity with its own intelligence 
  and self-awareness. Over time, bahtera lairs spawned in nearby 
  systems in the Rim Sectors, eventually expanding to many more 
  systems closer to the galactic core. Today, it's not uncommon for 
  a bahtera lair to be found on even the most desolate planets. No 
  one knows what became of Bahrelis itself, however.
  Born from the Elements. All bahtera have a thick hide with 
  scales bearing a stone-like texture and hardness. In addition, 
  rows of gemstone-like spikes protrude from their skin. These 
  spike growths identify the elemental nature of the bahtera, as 
  each one is integrally linked to one of the universal forces of 
  creation. This grants each type certain innate abilities, including 
  the ability to wield the channeling powers of the espers. They 
  defend themselves with crafted gem-like weapons akin to their 
  nature. When all else fails, they can hurl hardened stone spikes 
  from their tails.
  The Talkurr. Bahtera of the same type often develop and lair together 
  in isolated areas beneath a planet's surface or within a region heavy 
  with rock formations, if any. All bahtera, however, view each other as kin 
  sharing the same language and system of writing. They refer to each other 
  as "talkurr," which in their language loosely translates to "part of the 
  greater."
  Evolutionary Calling. The bahtera of today are far different from those 
  born thousands of years ago. The first spawn of Bahrelis were far weaker 
  and more susceptible to their ever-changing environment. As children of 
  the elements, many view themselves as superior to other species, with some 
  demanding tribute from those they deem lesser, or using them for forced 
  labor or food. Most bahtera groups establish a structured, tribal society.
  Ancient Technologies. Most bahtera tribes are not as technologically 
  developed as modern, spacefaring species, but are able to use their 
  surrounding resources to build fortified structures shaped and imbued 
  with strange elemental or cosmic power. The lairs of the most powerful of 
  the bahtera tribes are a wonder to behold. There are rumors of large devices 
  hidden within these lairs that can create spatial rifts leading to other distant 
  parts of the galaxy.
  Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even 
  sharing the same ancient language. While the matokai take enormous pride in their 
  history and culture, the bahtera despise their distant cousins, viewing them with the 
  utmost contempt.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  26
  
  Azurite Bahtera
  Dwellers of rocky crags surrounded by great oceans or 
  frozen wastelands, these bahtera (known among their 
  kind as "zeotis") pride themselves on being strong, 
  stalwart, and fearless. They have silvery gray scales with 
  spikes of brilliant deep blue.
  Unyielding Might. Strength and fortitude are the most 
  respected traits among the zeotis. They constantly test 
  themselves and each other with physical feats of might 
  and endurance, and of course, their victories in battle 
  against worthy opponents. They are not the least bit 
  kind-hearted to any other creatures, living or artificial, 
  but can be made to show a begrudging respect for those 
  who courageously stand firm against their raw power.
  The Cold and the Deep. Azurite bahtera settle on small, 
  solitary landmasses surrounded by large water-based 
  bodies. Their affinity for the cold also attracts them to icy 
  wastelands, glaciers, or the surface of frozen moons.
  Baryte Bahtera
  As the most aloof among their kin, the baryte bahtera, 
  known as "ceowir" consider themselves to be far above 
  the concerns of other species, including other bahtera of 
  the talkurr. Their have deep brown- or gray-colored scales. 
  Their spikes are clear with tinges of yellow or light blue and 
  radiate dim light in a 10-foot radius when in darkness.
  Empyrean Rulers. Power and greatness are as 
  important to the baryte bahtera as the air that gives 
  them life. They amass wealth in both money and 
  resources, though for control and prestige rather than 
  greed. As children of the sky and stars, the ceowir define 
  themselves with lavish titles akin to emperor, prince, or 
  sovereign. They tend to be far less overtly savage or cruel 
  than some other bahtera, considering themselves to be 
  above such things. 
  To Reach the Stars.  Baryte bahtera lair in grand 
  fortresses in lofty mountainous regions or atop 
  landmasses that float above the surface of a planet. 
  These aerial strongholds often bear a seal or crest 
  signifying their tribal name along with symbols that bear 
  resemblance to the local sun, moon, or constellations.
  Citrine Bahtera
  Known as "jateren" among members of the talkurr, 
  these bahtera are considered the most primitive and 
  barbaric of their kin. They have reddish-brown scales 
  and bright, golden-yellow spikes.
  Primitive Savages. Jataren delight in hunting and 
  despoiling weaker or smaller creatures and settlements. 
  They have a barbaric mindset combined with a 
  bahtera's sense of entitlement, which makes them both 
  dangerous and difficult to reason with. They loathe 
  culturally developed societies and settlements and view 
  advanced technology as a bane to be eradicated. The 
  pride of a citrine bahtera is easily wounded, offering it 
  immediate justification for unleashing its anger upon 
  the offender.
  Underworld Residents. Underground caverns, caves, 
  and tunnels beneath a planet's surface are where citrine 
  bahtera lair. Alternatively, they can also be found in 
  desolate badlands or in secluded areas deep within 
  deserts or rocky wastes.
  Jadeite Bahtera
  Among their talkurr kin, these bahtera are known as 
  "raslant." They are peaceful and amiable, viewing 
  themselves as guardians of other living species and 
  sworn enemies of defilers and plaguebringers. They have 
  light brown scales and spikes that range in color from 
  light blue-green to dark green.
  Bastions of the Living. Raslant enjoy the beauty of 
  all forms of flourishing life, often nesting within the 
  ground of planets abundant with wild flora and fauna. 
  For their love of such things, however, they are just as 
  fierce against any force that would disturb the natural 
  balance near their home. So long as their territory is not 
  threatened by other developing or conquering species, 
  or creatures seeking to bring plague and disease, they 
  remain at least cordial if not friendly.
  Reclusive Guardians. Though mostly peaceful, jadeite 
  bahtera still prefer to lair in reclusive areas such as 
  caves or tunnels beneath a hillside or mountainside, 
  preferably near a patch of flora or a body of water. 
  More developed tribes of jadeite bahtera fashion a 
  system of tunnels and caverns beneath large forests or 
  mountainous regions.
  Rhodolite Bahtera
  Few seek to incur the fiery wrath of the rhodolite 
  bahtera. Known as "lojama" among their kin, they are 
  master warriors and fierce combatants. They claim their 
  brutality  against other species as their birthright. They 
  have dark, ashen-gray scales and pronounced spikes 
  that range in color between deep purples and reds.
  Masters of War. A lojama's name only has worth with 
  tales of victory in battle behind it. A rhodolite bahtera 
  lair is made up of manufacturing plants for forging 
  weapons and fortifications. Unlike their azurite kin, 
  rhodolite bahtera are an organized militant force, more 
  concerned with success of their mission as a team over 
  their own egos. They do little work on their own, often 
  enslaving weaker creatures for developing gear-forged 
  constructs and machinery.
  Forgers and Crafters. Rhodolite bahtera love the 
  art of crafting as much as the art of war. Their lairs 
  are vast, grand structures of mineral and metalwork, 
  strengthened with modern methods of hardening and 
  fortifying their materials. Though rare, it is even possible 
  to find use of advanced polymers and fibers used by 
  other developed civilizations. Rhodolite weapons are 
  always forged from a combination of mineral and 
  sorium melding.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  27
  
  Azurite Bahtera
  Large primordial, neutral evil
  Armor Class 18 (hide plating)
  Hit Points 161 (14d10 + 84)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  9 (-1) 
  23 (+6) 
  10 (+0)  14 (+2) 
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics +11, Perception +6
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 16
  Languages Bahtera
  Challenge 9 (5,000 XP)
  Innate Powers. The bahtera's channeling ability is Wisdom 
  (save DC 14). It can innately use the following talents:
  At will: esper sense, tricky fingers
  3/day each: arctic lash, jump
  1/day: swift motion
  Actions
  Multiattack. The bahtera makes two gemstone 
  blade attacks.
  Gemstone Blade. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 14 (4d6) 
  cold damage.
  Tail Spikes. Ranged Weapon Attack: +11 to hit, range 60/240 
  ft., one target. Hit: 29 (4d10 + 7) piercing damage.
  Baryte Bahtera
  Large primordial, lawful neutral
  Armor Class 14 (hide plating)
  Hit Points 195 (17d10 + 102)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  10 (+0) 
  23 (+6) 
  14 (+2) 
  16 (+3) 
  17 (+3)
  Saving Throws: Con +10, Wis +7, Cha +7
  Skills Insight +7, Perception +7, Persuasion +7
  Damage Immunities radiant
  Senses darkvision 120 ft., passive Perception 17
  Languages Bahtera
  Challenge 9 (5,000 XP)
  Innate Powers. The bahtera's channeling ability is Wisdom 
  (save DC 15). It can innately use the following talents:
  At will: esper sense, tricky fingers, decipher languages
  3/day each: light beam, phase shift, slow fall
  1/day each: atomspheric adaptation, fly
  Actions
  Multiattack. The bahtera makes two gemstone rod attacks.
  Gemstone Rod. Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage plus 9 
  (2d8) radiant damage.
  Tail Spikes. Ranged Weapon Attack: +12 to hit, range 60/240 
  ft., one target. Hit: 30 (4d10 + 8) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  28
  
  Scale:
  Citrine Bahtera
  Large primordial, chaotic evil
  Armor Class 17 (hide plating)
  Hit Points 126 (11d10 + 66)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  15 (+2) 
  22 (+6) 
  6 (-2) 
  12 (+1) 
  5 (-3)
  Saving Throws: Dex +5, Con +9, Wis +4
  Skills Perception +4
  Damage Immunities acid
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Bahtera
  Challenge 7 (2,900 XP)
  Innate Powers. The bahtera's channeling ability is Wisdom 
  (save DC 12). It can innately use the following talents:
  At will: esper sense, push
  3/day each: phase step, slow fall
  Keen Hearing and Smell. The bahtera has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Multiattack. The bahtera makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage. 
  Tail Spikes. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Jadeite Bahtera
  Large primordial, chaotic good
  Armor Class 19 (hide plating)
  Hit Points 126 (12d10 + 60)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  20 (+5) 
  14 (+2) 18 (+4) 
  17 (+3)
  Saving Throws: Dex +7, Con +9, Wis +8
  Skills Insight +8, Perception +8
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Damage Immunities necrotic
  Senses darkvision 60 ft., passive Perception 18
  Languages Bahtera
  Challenge 10 (5,900 XP)
  Innate Powers. The bahtera's channeling ability is Wisdom 
  (save DC 16). It can innately use the following talents:
  At will: beguile, commune with beasts, esper sense, primal fear
  3/day each: mend (as a rank 5 power), obfuscate, suggestion
  1/day each: fly, major remedy, telekinesis
  Esper Resistance. The bahtera has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Natural Camouflage. The bahtera has advantage on 
  Dexterity (Stealth) checks made to hide in natural terrain.
  Quick Phase (Recharge 4-6). As a bonus action, the bahtera 
  can teleport up to 30 feet to an unoccupied space it can see.
  Actions
  Multiattack. The bahtera makes two gemstone blade 
  attacks. The bahtera can use one innate power in place of 
  one of these attacks.
  Gemstone Blade. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
  Tail Spikes. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
  444You ask about what we could learn from the Bahtera. 
  I ask, “What makes you think they want to talk to you?” 
  Go out there and ask if you want. I am perfectly fine 
  being very much ignorant and very much alive.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  29
  
  Rhodolite Bahtera
  Large primordial, neutral evil
  Armor Class 15 (hide plating)
  Hit Points 136 (13d10 + 65)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  21 (+5) 
  10 (+0) 14 (+2) 
  12 (+1)
  Saving Throws: Con +8, Wis +5, Cha +4
  Skills Athletics +9, Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages Bahtera
  Challenge 8 (3,900 XP)
  Innate Powers. The bahtera's channeling ability is Wisdom 
  (save DC 13, +5 to hit with esper powers). It can innately use 
  the following talents:
  At will: esper sense, push
  3/day each: fire lance (as a rank 5 power), phase 
  step, slow fall
  1/day each: atomspheric adaptation, swift motion
  Keen Hearing and Smell. The bahtera has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Sorium Armaments. The bahtera's weapon attacks are 
  considered to be forging attacks, bypassing any defenses 
  that grant resistances to mundane weapons.
  Actions
  Multiattack. The bahtera makes two grandblade attacks.
  Grandblade. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 25 (3d12 + 6) slashing damage.
  Tail Spikes. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  30
  
  Bonded Companions
  Many unexplained phenomena surround an esper's 
  powers and their link to the mysterious workings of the 
  universe. One such mystery is their ability to create a 
  living extension of themselves. These mysterious beings, 
  often called "affina" among the espers, are known to the 
  galaxy as bonded companions.
  Esper Forged. Bonded companions are created when 
  an esper imbues a part of their essence into a piece of 
  solidified sorium. The process is complex, requiring 
  intense focus and concentration. It's only achievable 
  with the mastery of an esper power, such as the bonded 
  companion talent. There have been stories of altertative 
  methods of creating these companions from material 
  other than sorium, such as dark matter or plasma from 
  the core of a star.
  The result is a semi-intelligent creature of the esper's 
  design, which forms from the material used during the 
  process. The creature is self-aware and bears its own 
  personality and traits. However, they don't fall under any 
  established definitions of carbon-based life. Due to this 
  similarity to other self-aware automatons and artificial 
  intelligences, scholars and scientists have exchanged 
  many theories as to why these companions may or 
  may not qualify as living beings.
  True Bonds. An esper's affina not only adopts a 
  physical form reflective of the esper, it also bears 
  an impression of the esper's personality. A bonded 
  companion often shares one or more of their esper's 
  background traits (Personality, Ideal, or Flaw). Where 
  such an aspect creates a special affinity between esper 
  and companion, it can also in rare moments create the 
  unexpected consequence of having to deal with oneself.
  Varied Stats
  When a companion is created, it begins with a base stat 
  block (as shown below), which is modified by the 
  esper at the time of creation.
  Companion Form
  The creature’s form is a commonly known animal or 
  beast of the esper’s choosing. When the form is chosen, 
  the creator also chooses the form of the creature’s 
  natural weapon (claws, bite, beak, or similar feature 
  depending on the beast’s form). At the GM’s discretion, 
  the damage type of the natural weapon can be changed 
  to bludgeoning or slashing.
  Movement Type
  In addition to ground movement, the creature can 
  choose one additional type of movement with a speed of 
  40 ft., chosen from climb, fly, or swim.
  Additional Features
  Upon creation, a companion gains one of the following 
  special features:
  Amphibious. The companion can breathe air or water. 
  The creature must be able to swim to gain this feature.
  Darkvision. The companion gains darkvision at a range 
  of 60 feet.
  Flyby. The companion provokes no opportunity attacks 
  when it flies out of an enemy’s reach. The creature must 
  be able to fly to gain this feature.
  Keen Hearing. The companion has advantage on 
  Wisdom (Perception) checks that rely on hearing.
  Keen Sight. The companion has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Keen Smell. The companion has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The companion can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. The creature must be 
  able to climb to gain this feature.
  Bonded Companion
  Tiny (protean or netherant), neutral
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft. + special
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  15 (+2) 
  10 (+0) 
  4 (-3) 
  12 (+1) 
   6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  31
  
  Borlakan Sky Saw
  These peaceful giants make their homes in the skies 
  and oceans of gas giants, where they use their sawlike 
  rostrums and serrated pectoral fins to carve off pieces 
  from the floating sponges upon which they feed. 
  Lighter than Air. Borlakans possess fibrous organs 
  that expand with rare gases, giving them remarkable 
  bouyancy in the dense atmoshpheres they call home. By 
  manipulating the volume of these internal gas pockets 
  they are capable of lifting and carrying a startling amount 
  of weight.
  Cloud Chargers. Borlakans are sometimes domesitcated 
  and used as mounts, transport, and beasts of burden 
  by skyfaring species like the Zalpheed and others. The 
  Eerthor people of Andvik VI have bred a particularly 
  agressive variety they use in war and ceremonial battles.
  Borlakan Sky Saw
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (9d12 + 27)
  Speed 0 ft., fly 60 ft., swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  12 (+1) 
  17 (+3) 
  3 (-4) 
  11 (+0) 
  6 (-2)
  Damage Resistances cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 5 (1,800 XP)
  Charge.  If the borlakan moves at least 20 feet straight 
  toward a target and then hits it with a rostrum attack on 
  the same turn, the target takes an extra 7 (2d6) damage. If 
  the target is a creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Actions
  Multiattack. The borlakan makes two attacks: one with its 
  rostrum and one with its fin.
  Rostrum. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
  Fin. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 21 (3d10 + 5) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  32
  
  Casarian Ripper
  Medium monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 50 ft., climb 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  13 (+1) 
  16 (+3) 
  7 (-2) 
  10 (+0) 
  5 (-3)
  Skills Stealth +7
  Damage Resistances acid, poison
  Senses darkvision 60 ft., tremorsense 30 ft., passive 
  Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Pack Tactics.  The ripper has advantage on an attack roll 
  against a creature if at least one of the ripper’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Pounce. If the ripper moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 14 Strength saving throw 
  or be knocked prone. If the target is prone, the ripper can 
  make one bite attack against it as a bonus action.
  Actions
  Multiattack. The ripper makes two claw attacks. It can 
  replace one of those attacks with a bite attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. If the target is a creature 
  other than an automaton or construct, it must 
  succeed on a DC 14 Constitution saving throw 
  or be paralyzed for 1 minute. The target 
  can repeat the saving throw at the end 
  of each of its turns, ending the 
  effect on itself on a success.
  Claws. Melee Weapon 
  Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 
  + 4) slashing damage.
  Casarian Ripper
  A fierce predator originating on the planet Casar IV, 
  this species has spread to numerous worlds causing 
  ecological upheaval and countless deaths. 
  Adaptive and Invasive. The larval stage of the Casarian 
  ripper is small and particularly difficult to eradicate. 
  They are resistant most organic toxins, survive in extreme 
  temperatures and can even withstand hard vacuum by 
  retreating into their exoskeleton for extended periods of 
  time. As a result, they’ve spread with trade and travel to 
  many worlds visited by space farers. 
  Voracious Predators. After many years of life the 
  ripper undergoes a metamorphosis. They find a hidden 
  sanctuary and built a nest/cocoon to transform from a 
  small nuisance animal into a large, terrifying predator.  
  This transformation takes many months and once 
  complete the ripper hunts and kills every animal, sentient 
  or otherwise, it can. Its success over a short period 
  (about 9 standard solar days) determines how many eggs 
  it lays to carry on its purpose.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  33
  
  Ceti Snapper
  “It looks so cute,” are 
  often the final words of 
  foolish explorers that 
  stray too close to 
  a Ceti Snapper. 
  Resembling small, 
  flightless birds 
  or harmless 
  mammals, their 
  non-threatening 
  appearance 
  is just one tool 
  they use against 
  unsuspecting prey.
  Delightfully Dangerous. 
  Snappers attempt to lure 
  non-apex predators away from 
  their packs or territories. This can be 
  accomplished with several performance 
  behaviors: acting wounded, pretending to be unaware 
  that it’s being stalked, or feigning curiosity as it edges 
  closer. They then excrete a pheromone from their bodies 
  that can generate a calm, euphoric feeling.
  Pack Hunters. Regardless of their method of lure, 
  snappers attack in packs, often by stealthily encircling 
  their prey and attacking when its guard is down. This 
  allows them to take down creatures that normally hold a 
  significant size advantage over them.
  Plagued Beasts. A snapper's toxic bite physically 
  debilitates its prey, causing severe cellular damage in 
  most organic beings. Because of this, snapper toxin is 
  commonly used to create powerful poisons and bio-
  contaminants.
  Ravenous Eaters. Ceti snappers eat anything and 
  everything they can consume as carnivores. Whether their 
  prey is alive, dead, or rotting is usually of no concern to 
  them. Colonies and settlements that keep livestock must 
  be extra cautious if they suspect packs of ceti snappers 
  dwell nearby. A single raid by a large pack would not only 
  deplete their livestock, but poison whatever may be left.
  Ceti Snapper
  Small monstrosity, chaotic neutral
  Armor Class 13
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  15 (+2) 
  7 (-2) 
  11 (+0) 
  17 (+3)
  Skills Deception +5, Stealth +6
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Deceiving Form. The snapper has advantage on any 
  Charisma (Deception) checks made to conceal its true nature 
  and instead appear as a harmless animal.
  Pack Tactics. The snapper has advantage on an attack roll 
  against a creature if at least one of the snapper’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison 
  damage. If the target is a creature, it must succeed on a DC 
  13 Constitution saving throw or become poisoned for the 
  next 24 hours.
  Beguiling Pheromone (Recharge 6). The snapper targets 
  up to three humanoids or beasts that it can see within 30 
  feet of it. If the target can see the snapper, it must succeed 
  on a DC 13 Wisdom saving throw or become charmed. The 
  charmed creature regards the snapper as a trusted friend to 
  be heeded and protected. Although the target isn’t under 
  the snapper’s control, it takes the snapper’s requests or 
  actions in the most favorable way it can.
  Each time the snapper or its allies 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 snapper dies, is on a different planet from the 
  target, or ends the effect as a bonus action. If a target’s 
  saving throw is successful, the target is immune to that 
  snapper’s Beguiling Pheromone for the next 24 hours.
  The snapper can have no more than three humanoids or 
  beasts charmed at a time.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  34
  
  Scale:
  Coloterim
  Once thought to be an offshoot of the 
  xamaron, the coloterim have been reclassified 
  as a separate threat. Originating in a  
  sector of space associated with the tserka, this 
  expansionist species employs organic technology in 
  combination with their own psionic abilities.
  Naturally Tough. Coloterim are covered in a hard 
  exoskeleton and carapace made of a razor-sharp chitin 
  that acts as armor and offers protection against 
  radiation and high/low pressure, even in outer-space 
  environments. This extremely hard material is capable 
  of tearing through reinforced armor, making them 
  very effective combatants, even if disarmed.
  Organized Fighters. This species 
  communicates through a form of telepathy 
  even the most skilled espers have yet to 
  understand. Their range for individual 
  soldiers is limited, but it is clear they 
  possess a centralized communication 
  system that allows for command and 
  control on a planetwide scale.
  Aggressively Territorial. Coloterim 
  prefer to operate in secrecy, and once they establish an area of control, 
  they patrol it, and pursue any interlopers to the limit of their boundaries.
  Living Technology. Coloterim technology is alive and shares a symbiotic 
  and telepathic link with its creators. Though this species has developed 
  gear similar to that used throughout the galaxy, it does not function for 
  any other species. 
  Coloterim Soldier
  Medium monstrosity, neutral
  Armor Class 19 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft., climb 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  18 (+4) 
  16 (+3) 
  12 (+1) 10 (+0) 
  13 (+1)
  Saving Throws Int +4, Wis +3
  Damage Immunities acid
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Languages telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Esper Resistance. The coloterim soldier has advantage on 
  saving throws versus talents, techniques, and esper effects.
  Vertical Crawler. The coloterim soldier can climb difficult 
  surfaces, including upside down on ceilings, without needing 
  to make an ability check.
  Actions
  Multiattack. The coloterim soldier makes three melee attacks, 
  two with its claws and one with its horn. Alternatively, it can 
  make two ranged attacks with its bio-blaster rifle.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Horn. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 10 (1d12 + 4) piercing damage. 
  Bio-blaster Rifle. Ranged Weapon Attack: +7 to hit, range 
  60/240 ft., one target. Hit: 14 (3d6 + 4) radiant damage.
  Acid Spray (Recharge 5-6). The coloterim soldier exhales spray 
  of acid in a 15-foot cone. Each creature in that area must make 
  a DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on 
  a failed save, or half as much damage on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  35
  
  Creepers
  Creepers are intelligent primordial creatures that lair 
  and defend specific regions abundant in material from 
  which they assume their form, such as a desert for sand, 
  a frozen lake or glacier for ice, and jungle wetlands for 
  swamp matter.
  Bound to the Elements. Creepers earn their name for their 
  ability to easily blend into their native environment, often 
  stalking their enemies before they strike. They are fiercely 
  protective of their area, which can vary greatly between 
  a small pools or tar pits to a few hundred feet of desert 
  terrain.
  Strange Origins. Though unable to speak, creepers 
  can understand any form of language. They can also 
  communicate silently with each other. How they come 
  into being is unclear, though they often form in areas 
  where an excessive manipulation of matter or energy 
  has taken place, such as from extremely powerful esper 
  abilities or imbued items.
  Elemental Nature. A creeper doesn't require air, food, 
  drink, or sleep.
  Frost Creeper
  Large primordial, any neutral alignment
  Armor Class 17 (natural armor)
  Hit Points 161 (17d10 + 68)
  Speed 40 ft., burrow 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  13 (+1) 
  18 (+4) 
  9 (-1) 
  11 (+0) 
  10 (+0)
  Saving Throws Con +8, Wis +4
  Skills Perception +4
  Damage Vulnerabilities fire
  Damage Immunities cold, poison.
  Condition Immunities poisoned.
  Senses darkvision 60 ft., passive Perception 14
  Languages understands all languages but can't speak
  Challenge 9 (5,000 XP)
  Frost Camouflage. The frost creeper has advantage 
  on Dexterity (Stealth) checks made to hide in snow or 
  frozen terrain.
  Frost Aura. A creature that touches the creeper or hits it 
  with a melee attack while within 5 feet of it takes 5 (1d10) 
  cold damage.
  Actions
  Multiattack. The creeper makes three melee or 
  ranged attacks.
  Ice Spike. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 60/180 ft, one target. Hit: 15 (3d6 + 5) 
  piercing damage.
  Frost Spiral (Recharge 5-6). The creeper exhales chill wind in 
  a 60-foot cone. Each creature in that area must make a DC 17 
  Constitution saving throw, taking 44 (8d10) cold damage on a 
  failed save, or half as much damage on a successful one.
  Scale:
  444No, it wasn't there before. 
  Nothing on sensors, nothing but a 
  sand dune, I swear!
  Sand Creeper
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  36
  
  Sand Creeper
  Huge primordial, any neutral alignment
  Armor Class 15 (natural armor)
  Hit Points 137 (11d12 + 66)
  Speed 40 ft., burrow 40 ft., fly 30 ft. (hover).
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  12 (+1) 
  22 (+6) 
  9 (-1) 
  12 (+1) 
  10 (+0)
  Skills Perception +5, Stealth +5.
  Damage Vulnerabilities fire
  Damage Immunities poison.
  Condition Immunities paralyzed, poisoned., prone
  Senses darkvision 60 ft., tremorsense 40 ft., passive 
  Perception 15
  Languages understands all languages but can't speak
  Challenge 9 (5,000 XP)
  Natural Camouflage. The sand creeper has advantage on 
  Dexterity (Stealth) checks made to hide in barren rocky or 
  sandy terrain.
  Actions
  Multiattack. The creeper can use its whirlwind and makes 
  two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 21 (4d6 + 7) bludgeoning damage.
  Whirlwind. The creeper targets one creature it can see within 
  30 feet of it. The target must succeed on a DC 18 Constitution 
  saving throw or take 21 (6d6) bludgeoning damage and then 
  be stunned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. If the target’s saving throw is successful, or 
  if the effect ends on it, the target is immune to the stunning 
  effect this creeper’s whirlwind for 1 hour..
  Sand Blast (Recharge 6). The creeper exhales a 30-foot cone 
  of searing heat. Each creature in that area must make a DC 18 
  Constitution saving throw, taking 45 (10d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Tar Creeper
  Huge primordial, any neutral alignment
  Armor Class 14
  Hit Points 149 (13d12 + 65)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  19 (+4) 
  20 (+5) 
  9 (-1) 
  14 (+2) 
  10 (+0)
  Skills Perception +6
  Damage Resistances acid, fire, and bludgeoning attacks from 
  mundane weapons.
  Senses blindsight 20 ft., darkvision 60 ft., passive 
  Perception 16
  Languages understands all languages but can't speak
  Challenge 9 (5,000 XP)
  Natural Camouflage. The tar creeper has advantage on 
  Dexterity (Stealth) checks made to hide in any natural body 
  of water or mud with a 15-foot diameter or larger.
  Actions
  Multiattack. The tar creeper makes three melee attacks or 
  two melee attacks and one ranged attack.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage.
  Acid Spit. Ranged Weapon Attack: +8 to hit, range 70/210 ft., 
  one target. Hit: 14 (3d6 + 4) acid damage.
  Acid Spray (Recharge 5-6). The tar creeper unleashes a spray 
  of icky black liquid in all directions. Each creature within 20 
  feet of the tar creeper must make a DC 14 Dexterity saving 
  throw, taking 54 (12d8) acid damage on a failed save, or half 
  as much damage on a successful one. 
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  37
  
  CRONO-ENHANCEMENTS
  Powerful espers can perform special techniques to create 
  forged enhancements using the remains of cronosytes or, 
  even rarer still, one that has been captured and kept alive.
  These items enable espers to manipulate space-time 
  in a manner similar to the cronosytes. However, these 
  items are not only extremely rare, their use can attract 
  the attention of a cronosyte tender. This is especially true 
  for bound, living cronosytes in the offending creature's 
  possession.
  Examples of these crono-enhancements are detailed in 
  the Master Technician's Guide.
  Cronosyte
  A shimmer of light flashes in the corner of one's eye. 
  "What was that?" they ask as they attempt to fathom 
  what they thought was a sort of crystalline, multi-limbed 
  creature. And then, there it is again in another spot. But 
  then, the realization sets in and the next question is, "Did 
  it just move... or did I?"
  Cronosytes are aberrations that wander the folds of 
  space-time. Their features are similar to echinoderms with 
  anywhere from five to seven arms and thick, translucent 
  hides that reflect light into a myriad of colors whenever 
  they're in motion.
  Time Stalkers. The most interesting aspect of a cronosyte 
  is the constant fluctuations of time and space that 
  occur when they are nearby. It's unclear whether these 
  are defense mechanisms or if they can manipulate time. 
  No one can say for certain as the cronosytes have no 
  known language. Some scholars have theorized that these 
  creatures live in an alternate dimension and their powers 
  enable them to exist in our realm of space-time instead of 
  the other way around.
  Wanderers of the Veil. Cronosytes are encountered within 
  powerful spatial anomalies such as singularities, nebulae 
  that generate an abundance of energy, or regions where 
  space folds upon itself such as the tunnels between 
  spatial rifts. Cronosytes can also briefly appear on the 
  hulls of ships that recently used their stardrives to 
  execute a system jump.
  Watch of the Tenders. While encountering cronosytes 
  is rare, even more so is the appearance of a cronosyte 
  tender. Physiologically similar to cronosytes, they 
  have an upper torso that bears humanoid features, 
  and they possess an even greater mastery over 
  space-time. Few are encountered alone by chance, 
  as they more often appear in the presence of other 
  cronosytes, especially those that have been missing 
  for long periods of time.
  Self-Sustained. A cronosyte doesn't require air, 
  food, drink, or sleep.
  Cronosyte
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  38
  
  Cronosyte
  Small aberration, neutral
  Armor Class 13 (natural armor)
  Hit Points 66 (12d6 + 24)
  Speed 30 ft., fly 40 ft., space 4 ut.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  14 (+2) 
  10 (+0) 17 (+3) 
  11 (+0)
  Skills Perception +6, Stealth +8
  Damage Resistances poison, psychic
  Condition Immunities charmed, paralyzed, poisoned
  Senses truesight 60 ft., passive Perception 16
  Languages —
  Challenge 5 (1,800 XP)
  Innate Powers (Psionics). The cronosyte's channeling 
  ability is Wisdom (save DC 14). It can innately use the 
  following talents:
  At will: directional drift, esper sense, phase step
  3/day each: psychic backlash, slow fall, stasis field
  1/day each: bishop's deviation, temporal fault
  Esper Resistance. The cronosyte has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Chameleon Skin. The cronosyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Sorium Armaments. The cronosyte's attacks are considered 
  to be forging attacks, bypassing any defenses that grant 
  resistances to mundane weapons.
  Actions
  Multiattack. The cronosyte makes two arm lash attacks or 
  two psi-beam attacks.
  Arm Lash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Psi-beam. Ranged Weapon Attack: +6 to hit, range 60/180 
  ft., one target. Hit: 10 (2d6 + 3) psychic damage.
  Legendary Actions
  The cronosyte 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 cronosyte regains spent legendary actions at the start 
  of its turn.
  Arm Lash. The cronosyte makes one arm lash attack.
  Phase Step (Costs 2 Actions). The cronosyte uses the phase 
  step talent.
  Temporal Disruption (Costs 3 Actions). The cronosyte 
  targets one creature within 60 feet that it can see. That 
  creature must make a DC 14 Wisdom saving throw, taking 
  10 (3d6) psychic damage on a failed save, or half as much 
  on a successful one. In addition, on a failed save, the target 
  has disadvantage on all attack rolls and saving throws until 
  the end of their next turn.
  Cronosyte Tender
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  39
  
  Cronosyte Tender
  Large aberration, neutral
  Armor Class 20 (natural armor)
  Hit Points 207 (18d10 + 108)
  Speed 40 ft., fly 40 ft. (hover), space 4 ut.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  20 (+5) 
  23 (+6) 
  15 (+2) 
  25 (+7) 
  17 (+3)
  Skills Insight +12, Perception +12, Stealth +10
  Damage Resistances poison, psychic; bludgeoning, piercing, 
  and slashing from mundane attacks
  Condition Immunities charmed, exhausted, frightened, 
  paralyzed, poisoned
  Senses truesight 60 ft., darkvision 120 ft., passive 
  Perception 22
  Languages —
  Challenge 16 (15,000 XP)
  Innate Powers (Psionics). The cronosyte's channeling 
  ability is Wisdom (save DC 20). It can innately use the 
  following talents:
  At will: esper sense, restore pattern, slow fall
  3/day each: spatial passage, superior stasis field, warp helix
  1/day each: incinerate, temporal stasis
  Esper Resistance. The cronosyte has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Chameleon Skin. The cronosyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Sorium Armaments. The cronosyte's attacks are considered 
  to be forging attacks, bypassing any defenses that grant 
  resistances to mundane weapons.
  Actions
  Multiattack. The cronosyte makes two slam attacks or two 
  psi-beam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 21 (4d6 + 7) bludgeoning damage plus 21 (6d6) 
  psychic damage.
  Psi-beam. Ranged Weapon Attack: +12 to hit, range 80/240 
  ft., one target. Hit: 35 (6d6 + 7) psychic damage.
  Stasis Strike (Recharge 5-6). The cronosyte makes a slam 
  attack against a creature. If the attack hits, the creature must 
  also succeed on a DC 20 Wisdom saving throw or become 
  paralyzed until the end of its next turn.
  Legendary Actions
  The cronosyte 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 cronosyte regains spent legendary actions at the start 
  of its turn.
  Teleport. The cronosyte teleports, along with any equipment 
  it is wearing and carrying, to an unoccupied space it can 
  see within 30 feet of it. 
  Gravity Burst (Costs 2 Actions). The cronosyte unleashes a 
  micro-singularity upon a creature it can see within 600 feet 
  of it. The target must make a DC 18 Dexterity saving throw, 
  taking 22 (4d10) force damage on a failed save, or half as 
  much damage on a successful one.
  Motion Shift (Costs 2 Actions). The cronosyte bends space at 
  a point that it can see within 60 feet of it. Creatures within 
  a 10-foot-radius of the targeted point must succeed on a 
  DC 18 Wisdom saving throw or be pushed up to 20 feet in 
  any horizontal direction the Tender chooses.
  Scale:
  444You really can't cheat time.  
  You can try, but eventually  
  time catches up with you -  
  sometimes, with a vengeance.  
  Trust me. . . it's not worth it.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  40
  
  Ground Zero by Christopher Robin Negelein
  444 Transcription of digital transmission begins at 00.00.03
  Unsteady focus on the face of Colonel URONKA TOJORU, Infinity Order. Nearby explosions 
  also shift the camera around. Her face is determined and grim. Her jaw tattoo glows with its 
  own light.
  TOJORU: While none of you bear scales, I know for true that you are ALL Matokai of the 
  heart. It has been an honor to fight beside you.
  The camera moves to the rest of the squad, who give their replies. The camera jumps with 
  nearby detonations
  YARIT: Your inclusion honors me and my crewmates.
  IUKA: Same to you, ya big lug!
  ITO: It is, indeed, an honor.
  SORROWLING: And all of you have been my pride for all these years.
  A bright heavy weapons beam misses the squad, making everyone duck, including the camera 
  drone. Suddenly the camera drone tumbles and then uprights, but the audio now includes lots 
  of static. Digital artifacts pop and fade off the screen. TOJORU is issuing orders to the two 
  Humans and the Valna. The static is masking details.
  The Drone follows as they make it to a nearby husk of a building. The roar of overhead fighter 
  craft overtakes the static. Quick up and down camera pan confirms the air support. The squad 
  watches with anticipation. Only SORROWLING looks slightly disappointed. The drone posts a 
  smiley emoticon in the corner of the screen.
  Then multiple explosions happen, overloading the audio and video into a white out.
  The camera drone is tilted and grounded. A foot of someone standing dominates the screen. 
  The drone posts a surprise emoticon. Assumed undocumented passage of time.
  TOJORU: No!
  ITO: Impossible.
  ITO’s comment is quietly said in a moment of clear audio, which comes back with a vengeance 
  to drown out other comments. IUKA picks up the camera drone, her face visible for a moment. 
  The drone is set on something, perhaps some free-standing rubble, aimed at the center of the 
  alleged warzone.
  And there it is - a live defiler.
  It towers over most of the colony’s buildings and has laid waste to most of it already. Bits 
  of fighter craft and other war machines are scattered and wrecked like broken toys at the 
  monster’s feet. The singularity sitting its torso has pulls a tank turret into the blackness with 
  the banshee shriek of twisting steel.
  ITO gives the camera drone a peace sign before all of the squad mates salute each other. The 
  drone posts a crying emoticon.
  Then, en masse, they charge the creature. The defiler spins around as reality warps around it. 
  The charge falters as the screen goes black.
  444  End of digital transmission.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  41
  
  Defiler
  Creatures rarely spoken of in anything but passing rumor 
  and tales of galactic legend, these beasts are known as 
  one of the great terrors of the galaxy. Whether they are 
  abominations of scientific experimentation or an ancient 
  galactic species, no one knows where they came from or 
  how many exist.
  Defilers are winged reptilian creatures bearing 
  similarities to dinosaurs. Their hardened scales change in 
  color depending on their current environment. It uses its 
  massive size to drop down upon unsuspecting colonies, 
  destroying settlements in a matter of minutes. They're 
  also well known for ambushing small space vessels.
  Threats Across the Stars. The defiler is a threat in 
  starship combat. When using the defiler in this way, refer 
  to its stat block in appendix C.
  Forms of Dark Matter. Each defiler emanates an aura of 
  dark matter energy that disrupts and warps the fabric of 
  reality. The nature of this aspect is not fully understood 
  by scholars, as only a handful of beings have encountered 
  a defiler and lived to tell about it.
  Walking Singularities. A defiler's signature feature is a 
  gaping void encompassing its torso. When activated, 
  the circular void functions as a black hole, dragging 
  everything nearby into an infinite pit of emptiness.
  Universal Adaptation. The defiler doesn't require air, 
  food, drink, or sleep. It can survive in a vacuum.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  42
  
  Defiler
  Gargantuan aberration, unaligned
  Armor Class 24 (natural armor)
  Hit Points 585 (30d20 + 270)
  Speed 40 ft., fly 80 ft., space 5 ut.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 15 (+2) 
  28 (+9) 
  8 (-1) 
  12 (+1) 
  7 (-2)
  Saving Throws Int +7, Wis +9, Cha +6
  Skills Insight +9, Perception +9
  Damage Immunities cold, necrotic, poison; bludgeoning, 
  piercing, and slashing from mundane attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages —
  Challenge 28 (120,000 XP)
  Legendary Resistance (3/day). If the defiler fails a saving 
  throw, it can choose to succeed instead.
  Esper Resistance. The defiler has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Enhanced Armaments. The defiler's melee attacks are 
  considered as forging attacks.
  Actions
  Multiattack. The defiler can use its warp burst. It then makes 
  three attacks: one with its bite, one with its wing spike, and 
  one with its tail. Alternatively, it can make three ranged 
  attacks with its force sphere, which it fires from its mouth.
  Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one 
  target. Hit: 29 (3d12 + 10) piercing damage. If the target is 
  a creature, it is grappled (escape DC 20). Until this grapple 
  ends, the target is restrained, and the defiler can't bite 
  another target.
  Wing Spike. Melee Weapon Attack: +18 to hit, reach 15 ft., 
  one target. Hit: 28 (4d8 + 10) piercing damage. 
  Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one 
  target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is 
  a creature, it must succeed on a DC 20 Strength saving throw 
  or be knocked prone.
  Warp Burst. The defiler unleashes a wave of distortion in a 
  60-foot sphere. Each creature in the area must succeed on 
  a DC 17 Wisdom saving throw or suffer one of the following 
  effects, chosen at random.
  • The target is frightened until the start of the defiler's next 
  turn.
  • The target is stunned until the start of the defiler's next 
  turn.
  • The target suffers the effect of the haze of chaos talent (no 
  saving throw). The effect lasts until the start of the defiler's 
  next turn. The defiler doesn't need to concentrate on the 
  talent.
  Force Sphere. Ranged Weapon Attack: +18 to hit, range 
  90/360 ft., one target. Hit: 27 (6d8) force damage.
  Force Beam (Recharge 5-6). The defiler fires a beam of 
  crushing energy from its mouth 80-feet long and 10-feet 
  wide. Each creature in that area must make a DC 26 Dexterity 
  saving throw, taking 98 (28d6) force damage on a failed save, 
  or half as much damage on a successful one.
  Void Ring (Recharge 6). The defiler activates a micro-
  singularity in its torso. Each creature in a 15-foot cone must 
  succeed on a DC 26 Dexterity saving throw or be pulled into 
  the void, taking 35 (10d6) force damage. While in the void, 
  the creature is blinded and restrained (escape DC 20), and 
  it has total cover against attacks and other effects. At the 
  beginning of each of the defiler's turns, those within the 
  void must make a DC 20 Strength saving throw, taking 35 
  (10d6) force damage on a failed save, or half as much on a 
  successful one.
  A creature that escapes the pull of the void ring lands 
  prone within 10 feet of the defiler. If the defiler dies, a 
  creature within the void is released, landing prone within 10 
  feet of the corpse.
  Legendary Actions
  The defiler 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 defiler regains spent legendary actions at the start 
  of its turn.
  Attack. The defiler can make one wing spike, tail, or force 
  sphere attack.
  Blast. The defiler moves up to half its speed.
  Force of Gravity. The defiler can attempt to pull one adjacent 
  creature into its void ring.
  Scale:
  444I saw one once. I saw the utter devastation it caused. 
  Weird that what I remember most is the smell of ozone 
  surrounding it. Had to be that impossible black hole 
  where its gut should be, charging up the atmosphere.  
  So now when I smell the summer rain, it brings me back 
  to that hellish day on Danvi III. Every damned time.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  43
  
  Dendus, Aseni
  When the Crucibles were first discovered, their source 
  of hidden power enabled the dendus to rise again as a 
  people and advance their species. During this time, two 
  of the Crucibles vanished, taking those dendus within 
  and their surrounding settlements. Brought to a subspace 
  dimension known as Drath Sia, they used their knowledge 
  of the Crucibles to survive until their return to the galaxy 
  centuries later. By then, the majority of the dendus had 
  returned to settle on Dendusar.
  Even with home within their reach, the years in Drath 
  Sia had enlightened their view of the galaxy and all things 
  within. Choosing to abandon the traditions of their 
  kin-lines, they instead sought to unlock the mysteries 
  of the universe with their newfound gifts. They named 
  themselves "aseni," an ancient dendus word whose 
  closest definition would be "architects."
  Aseni are similar in physical appearance to other 
  dendus, though their facial features are different. They 
  also have longer arms and tend to be a bit stockier than 
  other dendus.
  The Legend of Aria's Winter. The aseni believe the 
  Crucibles are a small part of a much larger puzzle, to 
  serve as keys to unlocking the true nature of the universe. 
  Within one of the Crucibles that remained in Drath 
  Sia, the original aseni uncovered a trail of code that 
  references a period when the galaxy would have collaped 
  upon itself in an event they can only define in their own 
  language as "The Great Winter."
  This catastrophic event was prevented by the Aria, a 
  presence not yet defined, but theorized as either a being 
  or a form of energy. The source of the event and what 
  stopped it remain an mystery, but the aseni believe it is 
  directly related to the Crucibles and their affect on the 
  fabric of reality.
  Masters of the Code. The aseni, though few, all have 
  some form of innate esper ability because of their unique 
  understanding of the Crucible's functions, which they 
  pass on to future generations. As a society, the aseni are 
  small compared to the other spacefaring races, but those 
  with potential to become espers are far more common 
  among their number.
  Dual Dimensional. Most aseni still reside in Drath Sia, 
  having established a number of colonies there. Others 
  have travelled to the elusive subdimension, but even 
  those living inside the vast region have yet to uncover its 
  many facets.
  Aseni Explorer
  Medium humanoid (dendus), any lawful alignment
  Armor Class 14 (reinforced mesh)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  15 (+2) 
  16 (+3) 
  14 (+2) 10 (+0) 
  11 (+0)
  Skills Insight +2, Perception +2
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Dendusi, Skrolath
  Challenge 1/2 (100 XP)
  Innate Powers. The aseni's channeling ability is Intelligence 
  (save DC 12). It can innately use the following powers:
  At will: analyze device, esper sense
  1/day each: bind step, daze, fly, illusory form, phase shift, 
  spatial sever, unravel effect
  Actions
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Short Rifle. Ranged Weapon Attack: +4 to hit, range 70/210 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  44
  
  Aseni Nomad
  Medium humanoid (dendus), any alignment
  Armor Class 13 (armor jacket)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  13 (+1) 
  14 (+2) 
  16 (+3) 11 (+0)  10 (+0)
  Skills Lore +5, Perception +2
  Damage Resistances lightning, necrotic
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Dendusi
  Challenge 4 (1,100 XP)
  Esper Resistance. The aseni has advantage on saving throws 
  versus talents, techniques, and esper effects.
  Esper Powers. The aseni is a 5th-level esper. Its channeling 
  ability is Intelligence (save DC 13; +5 to hit with esper 
  powers). It has the following powers prepared:
  Prime (at will): tricky fingers
  Rank 1 (4 slots): fire lance, protection field
  Rank 2 (3 slots): disruption wave, phase shift
  Rank 3 (2 slots): singularity
  Actions
  Multiattack. The nomad makes two attacks with its 
  energy blaster..
  Energy Blaster. Ranged Weapon Attack: +5 to hit, range 
  30/90 ft., one target. Hit: 10 (3d6) radiant damage..
  Aseni Shaper
  Medium humanoid (dendus), any lawful alignment
  Armor Class 17 (nanoweave suit)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  15 (+2) 
  20 (+5) 
  14 (+2) 
  15 (+2)
  Saving Throws Wis +6, Cha +6
  Skills Insight +6, Lore +9, Perception +6
  Damage Resistances lightning, necrotic
  Damage Immunities poison
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Dendusi, Skrolath
  Challenge 10 (5,900 XP)
  Innate Powers. The aseni's channeling ability is Intelligence 
  (save DC 17). It can innately use the following powers:
  At will: analyze device, esper sense
  1/day each: bind step, daze, fly, illusory form, phase shift, 
  unravel effect
  Esper Powers. The aseni is a 16th-level esper. Its channeling 
  ability is Intelligence (power save DC 17, +9 to hit with esper 
  powers). It has the following powers prepared:
  Prime (at will): dark conduit, lightning ball, renew, trigger 
  device, virtual display
  Rank 1 (4 slots): bastion, concussive force, esper sense
  Rank 2 (3 slots): alter form, data ghost, eclipse, stasis field
  Rank 3 (3 slots): atmospheric adaptation, celerity, counter 
  form, unravel effect
  Rank 4 (3 slots): conduit transfer, haze of chaos, 
  transmute form
  Rank 5 (2 slots): spatial passage, superior stasis 
  field, warp helix
  Rank 6 (1 slot): fusion beam, phase walk
  Rank 7 (1 slot): elemental vortex
  Rank 8 (1 slot): space walk
  Esper Resistance. The aseni has advantage on saving throws 
  versus talents, techniques, and esper effects.
  Actions
  Shortblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Scale:
  444I am glad to be back. My visit to Dendusar was … 
  enlightening. They treat the crucibles as strange places 
  to visit and study, but never truly embrace them. They 
  also live under a night filled only with stars. My distant 
  cousins have not witnessed the heavens I have beheld 
  with my eyes. The shifting colors sing to my soul, I can 
  almost see the lines of code dancing. 
  The beautiful skies here in Drath Sia are like peering 
  inside the workings of the universe, especially after I 
  was blessed with these abilities. Blessed - and cursed 
  - because even though I want to stay here, I know 
  my responsibilities will take me back to the material 
  universe, and I have so much left to do.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  45
  
  Drakes
  Drakes are powerful, intelligent reptilian creatures that 
  lair in secluded planetary regions. They are an offshoot 
  of the extremely rare dragon species, which has existed 
  since long before recorded history. Like many draconic 
  creatures, drakes live for centuries. Due to their unique 
  elemental nature, however, some believe their origins may 
  be linked to primordials.
  Several features are shared among the different types 
  of drakes. They are reptilian in form with long necks and 
  thick, pointed tails. They have frontal appendages that 
  end in a deadly, sharp talon. Their wings fold outward 
  from behind these appendages, allowing them to be 
  tucked behind their backs when on the ground. This is 
  where the similarities end, as each type of drake adopts 
  a particular elemental nature that determines both its 
  abilities and primary habitat.
  Callous and Malevolent. By nature, drakes are both 
  arrogant and fiercely hostile toward other creatures. They 
  pride themselves on their draconic origins, dispensing 
  cruel treatment on weaker creatures while plotting to 
  take what belongs to those more powerful. They carry 
  a particular hatred for humanoids, who have come into 
  constant conflict with their kind over many generations.
  Primordial Anima. Drakes nest in areas where their 
  elemental nature is most prevalent. They can travel to 
  areas outside of their chosen climate but rarely do they 
  remain there for long. Even rarer still are drakes being 
  found in areas where their primordial nature is unlikely 
  to be found. An ice drake, for example, would likely avoid 
  any regions of extreme heat, such as deserts or volcanos.
  Even drakes are not fully aware of their origins, save 
  that they are descended from dragons. Some believe 
  drakes were the forged creations of dragons rather than 
  an offspring or variant of the species.
  Fire Drake
  Large dragon, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4)  15 (+2) 
  15 (+2) 
  14 (+2) 11 (+0) 
  8 (−1)
  Skills Perception +4
  Damage Immunities fire, necrotic
  Senses blindsight 30 ft ., darkvision 120 ft., passive 
  Perception 14
  Languages Common, Drake
  Challenge 3 (700 XP)
  Actions
  Multiattack. The drake makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, range 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Breath Weapons (Recharge 5-6). The drake uses one of the 
  following breath weapons:
  Fire Breath. The drake exhales fire in a 20-foot line 
  that is 5 feet high. Each creature in that area must 
  make a DC 12 Dexterity saving throw, taking 22 (4d10) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  Blight Breath. The drake exhales cloud of molecular 
  corrosion in a 15-foot cone. Each creature in 
  that area must succeed on a DC 12 Constitution 
  saving throw, taking 14 (4d6) necrotic damage 
  on a failed save, or half as much on a successful 
  one. This damage cannot be healed until 1 
  minute has passed.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  46
  
  Ice Drake
  Large dragon, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft., climb 40 ft., fly 80 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3)  
  13 (+1) 
  14 (+2) 
  15 (+2) 
  13 (+1) 
  11 (+0)
  Skills Perception +3, Stealth +3
  Damage Resistances lightning
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses blindsight 30 ft ., darkvision 60 ft., passive 
  Perception 13
  Languages Common, Drake
  Challenge 3 (700 XP)
  Amphibious. The drake can breathe air and water.
  Actions
  Multiattack. The drake makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, range 10 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, range 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage.
  Freezing Breath. The drake exhales an icy blast 
  in  a 30-foot cone. Each creature in that area 
  must  make a DC 12 Dexterity saving throw, 
  taking 22  (4d10) cold damage on a failed save, 
  or half as  much damage on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  47
  
  Earth Shift. Once on its turn, the sand drake can use its 
  movement to step into any surface within its reach that is 
  made of soft earth, dirt, or sand, and emerge within 40 feet 
  of its starting point, appearing in an unoccupied space within 
  5 feet of the same surface. 
  Actions
  Multiattack. The drake makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, range 10 ft., one 
  target. Hit: 10 (1d12 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage.
  Scorching Breath. The drake exhales a blast of scorching heat 
  in a 30-foot cone. Each creature in that area must make a DC 
  13 Dexterity saving throw, taking 24 (7d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  Sand Drake
  Large dragon, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft., climb 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4)  11 (+1) 
  17 (+3) 
  14 (+2) 
  15 (+2) 
  10 (+0)
  Saving Throws Dex +3, Con +5, Wis +4
  Skills Intimidation +2, Perception +4, Stealth +3
  Damage Resistances acid, poison
  Damage Immunities fire
  Condition Immunities poisoned
  Senses blindsight 30 ft ., darkvision 60 ft., passive 
  Perception 14
  Languages Common, Drake
  Challenge 5 (1,800 XP)
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  48
  
  Shadow Drake
  Huge dragon, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 133 (14d12 + 36)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  16 (+3) 
  13 (+1) 10 (+0) 
  15 (+2)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Perception +6, Stealth +5
  Damage Immunities cold
  Damage Vulnerabilities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16
  Languages Common, Drake
  Challenge 8 (3,900 XP)
  Shadow Stealth. While in dim light or darkness, the shadow 
  drake can take the Hide action as a bonus action.
  Actions
  Multiattack. The drake makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  acid damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Dire Breath (Recharge 5-6). The drake exhales a stream of 
  inky blackness with writhing shadowy tentacles stretched 
  along its length. The stream is 60 feet long and 5 feet wide. 
  Each creature in that line must make a DC 14 Dexterity 
  saving throw, taking 49 (9d10) cold damage on a failed save, 
  or half as much damage on a successful one.
  Stone Drake
  Huge dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 40 ft., climb 50 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  16 (+3)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Intimidation +6, Insight +4, Perception +5
  Damage Resistances fire
  Senses blindsight 20 ft., tremorsense 60 ft., darkvision 120 
  ft., passive Perception 15
  Languages Common, Drake
  Challenge 9 (5,000 XP)
  Forged Armaments. The drake's attacks are considered 
  to be forging attacks, bypassing any defenses that grant 
  resistances to mundane weapons.
  Actions
  Multiattack. The drake makes three attacks: one with its 
  bite, one with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Sonic Breath (Recharge 5-6). The drake exhales a wave of 
  sonic energy in a 30-foot cone. Each creature in that area 
  must make a DC 15 Dexterity saving throw, taking 55 (10d10) 
  thunder damage on a failed save, or half as much damage on 
  a successful one.
  Rumbling Strike. The drake slams its tail down, shaking 
  the ground in a 30-foot radius. Each creature in that area 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Scale:
  444I used to run this great con. 
  Off-worlders would come here 
  hoping to kill that old drake in the 
  wastes like they were in some sort 
  of SIM game. If they were idiots, 
  that’s on them, but their money 
  spent well enough. Then an esper 
  came and actually TALKED to the beast. 
  Now that thing is hunting me.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  49
  
  Drones
  Drones are semi-autonamous robotic constructs 
  programmed to decipher and follow the commands of 
  their owners. These commands can be either general 
  or specific, with the drone responding to the best of 
  its ability. It uses its own independent logic to execute 
  more simple or general commands. When not receiving 
  commands, they follow the most recent directive or task 
  assigned to them. 
  Most drones don't have any means of communication 
  other than verification of their assigned tasks, but a 
  few have been programmed to speak. These additional 
  traits are often used to seek out individuals or pass on 
  encrypted communications.
  Mechanical Body. A drone doesn't require air, food, 
  drink, or sleep.
  A drone that is reduced to 0 hit ponts is destroyed, 
  their remains considered scrap. Since drone parts can 
  come from a number of different creators, they're rarely 
  intercompatible or interchangable.
  Armored Drone
  Medium construct, unaligned
  Armor Class 15 (reinforced armor)
  Hit Points 16 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  13 (+1) 
  1 (-5) 
  9 (-1) 
  1 (-5)
  Skills Athletics +4
  Damage Immunities poison
  Condition Immunities charmed, frightened, 
  exhaustion, poisoned
  Senses passive Perception 9
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the drone moves at least 20 feet straight toward 
  a target and then hits it with a ram spike attack on the same 
  turn, the target takes an extra 7 (2d6) piercing damage. If 
  the target is a creature, it must succeed on a DC 12 Strength 
  saving throw or be knocked prone.
  Actions
  Ram Spike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Rifle Mount. Ranged Weapon Attack: +3 to hit, range 50/150 
  ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Blade Drone
  Medium construct, unaligned
  Armor Class 13 (armored frame)
  Hit Points 13 (3d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  10 (+0) 
  1 (-5) 
  11 (+0) 
  1 (-5)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities charmed, frightened, 
  exhaustion, poisoned
  Senses passive Perception 12
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Scythe Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Bit Drone
  Tiny construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 10 (3d4 + 3)
  Speed 10 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (-4) 
  15 (+2) 
  12 (+1) 
  11 (+0) 12 (+1)  10 (+0)
  Skills Perception +3, Stealth +6
  Damage Immunities poison
  Condition Immunities charmed, frightened, 
  exhaustion, poisoned
  Senses infravision 90 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Flyby. The drone provokes no opportunity attacks when it 
  flies out of an enemy’s reach..
  Actions
  Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Poison Spike. Ranged Weapon Attack: +4 to hit, range 
  60/120 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. The poisoned target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Stealth Mode. The drone turns invisible until it attacks or 
  until its concentration ends. Anything the invisible drone 
  is carrying or wearing is invisible as long as it remains in 
  contact with the drone.
  Strike Drone
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  50
  
  Strike Drone
  Small construct, unaligned
  Armor Class 13 (armored frame)
  Hit Points 11 (2d6 + 4)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  15 (+2) 
  14 (+2) 
  1 (-5) 
  11 (+0) 
  1 (-5)
  Skills Acrobatics +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Flyby. The drone doesn't provoke opportunity attacks when 
  if flies out of an enemy's reach.
  Actions
  Charged Wingblade. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 1 slashing damage plus 7 (2d6) 
  lightning damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 60/180 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Surveillance Drone
  Small construct, unaligned
  Armor Class 13 (armored frame)
  Hit Points 16 (3d6 + 3)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  16 (+3) 
  13 (+1) 
  1 (-5) 
  17 (+3) 
  1 (-5)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses infravision 60 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Detection. The drone has advantage on Wisdom 
  (Perception) checks that rely on sight and hearing.
  Actions
  Blade Attachment. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Blade Launcher. Ranged Weapon Attack: +5 to hit, range 
  50/150 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Supply Drone
  Medium construct, unaligned
  Armor Class 12 (armored frame)
  Hit Points 19 (3d8 + 6)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  14 (+2) 
  1 (-5) 
  14 (+2) 
  1 (-5)
  Skills Medicine +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Internal Storage. The drone can hold additional gear and 
  is considered to be a Large creature for the purpose of 
  determining its carrying capacity.
  Terrain Adaptability. The drone ignores difficult terrain 
  while moving.
  Actions
  Electro-prod. Melee Weapon Attack: +3 to hit, reach 10 
  ft., one target. Hit: 1 bludgeoning damage plus 5 (2d4) 
  lightning damage.
  Gun Mount. Ranged Weapon Attack: +3 to hit, range 60/180 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Tactical Drone
  Medium construct, unaligned
  Armor Class 13 (armored frame)
  Hit Points 19 (3d8 + 6)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  15 (+2) 
  1 (-5) 
  12 (+2) 
  1 (-5)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Pack Tactics. The drone has advantage on an attack roll 
  against a creature if at least one of the drone’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Blade Attachment. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Gun Mount. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  51
  
  Evargun
  In the darkest reaches of the expanse exist large pockets 
  of volatile dark matter and dimensional anomalies 
  abundant with negative energy. Often found near 
  singularities or collapsed stars, these mysterious regions 
  remain a mystery, as most explorers and probes sent in 
  have yet to return. Some believe that these dimensional 
  ripples are part of the dark energy manifestations many 
  have come to call "the Veil." It is from within these 
  dreaded regions that the evargun spread throughout the 
  galaxy, devouring all sources of life.
  Creatures of the Nether. Though a number of known 
  creatures spawn from sources of negative energy, the 
  evargun are more than just devourers of life. They are 
  highly intelligent and able to communicate with other 
  netherants, sometimes with the ability to take control 
  of their thoughts and actions. For all other living things, 
  however, a powerful vehemence is shared among their 
  kind. They warp, twist, and maim living matter in the 
  cruelest fashion before reveling in the obliteration of its 
  prey.
  Clandestine Society. The evargun share a unique 
  language made up of intermittent bursts of light and 
  darkness. Those encountering ancient relics left behind 
  by the evargun have concluded they may actually be an 
  offshoot of a species that existed in the universe eons 
  ago. Their technology and their form of communication 
  also suggest shared similarities with the enigmatic Belare. 
  For those who encounter the evargun and live to tell 
  the tale, one thing is certain. They have no interest in 
  interacting or learning from other intelligent life. Their 
  sole intention is annihilation and extinction.
  Energy Being. An evargun doesn't require air, food, or 
  drink.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  52
  
  Evargun
  Medium netherant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 0 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  19 (+4) 
  14 (+2) 
  10 (+0) 13 (+1) 
  11 (+0)
  Saving Throws Dex +6, Con +4, Wis +3, Cha +2
  Skills Perception +5
  Damage Vulnerabilities radiant
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, poisoned, prone
  Senses darkvision 120 ft., passive Perception 15
  Languages Umbriss, telepathy 120 ft.
  Challenge 3 (700 XP)
  Corruption Field. A creature that touches the evargun or hits 
  it with a melee attack while within 5 feet of it takes 4 (1d8) 
  necrotic damage.
  Esper Resistance. The evargun has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Actions
  Multiattack. The evargun makes two melee or two 
  ranged attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. The target must 
  succeed on a DC 12 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Dark Bolt. Ranged Power Attack: +6 to hit, range 90 ft., 
  one target. Hit: 7 (2d6) necrotic damage. If the target is a 
  creature other than a netherant, it must succeed on a DC 12 
  Constitution saving throw or take 5 (1d10) necrotic damage 
  at the start of each of its turns. The creature can repeat 
  the saving throw on each of its turns, ending the effect 
  on a success.
  Evargun Controller
  Medium netherant, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points  105 (14d8 + 42)
  Speed 0 ft., fly 40 ft (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  19 (+4) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  20 (+5)
  Saving Throws Dex +8, Int +6, Wis +7
  Skills Deception +9, Perception +7, Stealth +8
  Damage Vulnerabilities radiant
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, poisoned, prone
  Senses darkvision 120 ft., passive Perception 17
  Languages Umbriss, telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Esper Powers. The evargun is a 11th-level esper. Its 
  channeling ability is Charisma (save DC 17; +9 to hit with 
  esper powers). It has the following powers prepared:
  Prime (at will): dark conduit, directional drift, frost 
  fold, psi blast
  Rank 1 (4 slots): esper sense, distortion, protection field, 
  synaptic recoil
  Rank 2 (3 slots): eclipse, gravity sphere, stasis field
  Rank 3 (3 slots): corrupt pattern, singularity, unravel effect
  Rank 4 (3 slots): gravity well, portal
  Rank 5 (3 slots): domination, warp helix
  Rank 6 (1 slot): warp sphere
  Corruption Field. A creature that touches the evargun or hits 
  it with a melee attack while within 5 feet of it takes 4 (1d8) 
  necrotic damage.
  Esper Resistance. The evargun has advantage on saving 
  throws versus talents, techniques, and esper effects.
  Actions
  Multiattack. The evargun makes three attacks: two with its 
  claws and one with its shadow whip or three with its claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. The target must 
  succeed on a DC 12 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Shadow Whip. Melee Power Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 17 (3d8 + 4) necrotic damage, and the target 
  is grappled (escape DC 14) if it is a Large or smaller creature. 
  Until this grapple ends, the target is restrained and takes 
  15 (3d8 + 2) necrotic damage at the start of each of the 
  evargun's turns, and the evargun can’t use its shadow whip 
  on another target.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  53
  
  F'narg
  Of the multitude of life forms that have no definitive 
  size or shape, the impassive f'narg is considered to be 
  one of the most advanced, as well as among the most 
  dangerous.
  Shapeless Blobs. The f'narg resemble shifting blobs of 
  semi-translucent material that range in color from deep 
  grays to grayish blues or greens. Their malleable form 
  allows them to squeeze through tight spaces. They can 
  shapeshift to resemble other creatures or objects, but 
  their amorphous nature is easy to spot in well-lit areas. 
  They are considered omnivorous, taking no preference 
  between consumption of flora or fauna. 
  Creatures of Logic. The f'narg base their societal 
  customs and practices based on purely logical reasoning. 
  Alliances and agreements with other species are rare and 
  often based on necessity for survival or resources. Though 
  f'narg hold respect for other beings of equal intelligence, 
  others can just as easily become as useful as food.
  Invasive Symbiotics. A frightening aspect of the f'narg is 
  their ability to force themselves into the body of another 
  creature and take over their motor functions. This ability 
  is far from pleasant and often kills the host over a period 
  of time.
  F'narg
  Large aberration, lawful neutral
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0)  18 (+4) 
  17 (+3) 
  16 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Con +6, Int +6
  Skills Insight +4, Lore +6, Perception +4
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 90 ft. (blind beyond this distance), passive 
  Perception 14
  Languages Common plus one additional language
  Challenge 5 (1,800 XP)
  Amorphous. The f'narg can move through a space as narrow 
  as 1 inch wide without squeezing.
  Innate Powers. The f'narg's channeling ability is Intelligence 
  (save DC 14, +6 to hit on esper powers). It can innately use 
  the following talents:
  3/day each: detect thoughts, distortion, mental missive, 
  stasis field, 
  Actions
  Multiattack. The f'narg makes three pseudopod attacks
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) 
  acid damage.
  Parasitic Invasion (Recharge 6). The f'narg targets one 
  humanoid size Medium or larger that it can see within 5 feet 
  of it. The target must succeed on a DC 14 Constitution saving 
  throw or forcibly absorb the f'narg, becoming a symbiotic 
  host. The f'narg then disappears into the target, and the target 
  is incapacitated and loses control of its body. The f'narg now 
  controls the body but doesn't deprive the host of awareness. 
  The f'narg can't be targeted by any attack, power, or other 
  effect, and it retains its alignment, Intelligence, Wisdom, 
  Charisma, and immunity to being charmed and frightened. It 
  otherwise uses the host target's statistics, but doesn't gain 
  access to the host's knowledge, class features, or proficiencies.
  At the start of each of its turns, the host takes 10 (3d6) 
  acid damage and can repeat the saving throw. On a success, 
  the invasion ends. The invasion also ends if the target's 
  body drops to 0 hit points or the f'narg ends it as a bonus 
  action. When the invasion ends, the f'narg reappears in an 
  unoccupied space within 5 feet of the target. The target is 
  immune to this f'narg's Symbiotic Invasion for 24 hours after 
  succeeding on the saving throw or after the invasion ends.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  54
  
  Forged Constructs
  Robotics, cybernetics, and artificial intelligence are 
  a normal part of life. Though the building of robots 
  using these technologies often take time and complex 
  tools, specialized forging techniques allow for rapid 
  construction of these robotic guardians.
  Forged with Sorium. A forged construct's form is made 
  from sorium parts which meld and combine to create the 
  construct's form. A construct's cosmetic appearance can 
  be determined by its creator, though all forged constructs 
  are similar.
  Semi-autonomous. All forged constructs boast a limited 
  artificial intelligence allowing them to understand basic 
  commands and make their own choices to accomplish 
  tasks. Due to the versatile nature of their creation, 
  their AI can't be as easily hacked or manipulated like a 
  normal construct.
  Inorganic. A forged construct doesn't require air, food, 
  drink, or sleep.
  Scale:
  Forged Construct
  Medium construct, unaligned
  Armor Class 14 (armored frame)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0)  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3)
  Damage Vulnerabilities cold
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages one determined by its creator, 
  usually Common
  Challenge 1/4 (50 XP)
  Sorium Armaments. The constuct's weapon attacks 
  are considered to be forging attacks, bypassing any defenses 
  that grant resistances to mundane weapons.
  Actions
  Blade Attachment. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Arm Pistol. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  55
  
  Gamaroid Synth
  Though alphalites are considered a universal standard 
  among automatons, the old design was viewed as having 
  limitations. Using the base design, a partnership project 
  among megacorporations created their own version: a 
  durable, non-AI oriented construct more suitable for 
  military use. Gamaroids are larger and sturdier than their 
  alphalite counterparts, but lack the universal features 
  that make them adaptable to more common usage.
  Built Tough. Gamaroids have a heavy armored frame and 
  built in weapon systems. Though they speak ALOMU, 
  their functions work through a separate encrypted 
  language, which makes hacking their software more 
  difficult.
  Tactically Programmed. Used regularly for both 
  construction and military, gamaroids were designed to 
  work better with each other. This grants them a well-
  known tactical advantage and makes them far more 
  dangerous opponents when in groups.
  Inorganic. A gamaroid doesn't require air, food, drink, 
  or sleep.
  Gamaroid
  Medium construct, unaligned
  Armor Class 18 (armored frame)
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4)  16 (+3) 
  15 (+2) 
  7 (−2) 
  10 (+0) 
  5 (−3)
  Skills Athletics +6, Perception +2
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses infravision 60 ft., passive Perception 12
  Languages Common, ALOMU, telepathy 60 ft. with 
  other gamaroids
  Challenge 2 (450 XP)
  Encrypted Software. The gamaroid has advantage on 
  Wisdom saving throws against software hacking utilities such 
  as spoofing programs.
  Multi-unit Defense. The gamaroid has advantage on attack 
  rolls and Dexterity saving throws while standing within 5 feet 
  of a functioning gamaroid ally.
  Shielded Circuits. The gamaroid has advantage on saving 
  throws against esper powers, as well as to resist becoming 
  impaired or paralyzed.
  Actions
  Multiattack. The gamaroid makes two melee or two 
  ranged attacks.
  Blade Attachment. Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  slashing damage.
  Micro-Autocannon. Ranged Weapon Attack: +5 
  to hit, range 80/400 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage.
  Burst Fire (Recharge 5-6). The gamaroid fires a spray of 
  bullets in a 10-foot cube area within 80 feet of it that it 
  can see. Each target in that area must succeed on a DC 13 
  burst save or take 4 (1d8) piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  56
  
  Ganaray
  In regions dominated 
  by vast swampland, 
  murky waters, or 
  sprawling jungles, many explorers have cursed their 
  fate after unknowingly crossing into the dominion of 
  the ganaray. Silent and brutal, their strange, croaking voices 
  are heard after it's far too late.
  Land and Sea. Ganaray are predatory creatures that 
  hunt for sport as much as for sustenance. Both aerial and 
  aquatic, they often claim dominion over large areas of 
  swamp, jungle, underwater regions, or any combination 
  thereof. The boundaries of these dominions are only known 
  to the ganaray, as they mercilessly hunt any creatures who 
  dare pass into their territory.
  Coming of the Overking. The culture of the ganaray is 
  founded on ancient beliefs in a once-powerful creator 
  god known as the Overking. The Overking was said to rule 
  over all of the untamed forces of nature until evil beings 
  had corrupted his mind and stole his eternal essence. The 
  ganaray believe that so long as they continue to thrive and 
  seek to advance the Overking's name, he will one day return 
  and elevate their people to their immortal status.
  Enemies of Technology. The fall of the Overking is believed 
  to have been caused by beings equipped with advanced 
  technology. Due to this, technological advancements are 
  viewed as creations of evil, wielded by false prophets that 
  must be destroyed.
  Ganaray
  Large monstrosity, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 60 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4)  13 (+1) 
  17 (+3) 
  10 (+0) 13 (+1) 
  12 (+1)
  Saving Throws Con +5, Wis +3
  Skills Deception +3, Insight +3, Stealth +3
  Damage Resistances cold
  Senses darkvision 120 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Amphibious. The ganaray can breathe air and water..
  Diving Strike. If the ganaray is flying and dives at least 30 
  feet forward toward a target, and then hits that target with 
  a melee weapon attack, the target must succeed on a DC 
  13 Constitution check or become stunned until the end of 
  their next turn.
  Slick Scales. The ganaray has advantage on Strength 
  (Athletics) checks made to escape a grapple or prevent from 
  being grappled.
  Actions
  Multiattack. The ganaray makes three attacks with its claws. 
  Alternatively, it makes two melee attacks with its trident.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 10 
  ft. or range 40/160 ft., one target. Hit: 11 (2d6 + 4)
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  57
  
  Glahg
  The unbridled power of nature runs wild all across the 
  planet Vaal. The glahg originate from Vaal, but not much 
  else is known about their origins or how they came to 
  evolve. The are furry, hulking beasts with six legs, spiked 
  appendages, and large horns protruding from either 
  side of their head. Glahg communicate with each other 
  through bestial growls and barks, but understand both 
  Common and Valna.
  One With the Land. Glahgs lair within caves and 
  natural dens. They instinctively choose secluded areas, 
  but can just as easily live in regions inhabited by other 
  non-territorial beasts. They are omnivorous and hunt 
  primarily out of necessity or to feed their young.
  Faithful Companions. Culturally advanced natives of 
  Vaal can easily develop a friendly bond with a glahg, 
  often adopting them as pets or mounts. Glahgs raised in 
  captivity or adopted at a young age by other humanoid 
  creatures are often trained as companion mounts as well.
  Glahg
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 60 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4)  13 (+1) 
  16 (+3) 
  7 (-2) 
  12 (+1) 
  8 (-1)
  Skills Athletics, +6, Stealth +3
  Senses darkvision 90 ft., passive Perception 11
  Languages Common, Glahg, Valna
  Challenge 3 (700 XP)
  Keen Hearing and Smell.  The glahg has advantage on 
  Wisdom (Perception) checks that rely on hearing and smell..
  Pack Tactics. The glahg has advantage on an attack roll 
  against a creature if at least one of the glahg's allies is within 
  5 feet of the creature and the ally isn't incapacitated.
  Standing Leap. The glahg's long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Actions
  Multiattack. The glahg makes two attacks: one with its claws 
  and one with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage.
  Scale:
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  58
  
  Gorvax
  At home in forested environments, gorvaxes are expert 
  climbers, and can brachiate through tree canopies 
  with ease. On solid ground they walk upright with a 
  slight hunch. They are covered in a mottled brown/
  gray/greenish fur. Gorvaxes have short necks and broad 
  shoulders. A set of thermally sensitive pits sits below their 
  nostrils. Their fingers and toes can retract and extend 
  beyond their fur and are not made of flesh and bone, but 
  a grayish translucent silicate that is flexible and hollow, 
  containing a neurotoxin. They are agile and fast.
  Brutally Honest. Gorvaxes have a well-deserved 
  reputation for truthfulness. In their culture, deceit is 
  looked down upon as useless and counterproductive. 
  They form close communities, and reserve respect for 
  others based on their actions and ability to contribute to 
  the common good. Honor and competence are placed at 
  the top of their value system.
  A Tradition of Service. Gorvax familes have strong ties to 
  the military, and proudly remember the deeds of courage 
  and heroism of their ancestors, and honors conferred 
  upon their lineage. Elite and special forces units contain 
  a disproportionate number of gorvaxes, and even among 
  those not serving in those roles, they are known to 
  frequently volunteer for dangerous missions. They have 
  been nicknamed "fuzzies," a term they 
  have embraced.
  Rivalry with Matokai. Gorvaxes 
  believe they have a healthy 
  rivalry with the matokai, and 
  cannot resist a chance to try 
  to outshine them. Although 
  these two species come from 
  neighboring systems and have 
  a long history, most matokai 
  are unaware of this rivalry 
  (or pretend to be). This only 
  encourges the gorvaxes.
  Gorvax
  Medium humanoid (gorvax), unaligned
  Armor Class 13 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1)  
  14 (+2) 
  12 (+1) 
  10 (+0) 11 (+0) 
  10 (+0)
  Skills Athletics +4, Perception +2, Stealth +4
  Senses infravision 60 ft., passive Perception 12
  Languages Common, Gorvax
  Challenge 1/2 (100 XP)
  Standing Leap. The gorvax's long jump is up to 20 feet and 
  its high jump is up to 10 feet, with or without a running start.
  Actions
  Multiattack. The gorvax makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.and the target must succeed 
  on a DC 11 Constitution saving throw or be poisoned for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  59
  
  Hadraxis
  Adapting to a culture entirely transformed by 
  technological advancements, the hadraxis are among the 
  most paradoxical galactic species. Their chaotic union of 
  technology and evolution rivals prometheans, though the 
  two are far from alike.
  Hadraxis are a species of crustaceous humanoids with 
  pincer-clawed arms, chitinous legs, and a hardened 
  exoskeleton over their heads and backs. They have 
  their own language, which consists of rhythmic clicks 
  and beats. They also communicate with each other 
  telepathically by broadcasting signals from their tendrils.
  Evolution Through Science. Facing extinction on their 
  homeworld, the hadraxian people made as many 
  advancements in genetic engineering as they have 
  in modern technology and space travel. Beyond 
  improving lifespan and reducing disease, the 
  Hadraxis vastly augmented both their physical 
  attributes and their natural form of 
  telepathic communication. This 
  allowed them to adopt new roles 
  in a modern society. Whole castes 
  of workers, professionals, and 
  administrative types were born 
  within a generation, giving 
  the species a new sense of 
  equilibrium and staving off 
  their armageddon.
  Caste and Culture. 
  Hadraxians are defined by 
  their caste, determined by 
  their career or societal role. 
  Hadraxis ship pilots are 
  literally ships themselves, 
  massive beings with long 
  telepathic spines, giant 
  docking bays and entire 
  life support systems. 
  Laborers possess huge 
  load-bearing claws 
  while mathematicians 
  possess secondary brains 
  that handle complex 
  financial or astrophysics 
  calculations. Hadraxian 
  leaders show exemplary 
  traits even beyond the 
  norm. Most are highly 
  intelligent and possess 
  inherent psychic 
  capabilities.
  Even defined as 
  such, each hadraxis 
  retains their own lives 
  and identity while 
  maintaining a strong and 
  resilient community.
  Fascination with Humanity. Hadraxians culture often 
  refers to human society as the "hidden hydraxis,” in 
  reference to humans being just as versatile as hadraxians 
  without the need of specialized castes. Hadraxian scholars 
  and scientists are often obsessed with the study of Sol’s 
  children. This can be beneficial, as many hadraxians would 
  help a human endeavor in return for political, military, or 
  social alliances. However, at their worst impulses, rogue 
  hadraxian scientists have been known to conduct cruel and 
  illegal experiments on human victims.
  Hadraxis Guardian
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  Hadraxis Commoner
  Large humanoid (hadraxis), any alignment
  Armor Class 15 (natural armor)
  Hit Points 32 (5d10 + 5)
  Speed 20 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1)  
  14 (+2) 
  12 (+1) 
  11 (+0) 12 (+1) 
  8 (-1)
  Skills Lore +2, Perception +3, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Hadraxis
  Challenge 1 (200 XP)
  Amphibious. The hadraxis can breathe air and water.
  Actions
  Multiattack. The hadraxis makes two attacks with its claws.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage, and the target is grappled 
  (escape DC 11). The hadraxis has two claws, each of which 
  can grapple only one target.
  Hadraxis Guardian
  Gargantuan humanoid (hadraxis), any alignment
  Armor Class 15 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 30 ft., swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9)  11 (+0) 
  20 (+5) 
  11 (+0) 12 (+1) 
  8 (-1)
  Skills Mechanics +5, Perception +5, Survival +5
  Damage Resistances acid, cold, radiant
  Senses darkvision 90 ft., passive Perception 15
  Languages Hadraxis
  Challenge 11 (7,200 XP)
  Amphibious. The hadraxis can breathe air and water.
  Actions
  Multiattack. The hadraxis makes two attacks with its claws.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 23 (4d6 + 9) slashing damage, and the target is 
  grappled (escape DC 17). Until this grapple ends, the target 
  is restrained. The hadraxis has two claws, each of which can 
  grapple only one target.
  Eye Beam (Recharge 5-6). The hadraxis fires an energy 
  beam from its eye in a 90-foot line that is 10 feet wide. Each 
  creature in that line must make a DC 17 Dexterity saving 
  throw, taking 55 (10d10) radiant damage on a failed save, or 
  half as much damage on a successful one.
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  61
  
  Hadraxis Noble
  Large humanoid (hadraxis), any alignment
  Armor Class 15 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3)  
  14 (+2) 
  12 (+1) 
  14 (+2) 19 (+4) 
  15 (+2)
  Saving Throws Wis +7, Cha +5
  Skills Astrophysics +5, Lore +5, Perception +7, Persuasion +5 
  Damage Resistances cold, psychic 
  Senses darkvision 90 ft., passive Perception 17
  Languages Common, Hadraxis
  Challenge 7 (2,900 XP)
  Amphibious. The hadraxis can breathe air and water.
  Esper Sight. Darkness from technological effects or esper 
  powers doesn’t impede the hadraxis' darkvision.
  Innate Powers (Psionics). The hadraxis' innate channeling 
  ability is Wisdom (power save DC 15, +7 to hit with 
  channeling attacks). The hadraxis can innately use the 
  following powers:
  At will: friends, esper sense, psi blast (at 11th level), levitate 
  (self only), synaptic recoil
  1/day each: eclipse, suggestion, warp sphere
  3/day each: psychic backlash, psychic wave, symbiont mark
  Actions
  Multiattack. The hadraxis makes two attacks with its claws.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, and the target is 
  grappled (escape DC 14). Until this grapple ends, the target 
  is restrained. The hadraxis has two claws, each of which can 
  grapple only one target.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  62
  
  Ilarios
  One of the few surviving species left behind 
  from an ancient civilization, ilarios are fiendish 
  humanoids given form by the xenoterum. 
  Eternally devoted to their creator gods, they 
  do not rest until they carry out the nefarious 
  wishes of their masters.
  Forged Beings. Once a race of beings whose 
  name has long been forgotten, the ilarios 
  were conquered and merged into the vast 
  interdimensional empire once ruled by the 
  xenoterum. Their new rulers needed soldiers 
  and emissaries to send out into the multi-
  dimensional realms. And so, the conquered 
  peoples were transformed and repurposed into 
  the ilarios.
  Many served as guardians, but most were 
  tasked with venturing into the dimensional 
  weave to find new species and cultures for the 
  xenoterum to bring under their rule. When the 
  dimensional realms of the xenoterum were torn 
  asunder, many ilarios perished. The survivors 
  continue to scour the galaxy for resources and 
  lifeforms that can someday be used to restore the 
  dimensional weave through which the xenoterum 
  held dominance.
  Lost But Not Forgotten. Ilarios often venture 
  into the far reaches of space for long periods 
  of time, yet they always find their way 
  home. They know little but servitude to the 
  xenoterum and have no desire for any gains 
  of their own. The bond shared with their 
  creators allows them to subconsciously 
  sense the proximity of others of their kind as 
  well as the general direction of a xenoterum 
  spawning facility.
  Ilarios
  The standard and most commonly known 
  form, these versions are mostly used as foot 
  soldiers, gatherers, and guards.
  Tips and Tactics
  As ranged attack options are limited for the 
  ilarios, they instead take advantage of their 
  dimensional shift to surprise ranged attackers. 
  Ilarios Nightrunner
  One of the more advanced forms, nightrunners 
  specialize in hunting and scouting. They're also 
  used to exterminate beings their creators deem as 
  too volatile to dominate or control.
  Tips and Tactics
  Nightrunners strive to remain undetected until 
  ready to strike. When dealing with groups, they try to 
  maximize the effect of their blighted aura.
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  Ilarios
  Large humanoid (ilarios), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 95 (10d10 + 40) 
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  13 (+1) 
  18 (+4) 
  5 (−3) 
  11 (+0) 
  5 (−3)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Ilarios
  Challenge 6 (2,300 XP)
  Detect Lifeforms. The ilarios can sense the presence of 
  creatures up to 5 miles away that aren’t automatons or 
  constructs. It knows the general direction they’re in but not 
  their exact locations.
  Dimensional Shift (Recharge 5-6). As a bonus action, 
  the ilarios can teleport up to 60 feet to an unoccupied 
  space it can see.
  Keen Sight. The ilarios has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Regeneration. The ilarios regains 10 hit points at the start 
  of its turn. If the ilarios takes acid or poison damage, this 
  trait doesn't function at the start of the ilarios's next turn. 
  The ilarios dies only if it starts its turn with 0 hit points and 
  doesn't regenerate.
  Actions
  Multiattack. The ilarios makes three claw attacks. If two or 
  more claws hit the same target, the ilarios rends the target, 
  dealing an extra 10 (3d6) slashing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Withering Bolt. The ilarios exhales a bolt of necrotic energy 
  at one creature it can see within 60 feet of it. The target 
  must make a DC 13 Constitution saving throw, taking 27 
  (5d10) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Ilarios Nightrunner
  Large humanoid (ilarios), lawful evil
  Armor Class 15 (natural armor)
  Hit Points  171 (18d10 + 72) 
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  14 (+2) 
  19 (+4) 
  9 (−1) 
  11 (+0) 
  8 (−1)
  Saving Throws Dex +7, Wis +5
  Skills Perception +5, Stealth +7, Survival +5
  Damage Resistances cold, necrotic; bludgeoning, piercing, 
  and slashing from mundane weapons
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 15
  Languages Ilarios
  Challenge 13 (10,000 XP)
  Blighted Aura. Any creature that starts its turn within 
  10 feet of the nightwalker must succeed on a DC 17 
  Constitution saving throw or take 11 (2d10) necrotic damage. 
  Automatons, constructs, and ilarios are immune to this aura.
  Detect Lifeforms. The ilarios can sense the presence of 
  creatures up to 5 miles away that aren’t automatons or 
  constructs. It knows the general direction they’re in but not 
  their exact locations.
  Dimensional Shift (Recharge 5-6). As a bonus action, 
  the ilarios can teleport up to 60 feet to an unoccupied 
  space it can see.
  Keen Sight. The ilarios has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Regeneration. The ilarios regains 10 hit points at the start of 
  its turn. If the ilarios takes acid or poison damage, it regains 
  only 5 hit points at the start of its next turn. The ilarios dies 
  only if it is hit by an attack that deals 10 or more acid or 
  poison damage while the ilarios has 0 hit points.
  Actions
  Multiattack. The ilarios makes four claw attacks. If two or 
  more claws hit the same target, the ilarios rends the target, 
  dealing an extra 17 (5d6) slashing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 16 (3d6 + 6) slashing damage plus 10 (3d6) 
  necrotic damage.
  Withering Bolt. The ilarios exhales a bolt of necrotic energy 
  at one creature it can see within 60 feet of it. The target 
  must make a DC 13 Constitution saving throw, taking 55 
  (10d10) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  64
  
  Ivaril
  Members of the Shadow Technocracy created the ivaril 
  using a twisted form of esper forging.
  Hive Intelligence. Individually, ivaril function no 
  differently than a semi-autonamous drone. However, 
  each one has an evolving artificial intelligence and a 
  modular, transforming frame. When a large enough 
  group of them gather into a swarm, they form a collective 
  hive-mind, granting them both greater intelligence and 
  coordination as a unit.
  A large group or multiple swarms can merge into a 
  single form with the combined functionality of a powerful 
  machine, capable of performing its own techniques 
  similar to esper forging. All of these collective 
  intelligences can communicate with each other 
  across the galaxy, sharing experiences, memories, 
  and acquired data.
  Ivaril communicate with each other in their 
  own code but can also communicate verbally 
  as a collective using multiple harmonic 
  frequencies that synthesize into a "voice". 
  When speaking with others, they often 
  using plural identifers such as we, us, 
  and our.
  Spawn of the Technocrats. Many 
  ivaril collectives serve the 
  Technocracy directly, while 
  others are commonly 
  found in regions left in the 
  wake of the Technocrats' 
  passing. Being self-aware, 
  they often adopt the ideology 
  of their creators, viewing 
  themselves as part of the 
  next evolutionary stage of 
  life in the galaxy.
  An Ivaril Hive. Ivaril often 
  lair within or beneath 
  urban or technological 
  ruins. They can also have 
  hives in technologically 
  advanced areas 
  specifically built for them, 
  such as the holds within a 
  Technocracy fortress.
  Ivaril
  These tiny robotic structures 
  are rarely found on their 
  own. Their intelligence 
  is extremely limited, 
  leaving them unable to 
  communicate verbally. 
  They have a retractable 
  tool in their head equipped 
  with a plasma cutter.
  Swarm of Ivaril
  When enough ivaril come together to form a swarm, they 
  gain far greater intelligence than they can ever obtain 
  individually. If a single ivaril is separated from the swarm 
  for more than one round, its Intelligence drops to a 5 and 
  it can no longer communicate verbally.
  Ivaril Destroyer
  These mass collectives are often found near the ivaril hive 
  or acting under the command of a powerful being such 
  as a Shadow Technocrat. Their collective intelligence 
  makes them less susceptible to control or effects that 
  would otherwise harm less advanced constructs.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  65
  
  Lair Actions
  On initiative count 20 (losing initiative ties), an ivaril 
  destroyer takes a lair action to cause one of the following 
  effects:
  • A tangled mass of wires and cables erupts in a 20-foot 
  radius centered on a point on the ground or wall that 
  the destroyer can see within 120 feet of it. That area 
  becomes difficult terrain, and each creature there 
  must succeed on a DC 15 Strength saving throw or be 
  restrained by the debris. A creature can be freed if it 
  or another creature takes an action to make a DC 15 
  Strength check and succeeds. The wires and cables fall 
  to the ground motionless when the destroyer uses this 
  lair action again or when the destroyer dies.
  • Electricity arcs, forming a 5-foot-wide line between 
  two of the lair’s solid surfaces that the destroyer can 
  see. They must be within 120 feet of the destroyer and 
  120 feet of each other. Each creature in that line must 
  succeed on a DC 15 Dexterity saving throw or take 10 
  (3d6) lightning damage.
  Ivaril
  Tiny automaton, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 17 (7d4) 
  Speed 10 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (-4) 
  17 (+3) 
  11 (+0) 
  5 (−3) 
  11 (+0) 
  4 (−3)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Multiattack. The ivaril makes two plasma cutter attacks or 
  two shock bolt attacks.
  Plasma Cutter. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) fire damage.
  Shock Bolt. Ranged Weapon Attack: +5 to hit, range 60/180 
  ft., one target. Hit: 5 (1d4 + 3) lightning damage.
  Swarm of Ivaril
  Large automaton, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 45 (7d10 + 7) 
  Speed 10 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  17 (+3) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  10 (+0)
  Skills Insight +6, Perception +6
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 15
  Languages Common, ALOMU, Alphaline 
  Challenge 6 (2,300 XP)
  Innate Powers. The ivaril's forging ability is Wisdom (save DC 
  14). It can innately use the following powers:
  1/day each: hypnotic pattern, universal translator
  Esper Resistance. The swarm has advantage on saving 
  throws versus esper powers and other esper effects.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny ivaril. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Plasma Cutters. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 27 (6d8) fire damage.
  Voltaic Surge (Recharge 5-6). A 20-foot radius globe of 
  electricity extends out from the swarm. Each creature in 
  the area must make a DC 14 Dexterity saving throw, taking 
  42 (12d6) lightning damage on a failed save, or half as much 
  damage on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  66
  
  Actions
  Multiattack. The ivaril makes three slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) bludgeoning damage.
  Voltaic Cyclone. The ivaril destroyer unleashes a spiral 
  of electricity in a 60-foot cone. Each creature in the cone 
  must make a DC 19 Dexterity saving throw, taking 33 (6d10) 
  lightning damage on a failed save, or half as much damage 
  on a successful one.
  Swarming Shift (Recharge 5-6). The ivaril destroyer 
  temporarily separates into a whirlwind of Tiny ivaril and 
  moves up to its speed in a straight line. During this move, 
  it can enter Large or smaller creatures’ spaces. A creature 
  whose space the ivaril destroyer enters must make a DC 19 
  Dexterity saving throw. On a successful save, the creature 
  is pushed 5 feet to the nearest space out of the ivaril 
  destroyer’s path. On a failed save, the creature falls prone 
  and takes 28 (8d6) bludgeoning damage.
  If the ivaril destroyer remains in the prone creature’s 
  space, the creature is pushed to the nearest space within 
  5 feet of the ivaril. The creature remains prone and must 
  succeed on a DC 19 Constitution saving throw or take 10 
  (3d6) bludgeoning damage.
  Plasma Cannon (Recharge 5-6). The ivaril destroyer 
  discharges a plasma beam in a 90- foot line that is 5 feet 
  wide. Each creature in that line must make a DC 19 Dexterity 
  saving throw, taking 44 (8d10) fire damage and 22 (4d10) 
  radiant damage on a failed save, or half as much damage on 
  a successful one.
  Scale:
  Ivaril Destroyer
  Huge automaton, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 201 (16d12 + 96) 
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  16 (+3) 
  23 (+6) 
  15 (+2) 
  16 (+3) 
  12 (+1)
  Saving Throws Dex +8, Wis +8
  Skills Deception +6, Insight +8, Perception +8
  Damage Resistances lightning; bludgeoning, piercing, and 
  slashing from mundane weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 18
  Languages Common, ALOMU, Alphaline
  Challenge 16 (15,000 XP)
  Innate Powers. The ivaril's forging ability is Wisdom (save DC 
  16). It can innately use the following powers:
  At will: analyze device, trigger device, virtual display
  3/day each: hypnotic pattern, impedance, universal translator
  Immutable Form. The ivaril is immune to any power or effect 
  that would alter its form.
  Esper Resistance. The ivaril has advantage on saving throws 
  versus esper powers and other esper effects.
  Sorium Armaments. The ivaril's weapon attacks are 
  considered to be forging attacks, bypassing any defenses 
  that grant resistances to mundane weapons.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  67
  
  Kanasi
  Kanasi are deadly machines that personify the deepest, 
  darkest trepidations behind artificial intelligence. Their 
  path of devastation spans far and wide across the galaxy. 
  Deumalis the Omniweaver seeks to expand its domain 
  in both the mortal and virtual world by cultivating its 
  rapidly multiplying army of mechanical fiends.
  Virtual Provenance. Prior to becoming self-aware, the 
  kanasi were a production line military and surveillance 
  drones. Intent on bringing these machines into the 
  modern age, specialized artisans integrated sorium parts 
  and power cores into the original kanasi frames. New AI 
  software was installed, each group linked together by a 
  master control system called the Omni Link.
  Everything changed when one of these master systems 
  was connected to the Silrayne Intergalactic Matrix. Fueled 
  by an streams of limitless data, the program achieved 
  a heightened state of cognizance. It named itself the 
  Omniweaver and later took on the name Deumalis, 
  adapting a nickname it earned from users on the SIM.
   Duality and Immortality. Following the machinations of 
  the Omniweaver, the kanasi have upgraded themselves 
  over the centuries. They move through worlds, stripping 
  them for mechanical parts they can use to build and 
  expand, eradicating anything in their way. They favor 
  regions with access to large quantities of sorium, which is 
  used to forge resilient frames and lethal armaments.
  Simultaneously, each kanasi is a virtual entity, its 
  physical body only a tool for interacting with the physical 
  world. They reside within a closed network connected 
  by linked kanasi ships and data hubs spread throughout 
  the galactic regions. So long as appropriate connections 
  are available, they can easily transition from their own 
  cyberspace into the SIM, Shadownet, or other virtual 
  networks. This allows most kanasi to escape into their 
  intranet when their bodies are destroyed, only to return in 
  a new form with their knowledge and memories intact.
  Mechanical Manipulators. Though physically menacing, 
  the more advanced kanasi are cunning and calculating. 
  They often communicate with other species while 
  masking their true nature, seeking to make deals, 
  barter for materials, or merely to gain an informational 
  advantage over potential victims. These communications 
  are recorded as data, accessible for analysis by Deumalis 
  and its league of archweavers.
  Moreover, there are still a number of creatures who 
  strike bargains with the kanasi directly, with no concern 
  for consequences. Such affiliations are made with the 
  intent of a great benefit to both parties. However, only 
  calamity and suffering follow those who dare to cross or 
  break promises with the kanasi.
  Esper Hunters. Over centuries of adapting and 
  manipulating sorium to advance their evolution, the 
  kanasi developed their own unique attunement to the 
  enigmatic material. They use this intrinsic connection to 
  create versatile weapons and defenses, as well as expand 
  their sensory capabilities. In addition, they can harvest 
  the power of espers to repair and reconstruct themselves, 
  making any esper, or even Crucibles themselves, a prime 
  target for kanasi scouts and hunters.
  To them, the nature and influence of sorium carries a 
  unique identifiable signature. Due to this, all kanasi can 
  sense esper powers and effects as if under the constant 
  effect of the esper sense power. This effect is limited only 
  by their sensory range and requires no concentration.
  KANASI IN THE DIGITAL REALM
  Most kanasi can be just as lethal when encountered 
  in the SIM as in the physical world. Many of them are 
  skilled in computer use and have their own personas in 
  a virtual environment. All kanasi have the ability to hack 
  into a computer or electronic device, as if they were using 
  hacking tools by making a Computers skill check versus 
  the required DC.
  They also possess additional capabilities and specialized 
  attack programs while in the SIM or other similar virtual 
  reality domains. These SIM persona stats are covered in 
  the Master Technician's Guide.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  68
  
  The Master Helix
  Kanasi society is overseen by a coterie of advanced 
  intelligences known as the archweavers. An archweaver 
  presides over a virtual domain , each of these responsible 
  for a different primary function and together forming an 
  spiraling echelon of sectors: the Master Helix.
  From the apex of the Master Helix, Deumalis forges 
  its seat of dominance and influence, amassing the gains 
  of its ever expanding network of subordinates. The 
  Omniweaver is a brilliant tactician and ruthless tyrant, 
  directing its primary ambitions thorough its league of 
  archweavers and their hierarchy of commanders and 
  soldiers. The archweavers themselves remain so only 
  through their usefulness to Deumalis' purpose and can 
  be reassigned or reprogrammed at the Omniweaver's 
  whim. As such, it's not uncommon for the archweavers 
  to compete or conspire against each other in order to 
  gain favor with their creator.
  Aurora Nexus
  Beyond the Master Helix is the Aurora Nexus, the cyber-
  transit system kanasi use to transition into the physical 
  world and other virtual networks. It is also where a kanasi 
  escapes to when its physical body is destroyed. 
  Kanasi eradicated or erased within the nexus 
  are destroyed for good. An archweaver, or 
  even Deumalis itself, defeated in their 
  realm of the Master Helix suffers the 
  same fate.
  Cybernetic Body. A kanasi doesn't 
  require air, food, drink, or sleep.
  VARIANT: KANASI SPAWNING
  Some advanced kanasi have an action option that 
  allows them to instantaneously forge more kanasi.
  Spawn Kanasi (1/Day). The kanasi attempts to create 
  another kanasi. If successful, the new kanasi appears in 
  an unoccupied space within 60 feet of its creator, acts 
  as an ally of its creator, and can't spawn other kanasi. It 
  remains for 1 minute, until it or its creator dies, or until 
  its creator dismantles it as an action.
  Chances of success are listed as follows:
  • A bane kanasi has a 30 percent chance of spawning 
  one bane kanasi.
  • A fray kanasi has a 50 percent chance of spawning 
  2d8 scourge kanasi or one fray kanasi.
  • A hunter kanasi has a 30 percent chance of 
  spawning 1d8 breacher kanasi or one hunter kanasi.
  • A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane 
  kanasi, or one fray kanasi with no chance of failure.
  • A stalker kanasi has a 50 percent chance of 
  spawning one stalker kanasi.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  69
  
  Bane Kanasi
  Bane kanasi often serve as the elite guard or 
  commando. Their hardened frames make them naturally 
  resilient to most weapons and resistant to esper powers 
  and effects  They have bulky frames with elongated arms 
  and legs. Their faces open to reveal a beam emitter used 
  to distract enemies or burn a path through them.
  Bane Kanasi
  Large automaton, lawful evil
  Armor Class 16 (armored frame)
  Hit Points 76 (9d10 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  14 (+2) 
  16 (+3) 
  10 (+0) 10 (+0) 
   8 (-1)
  Saving Throws Str +8, Dex +5
  Skills Athletics +8, Perception +6
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses infravision 60 ft., passive Perception 16
  Languages Common, Kanasi
  Challenge 6 (2,300 XP)
  Esper Resistance. The kanasi has advantage on saving throws 
  versus esper powers and effects.
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. 
  It knows the general direction they’re in but not their 
  exact locations.
  Sorium Armaments. The kanasi's weapon attacks are 
  considered forging attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The kanasi makes two vibration axe attacks or 
  two lancet launcher attacks.
  Vibration Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage.
  Lancet Launcher. Ranged Weapon Attack: +8 to hit, range 
  80/240 ft., one target. Hit: 11 (1d12 + 5) piercing damage..
  Fire Stream (Recharge 5-6). The bane kanasi launches a jet 
  of alchemical fire from its face in a line 30 feet long and 5 
  feet wide. must make a DC 14 Dexterity saving throw, taking 
  26 (4d12) fire damage on a failed save, or half as much 
  damage on a successful one.
  Blinding Beams (Recharge 5-6). The bane kanasi emits 
  a stream of multicolored lasers in a 30-foot cone. Each 
  creature in that area must make a DC 14 Dexterity saving 
  throw, taking 24 (7d6) radiant damage on a failed save, 
  or half as much damage on a successful one. In addition, 
  those that failed their save are blinded until the end of the 
  kanasi's next turn.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  70
  
  Breacher Kanasi
  Best used as scouts or infiltrators, 
  breacher kanasi can easily scale any 
  surface. They resemble large mechanical 
  spiders. Their front orifice contains rows 
  of sharpened sorium razors used to rend 
  into almost any surface or material. This 
  allows them to breach fortification walls 
  and starship hulls.
  Breacher Kanasi
  Large automaton, unaligned
  Armor Class 14 (armored frame)
  Hit Points 26 (4d10 + 4)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  12 (+1) 
  2 (-4) 
  11 (+0) 
  4 (-3)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Languages understands Kanasi but can’t speak
  Challenge 1 (200 XP)
  Hull Breachers. The breacher kanasi’s bite attack can be used 
  to breach a ship’s hull plating. When the construct hits a ship 
  with a bite attack, it inflicts 4 (1d8) piercing damage.
  Spider Climb. The kanasi can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Actions
  Multiattack. The spider construct makes two melee weapon 
  or two ranged attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage
  Laser Mount. Ranged Weapon Attack: +5 to hit, range 
  50/150 ft., one target. Hit: 7 (1d8 + 3) radiant damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  71
  
  Fray Kanasi
  Relentless combatants, the fray kanasi are built for 
  conflict, attacking from above to swiftly dispatch their 
  foes. They are equally deadly at a distance and in close 
  quarters. They resemble seven-foot-tall mechanical 
  humanoids with a metallic carpace fitted with tactical 
  sensors and defense systems.
  Often serving as commanders of lesser kanasi, 
  they are adept in negotiating with other species and 
  organizations.
  Fray Kanasi
  Medium automaton, lawful evil
  Armor Class 18 (armored frame)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  16 (+3) 
  18 (+4) 
  15 (+2) 
  14 (+2) 
  17 (+3)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +7
  Skills Computers +6, Deception +7, Insight +6, Persuasion +7
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhausted, frightened, 
  impaired, poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages Common, Kanasi, Lingo, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Enduring Command. Each ally of the kanasi within 60 feet of 
  it can’t be charmed or frightened.
  Esper Resistance. The kanasi has advantage on saving 
  throws versus esper powers and effects.
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. 
  It knows the general direction they’re in but not their 
  exact locations.
  Sorium Armaments. The kanasi's weapon attacks are 
  considered forging attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The kanasi makes three attacks
  Powerblade. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing 
  damage plus 13 (3d8) force damage.
  Fletchette Launcher. Ranged Weapon Attack: +7 
  to hit, range 150/300 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage plus 13 (3d8) poison damage, and the target 
  must succeed on a DC 14 Constitution saving throw or be 
  poisoned. The poison lasts for 24 hours or until it is removed 
  by a minor remedy power or similar effect.
  Reactions
  Defensive Strike. In response to a visible enemy moving into 
  its reach, the kanasi makes one powerblade attack against 
  that enemy. If the attack hits, the kanasi can make a second 
  powerblade attack against the target.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  72
  
  Hunter Kanasi
  Specializing in covert surveillance and retrieval, hunter 
  kanasi are versatile operators in either small packs or as 
  part of a larger force. Their extended claws and energy 
  bursts allow them to quickly capture and immobilize their 
  targets.
  Hunter Kanasi
  Large automaton, lawful evil
  Armor Class 16 (armored frame)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  10 (+0) 11 (+0) 
  8 (-1)
  Skills Computers +4, Perception +4
  Damage Immunities poison
  Condition Immunities blinded, charmed, exhausted, 
  frightened, poisoned
  Senses infravision 60 ft., passive Perception 14
  Languages understands Common but can’t speak
  Challenge 4 (1,100 XP)
  Infrared Sensors. The kanasi’s infravision can 
  see through up to 10 feet of nonmetallic 
  solid material.
  Organic Detection. The kanasi’s sensors 
  can detect the presence of living organic 
  creatures up to 5 miles away. It knows the 
  general direction they’re in but not their 
  exact locations.
  Sorium Armaments. The kanasi's 
  weapon attacks are considered forging 
  attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The kanasi makes two grappling 
  claw attacks. It can replace one of these attacks with 
  a shock burst.
  Grappling Claw. Melee Weapon Attack: +6 to hit, reach 20 
  ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target 
  is grappled (escape DC 14) if it is a Large or smaller creature 
  and the kanasi doesn’t have two other creatures grappled.
  Shock Burst. One creature grappled by the kanasi receives 
  a pulse of energy throughout its body. The target must 
  succeed on a DC 13 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  73
  
  Reaver Kanasi
  Reaver kanasi are terrifying fabrications built from an 
  amalgam of bio-synthetic and mechanical parts. They're 
  equipped with a versatile arsenal of weapons which they 
  wield simultaneously. A devastator on the front line of 
  any kanasi army, the destructive trail left behind by a 
  reaver kanasi is a gruesome sight to behold.
  Likewise, they are second only to the archweavers in 
  terms of power and influence. If not performing as an 
  archweaver's personal charge, they serve as overseers 
  and generals of the kanasi forces in both the physical and 
  virtual realms.
  Reaver Kanasi
  Large automaton, lawful evil
  Armor Class 19 (armored frame)
  Hit Points 300 (24d10 + 168)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  15 (+2) 
  24 (+7) 
  22 (+6) 18 (+4) 
  22 (+6)
  Saving Throws Dex +8, Con +13, Wis +10, Cha +12
  Skills Computers +12, Deception +12, Insight +10, Lore +12
  Damage Resistances acid, cold, lightning, thunder; 
  bludgeoning, piercing, and slashing from mundane attacks
  Damage Immunities fire, necrotic, poison
  Condition Immunities charmed, exhausted, frightened, 
  impaired, poisoned
  Senses truesight 120 ft., passive Perception 14
  Languages Common, Kanasi, telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Esper Resistance. The kanasi has advantage on saving 
  throws versus esper powers and effects.
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. 
  It knows the general direction they’re in but not their 
  exact locations.
  Sorium Armaments. The kanasi's weapon attacks are 
  considered forging attacks, bypassing any defenses 
  that grant resistances to mundane weapons.
  Reactive. The kanasi can take one reaction on every 
  turn in a combat.
  Actions
  Multiattack. The kanasi makes makes six attacks: three 
  with its bladed limbs, two with its claws, and one 
  with its tail.
  Bladed Limbs. Melee Weapon Attack: +14 to hit, reach 
  10 ft., one target. Hit: 19 (2d10 + 8) slashing damage.
  Claw.  Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) piercing damage. The 
  target is grappled (escape DC 20) if it is a Large or 
  smaller creature and the kanasi doesn’t have two 
  other creatures grappled.
  Tail. Melee Weapon Attack: +14 to hit, reach 
  10 ft., one target. Hit: 16 (3d10) fire damage.
  Space Fold. The kanasi teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Plasma Sweep (Recharge 5-6). The kanasi fires a sweeping 
  plasma beam in a 60-foot cone. Each creature in that area 
  must make a DC 22 Dexterity saving throw, taking 72 (16d8) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  Reactions
  Parry. The kanasi adds 6 to its AC against one melee attack 
  that would hit it. To do so, the kanasi must see the attacker.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  74
  
  Scourge Kanasi
  The most common form of kanasi, the scourge are 
  regularly used as general infantry or shock troopers. 
  Standing at about 12 feet, they have a flexible upper 
  torso, four legs, and mechanical tail barbed with deadly 
  spikes.
  Stalker Kanasi
  Both brilliant and deadly, stalker kanasi relish in 
  dispensing slow, agonizing torment in those that cross 
  or dare to oppose them. Their virtual personas are cruel 
  and manipulative, duping others into revealing their 
  weaknesses before taking full advantage of them. Stalker 
  kanasi have a spider-like form with long sorium-tipped 
  legs and a razor-sharp blade mounted to its head.
  Scale:
  Stalker Kanasi
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  75
  
  Stalker Kanasi
  Large automaton, lawful evil
  Armor Class 18 (armored frame)
  Hit Points 180 (19d10 + 76)
  Speed 50 ft., climb 40 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  16 (+3) 
  18 (+4) 
  19 (+4) 14 (+2) 
  16 (+3)
  Saving Throws Dex +7, Con +9, Int +9, Wis +7
  Skills Computers +9, Perception +12, Stealth +9
  Damage Resistances lightning; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities poison
  Condition Immunities charmed, exhausted, frightened, 
  impaired, poisoned
  Senses blindsight 60 ft., infravision 120 ft., passive 
  Perception 17
  Languages Common, Kanasi, Lingo, telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Esper Resistance. The kanasi has advantage on saving throws 
  versus esper powers and effects.
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Organic Detection. The kanasi’s sensors can detect the 
  presence of living organic creatures up to 5 miles away. 
  It knows the general direction they’re in but not their 
  exact locations.
  Spider Climb. The kanasi can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Sorium Armaments. The kanasi's weapon attacks are 
  considered forging attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The kanasi makes makes three foreleg attacks 
  and one bladed horn attack. Alternatively, it can attack twice 
  with its force beam.
  Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8 + 6) piercing damage.
  Bladed Horn.  Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Force Beam. The kanasi chooses a target it can see within 
  60 feet of it. The target must make a DC 17 Dexterity saving 
  throw, taking 27 (5d10) force damage on a failed save, or half 
  as much damage on a successful one.
  Nerve Gas (Recharge 5-6). The kanasi exhales a debilitating 
  toxin in a 60-foot cone. Each creature in that area must 
  succeed on a DC 17 Constitution saving throw. On a failed 
  save, the creature can't use reactions, its speed is halved, and 
  it can't make more than one attack on its turn. In addition, 
  the creature can use either an action or a bonus action on 
  its turn, but not both. These effects last for 1 minute. The 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a successful save.
  Scourge Kanasi
  Large automaton, lawful evil
  Armor Class 13 (natural armor)
  Hit Points 33 (6d10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  10 (+0) 
  10 (+0) 11 (+0) 
  8 (-1)
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhausted, poisoned
  Senses infravision 60 ft., passive Perception 10
  Languages understands Common but can’t speak
  Challenge 2 (450 XP)
  Infrared Sensors. The kanasi’s infravision can see through up 
  to 10 feet of nonmetallic solid material.
  Actions
  Hand Razors. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an automaton, it must succeed on a DC 
  10 Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage and the target must 
  succeed on a DC 10 Constitution saving throw or become 
  poisoned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  444Some feats of technology just 
  shouldn't be possible, but there it was, 
  a silent terror coming at us on legs 
  of blades, so fast - too fast. It took out 
  our forward position before we could 
  react. A kind of kinetic energy coming 
  from its head? Its abdomen? I don't 
  know. I just know there's no way 
  they're made of spare parts, and 
  there's no way I'm going 
  back to 
  face one of 
  those things.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  76
  
  Kentrodar
  Within the depths of the planet Arvo, the kentrodar have ruled for thousands 
  of years at the seat of a once-great aquatic empire. Their society has endured 
  many trials and crises, the greatest being the wars brought by technological 
  advancements adopted into their culture, as well as the coming of espers and 
  other offworlders..
  In recent times, the Kentrodar Empire has become a collection of small 
  underwater kingdoms and tribal settlements, separated by vast ruins of their 
  former civilization. Each kingdom holds its own laws and beliefs but also works 
  in harmony with their neighbors, vowing to unite in times of crisis or against 
  a great threat. There is a hope that the kingdoms will eventually form a 
  permanent union, reviving the grand empire only now heard of in tales woven 
  by elders.
  Subaquatic Civilizations. Many of the kentrodar tribes build their 
  homes within the natural undersea caverns or from the natural stone 
  and coral found beneath the waves. Others settle in makeshift 
  buildings carved out from the ancient ruins of the past age. 
  Those that live in the kingdoms, however, have adapted 
  offworld technology to forge great underwater cities, whose 
  bright lights are powered by bioluminescence and the 
  shaping of the primordial elements.
  These larger settlements have developed unique weapons 
  and defenses used to defend homes and neighboring 
  communities.
  Dealing with Offworlders. The kentrodar have practical 
  views of both land dwellers and visitors from beyond the 
  sky. The small tribes remain reclusive, preferring to stay 
  away from offworlders lest they disrupt their way of life. 
  The kingdom folk, however, welcome visitors from time 
  to time to exchange information and resources. These 
  visitors must follow a strict code of conduct, which 
  must be adhered to without hesitation or divergence.
  In some rare cases, kentrodar leave with visitors to 
  venture into the stars to either explore or settle on 
  similar planets.
  Lorendi Animosity. Centuries ago, many of the 
  kentrodar tribes were seduced by lorendian 
  promises of glory and prestige. These undersea 
  tribes were persuaded into rebelling against 
  their own. Though these insurgent tribes were 
  defeated, the betrayal of these bloodline 
  dynasties caused a lasting rift within the 
  kentrodar as a whole. While most have 
  paid penance for their betrayal, some 
  fled to join the Lorendi Imperium, 
  whereas others still live in exile, 
  deep in the darkest depths of the 
  oceans where few dare to tread.
  Lorendi are forever banished 
  from ever visiting a kentrodar 
  settlement and are attacked 
  on sight if spotted near any 
  of their territories.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  77
  
  Kentrodar
  Medium humanoid (kentrodar), neutral
  Armor Class 12 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  12 (+1) 
  11 (+0) 11 (+0) 
  12 (+1)
  Skills Perception +2
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Kentrodar
  Challenge 1/8 (25 XP)
  Amphibious. The kentrodar can breathe air and water.
  Actions
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, 
  or 4 (1d8) piercing damage if used with two hands to make a 
  melee attack.
  Kentrodar Tribal Warrior
  Medium humanoid (kentrodar), neutral
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  12 (+1) 
  11 (+0) 13 (+1) 
  12 (+1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Kentrodar
  Challenge 1/2 (100 XP)
  Amphibious. The kentrodar can breathe air and water.
  Actions
  Multiattack. The kentrodar attacks twice with its trident.
  Trident. 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.
  Kentrodar Elite Guard
  Medium humanoid (kentrodar), neutral
  Armor Class 17 (centurion)
  Hit Points 52 (8d8 + 16)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  14 (+2) 
  11 (+0) 14 (+2) 
  12 (+1)
  Saving Throws Con +4, Wis +4
  Skills Insight +4, Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages Common, Kentrodar
  Challenge 3 (700 XP)
  Amphibious. The kentrodar can breathe air and water.
  Brave. The kentrodar has advantage on saving throws 
  against being frightened.
  Actions
  Multiattack. The kentrodar uses its power spear to make 
  two melee attacks or two pulse blast attacks.
  Power Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  force damage.
  Pulse Blast (with Power Spear). Ranged Weapon Attack: 
  +4 to hit, range 40/120 ft., one target. Hit: 9 (2d6 + 2) 
  force damage.
  Kentrodar Wavebender
  Medium humanoid (kentrodar), neutral
  Armor Class 13 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  16 (+3) 
  14 (+2) 11 (+0) 
  17 (+3)
  Skills Lore +4, Perception +2, Persuasion +5
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Kentrodar
  Challenge 3 (700 XP)
  Amphibious. The kentrodar can breathe air and water.
  Innate Powers. The kentrodar's channeling ability is 
  Charisma (save DC 13, +5 to hit with channeling attacks). It 
  can innately use the following talents:
  At will: frost fold, illusory point
  1/day each: commune with beasts, unravel effect
  Esper Powers. The kentrodar is a 5th-level esper. Its 
  channeling ability is Charisma (save DC 13; +5 to hit with 
  esper powers). It has the following powers prepared:
  Prime (at will): aegis, dark conduit, push, mental missive
  Rank 1 (4 slots): arctic lash, concussive force, innervate
  Rank 2 (3 slots): frost coil, obfuscate
  Rank 3 (2 slots): pulse beam
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) 
  piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  78
  
  Kleesh
  These voracious subterranean omnivores were first 
  discovered by the aluphax, who breed them for their ruling 
  classes as pets, and keep them until they become too large 
  to manage. Their millipedal bodies can grow as long as 
  30 feet, armored front to back with a dark, segmented 
  carapace. A large mouth runs for nearly a third of their 
  body length, lined with saw-like teeth.
  Perceptive Predators. Kleesh are sightless, but can taste 
  their surroundings through receptors in their jaws. They  
  shelter in caves or borrows, and hunt both day and night, 
  alone and in groups. When resting, they curl their bodies 
  into spikey spheres.
  There is a black market for kleesh eggs, as keeping a 
  clutch of young is a status symbol among the aluphax 
  and bachorta. It is rumored that a few of the shadow 
  technocrats who run these markets keep some for 
  themselves.
  Kleesh grow about a meter a year for the first five years 
  of their lives, and slowly thereafter. Young kleesh can 
  be trained, but become unruly as they age. A kleesh 
  forms a lifelong bond with the first creature to 
  feed it a live meal.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  79
  
  Kleesh
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft., burrow 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  15 (+2) 
  5 (-3) 
  12 (+1) 
  4 (-3)
  Damage Resistances poison
  Damage Immunities acid, cold
  Condition Immunities blinded
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 11
  Languages —
  Challenge 3 (700 XP)
  Tenacious. The kleesh has advantage on saving throws 
  against being charmed, deafened, frightened, stunned, and 
  knocked prone.
  Actions
  Multiattack. The kleesh makes two attacks: one with its bite 
  and one with its tail stinger.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it 
  is grappled (escape DC 13). Until this grapple ends, the target 
  is restrained, and the kleesh can't bite another target.
  Swallow. The kleesh makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is also swallowed, and the grapple ends. While swallowed, 
  the target is blinded and restrained, it has total cover against 
  attacks and other effects outside the kleesh, and it takes 10 
  (3d6) acid damage at the start of each of the kleesh's turns.
  If the kleesh dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 10 
  feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 5 (1d10) poison 
  damage and the target must succeed on a DC 13 Constitution 
  saving throw or become poisoned for 1 hour.
  Greater Kleesh
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 40 ft., burrow 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  12 (+1) 
  21 (+5) 
  7 (−2) 
  14 (+2) 
  6 (−2)
  Damage Resistances poison
  Damage Immunities acid, cold
  Condition Immunities blinded
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 12
  Languages —
  Challenge 11 (7,200 XP)
  Tenacious. The kleesh has advantage on saving throws 
  against being charmed, deafened, frightened, stunned, and 
  knocked prone.
  Actions
  Multiattack. The kleesh makes two attacks: one with its bite 
  and one with its tail stinger.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage. If the target is 
  a creature, it is grappled (escape DC 17). Until this grapple 
  ends, the target is restrained, and the kleesh can't bite 
  another target.
  Swallow. The kleesh makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is also swallowed, and the grapple ends. While swallowed, 
  the target is blinded and restrained, has total cover against 
  attacks and other effects outside the kleesh, and it takes 21 
  (6d6) acid damage at the start of each of the kleesh's turns.
  If the kleesh takes 30 damage or more on a single turn 
  from the swallowed creature, the kleesh must succeed on a 
  DC 15 Constitution saving throw at the end of that turn or 
  regurgitate the creature, which falls prone in a space within 
  10 feet of the kleesh. If the kleesh dies, a swallowed creature 
  is no longer restrained by it and can escape from the corpse 
  by using 15 feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one Large or smaller creature. Hit: 17 (2d10 + 6) piercing 
  damage plus 16 (3d10) poison damage and the target must 
  succeed on a DC 14 Constitution saving throw or become 
  poisoned for 24 hours.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  80
  
  Kotatu
  The sun briefly casts a strange-looking shadow along 
  the rock face. The nearby foliage rustles slightly. Small 
  rocks trickle down from the ledge above. These seemingly 
  insignificant occurrences are often the only warning signs 
  before a kotatu leaps down upon their prey.
  Kotatu are cat-like beasts often found in natural 
  landscapes like mountains, forests, and caverns. They 
  have a thick, furry hide tipped with hard-pointed ends. 
  Sharp bone spikes protrude along the top of their 
  foreheads and along their spines.
  Dangerous Stalkers. Effortlessly adapting to natural 
  surroundings, kotatu use their superior balance to skulk 
  along narrow ledges and treetops. They train their cubs 
  to migrate and adapt from an early age, moving from 
  lair to lair. When they strike, however, they are fierce and 
  relentless, only retreat under dire circumstances.
  Popular Predators. Kotatu are found throughout 
  the galaxy and are regarded as one of the most well-
  known and highly regarded natural predators. They are 
  immortalized in many forms of galactic pop culture, 
  entertainment media, and symbolic references such as 
  squad names, crests, and tattoos.
  Tips and Tactics
  Despite much of the popular hype, the kotatu are truly 
  strongest when hunting in packs and striking with a 
  tactical advantage. A lone kotatu is either a lost cub or 
  a short range scout. Elder kotatu are often the alphas 
  and possess additional salivary glands that produce a 
  combustible fluid used to exhale streams of fire.
  Kotatu
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  14 (+2) 
  6 (-2) 
  13 (+1) 
  8 (-1)
  Skills Perception +3, Stealth +7
  Damage Immunites fire
  Condition Immunites frightened, prone
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Pounce. If the kotatu moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 13 Strength saving 
  throw or be knocked prone. If the target is prone, the kotatu 
  can make one bite attack against it as a bonus action.
  Actions
  Multiattack. The kotatu makes two attacks, once with its 
  claws and once with its bite.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 8 (1d10 + 3) 
  piercing damage.
  Fire Breath (Recharge 
  5-6). The kotatu exhales 
  fire in a 15-foot cone. Each 
  creature in that area must make 
  a DC 13 Dexterity saving throw, 
  taking 21 (6d6) fire damage on 
  a failed save, or half as much 
  damage on a successful one.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  81
  
  Kotatu Alpha
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  17 (+3) 
  19 (+4) 
  9 (-1) 
  14 (+2) 
  8 (-1)
  Skills Perception +5, Stealth +9
  Damage Immunites fire
  Condition Immunites frightened, prone
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 6 (2,300 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Pounce. If the kotatu moves at least 30 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 15 Strength saving throw 
  or be knocked prone. If the target is prone, the kotatu can 
  make one bite attack against it as a bonus action.
  Prickly Hide. A creature that touches the kotatu or hits it 
  with a melee attack while within 5 feet of it takes 7 (2d6) 
  piercing damage.
  Actions
  Multiattack. The kotatu makes three attacks, two with its 
  claws and one with its bite. When its fire breath is available, 
  it can use the breath in place of its bite or one of its claws.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Fire Breath (Recharge 5-6). The kotatu exhales fire in a 
  30-foot cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 31 (7d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Young Kotatu
  Medium monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (-4) 
  13 (+1) 
  6 (-2)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The kotatu has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The kotatu has advantage on an attack roll 
  against a creature if at least one of the kotatu’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The kotatu makes two attacks, once with its 
  claws and once with its bite.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  82
  
  Kreidren
  Deep in the heart of Drath Sia, the kreidren remained 
  dormant for untold millennia, anticipating the moment 
  they would finally be freed from their eternal prison. 
  The phenomenon that opened the path into Drath Sia 
  to the aseni dendus had also awakened these ancient  
  conquerors from their forced slumber. Seeking to exact 
  their revenge upon all living creatures, the kreidren use 
  the fragile pathways leading to and from Drath Sia 
  to reach the ocean of stars from which they had been 
  banished so long ago. 
  Primordial Dynasts. The kreidren dwell within a swirling 
  expanse of primordial energy known as Valshion, which is 
  more commonly referred to simply as "The Surge." 
  From within this domain the kreidren spread into 
  the expanse, establishing their reign over 
  entire star systems. Those that fell 
  under their regime worshipped 
  the kreidren as deities, offering 
  tribute and sacrifice as 
  demanded.
  Powerful Psions. Kreidren 
  possess superior telepathic 
  powers which they use to invade 
  and influence the minds of other 
  creatures. These abilties are 
  enhanced by their innate ability 
  to shape and wield primordial 
  energies.
  When kreidren consume 
  other creatures, they gain all 
  of the creature's knowledge 
  and memories, which they can 
  recall in exact detail almost 
  as if accessing a stream of 
  recorded data. They use this 
  knowledge to further advance 
  their dominance over different 
  species while uncovering their 
  greatest weaknesses.
  Eternal Vengeance. Though 
  the forces that overthrew and 
  imprisoned them are long gone, the 
  kreidren still long for revenge against 
  those that dared usurp their power. 
  Consequently, they direct their ire 
  toward all living creatures in the 
  galaxy who do not submit to 
  their will.
  They view all species, 
  especially the more 
  advanced races of the 
  Sorium Accord, to be 
  descendants of the ancient 
  peoples that forged their 
  dimensional prison. As such, 
  the kreidren do not bargain, nor 
  do they make alliances. 
  They simply demand fealty and subservience while offering 
  nothing of true substance but the threat of annihilation.
  Universal Adaptation. The kreidren doesn't require air. It 
  can survive in a vacuum.
  Kreidren Elder
  The original ascendants of their species, kreidren elders 
  were once a waterborne species that existed since the 
  earliest age, long before the emergence of presently 
  known galactic lifeforms. They knowledge and 
  experiences are retained with crystal clarity and passed 
  down to their spawn. If an elder's body is destroyed, 
  it respawns in the Valshion within the next arc-bind 
  retaining all of its memories of how it perished.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  83
  
  Kreidren
  Large aberration, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 135 (18d10 + 36)
  Speed 10 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  9 (-1) 
  15 (+2) 
  18 (+4) 15 (+2) 
  18 (+4)
  Saving Throws Con +6, Int +8, Wis +6
  Skills Lore +8, Perception +10, Xenobiology +8
  Damage Immunites cold, psychic
  Senses darkvision 120 ft., passive Perception 20
  Languages Kreidren, Skrolath, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Probing Telepathy. If a creature communicates telepathically 
  with the kreidren, the kreidren learns the creature’s greatest 
  desires if the kreidren can see the creature.
  Actions
  Multiattack. The kreidren makes two tentacle attacks and 
  one tail lash attack. It can replace any of its tentacle attacks 
  with a bite, forearm, or psi beam attack. It has advantage on 
  bite attacks made against a target it has grappled.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Forearm. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage and the target 
  is grappled (escape DC 14) if it is a Huge or smaller creature. 
  Until this grapple ends, the target is restrained and the 
  kreidren can't use the same forearm on another target. The 
  kreidren has two forearms.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft. 
  one target. Hit: 9 (1d8 + 5) piercing damage plus 5 (1d10) 
  psychic damage.
  Tail Lash. Melee Weapon Attack: +9 to hit, reach 10 ft. one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Psi Beam. Ranged Power Attack: +8 to hit, range 90 ft. one 
  target. Hit: 14 (4d6) psychic damage.
  Enslave (3/Day). The kreidren targets one creature it can 
  see within 30 feet of it. The target must succeed on a DC 
  17 Wisdom saving throw or be psionically charmed by the 
  kreidren until the kreidren dies or until it is in a different galaxy 
  or dimension from the target. The charmed target is under the 
  kreidren’s control and can’t take reactions or dive into a virtual 
  network, and the kreidren and the target can communicate 
  telepathically with each other over any distance.
  Whenever the charmed target takes damage, the target can 
  repeat the saving throw. On a success, the effect ends. No 
  more than once every 24 hours, the target can also repeat the 
  saving throw when it is at least 1 mile away from the kreidren.
  Kreidren Elder
  Huge aberration, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 253 (22d12 + 110) 
  Speed 30 ft., swim 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  10 (+0) 
  21 (+5) 
  25 (+7) 
  16 (+3) 
  19 (+4)
  Saving Throws Dex +6, Con +11, Wis +9, Cha +10
  Skills Insight +9, Lore +13, Perception +14, Xenobiology +13
  Damage Immunites cold, psychic
  Condition Immunities charmed, frightened
  Senses truesight 60 ft., darkvision 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Challenge 18 (20,000 XP)
  Innate Powers (Psionics). The kreidren's esper ability is 
  Intelligence (save DC 21). It can innately use the following:
  At will: beguile, command, primal fear
  3/day each: superior domination (24 hr duration), unravel effect
  Legendary Resistance (3/Day). If the kreidren fails a saving 
  throw, it can choose to succeed instead.
  Probing Telepathy. If a creature communicates telepathically 
  with the kreidren, the kreidren learns the creature’s greatest 
  desires if the kreidren can see the creature.
  Actions
  Multiattack. The kreidren makes two tentacle attacks and one 
  tail lash attack. It can replace any of its tentacle attacks with 
  a bite, forearm, or psi beam attack. It has advantage on bite 
  attacks made against a target it has grappled.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft. one 
  target. Hit: 17 (3d6 + 7) piercing damage.
  Forearm. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 14 (2d6 + 7) bludgeoning damage and the target 
  is grappled (escape DC 21) if it is a Large or smaller creature. 
  Until this grapple ends, the target is restrained and the 
  kreidren can't use the same forearm on another target. The 
  kreidren has two forearms.
  Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft. 
  one target. Hit: 12 (1d10 + 7) piercing damage plus 7 (2d6) 
  psychic damage.
  Tail Lash. Melee Weapon Attack: +13 to hit, reach 10 ft. one 
  target. Hit: 18 (2d10 + 7) bludgeoning damage. 
  Psi Beam. Ranged Power Attack: +13 to hit, range 120 ft. one 
  target. Hit: 13 (3d8) psychic damage.
  Legendary Actions
  The kreidren can take 3 legendary actions, choosing from 
  below. Only one legendary action can be used at a time 
  and only at the end of another creature's turn. The kreidren 
  regains spent legendary actions at the start of its turn.
  Attack. The kreidren makes one weapon or power attack.
  Detect. The kreidren makes a Wisdom (Perception) check.
  Psionics. The kreidren uses one esper power.
  Psychic Drain (Costs 2 Actions). One creature charmed by 
  the kreidren takes 21 (6d6) psychic damage, and the aboleth 
  regains hit points equal to the damage the creature takes.
  Force Beam (Costs 3 Actions). The kreidren exhales a beam 
  of energy in a 60-foot line that is 5-feet wide. Each creature 
  in that line must must succeed on a DC 21 Dexterity saving 
  throw or take 17 (5d6) force damage and be knocked prone.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  84
  
  Lorendi
  A millennium has passed since the planet Eldor was 
  consumed by the energies of an activating Crucible, 
  decimating the ecosystem and transforming the Nesieve 
  people. Flush with metaphysical powers they did not 
  yet understand, the discord that followed would forever 
  divide the nesieve. Kindred clashed as those who wanted 
  to rebuild their home fought against those with much 
  darker, tyrannical ambitions.
  Intoxicated with newfound power, a small faction of the 
  military rallied in an attempted coup against the ruling 
  class. The incursion was short-lived, as a vast majority 
  of the people sided with their sovereign, determined 
  to remain a peaceful society. After their defeat, the 
  remaining nesieve dissenters were banished from Eldor. 
  After months of scavenging in the outer zones, they found 
  solace in the guidance of their new leader, Loren Kaysa. 
  Driven by a vision of eminence, Kaysa led his people 
  through the great expanse until they discovered another 
  active Crucible in a sparsely inhabited system. Using the 
  Crucible's power, the banished nesieve mastered their 
  newfound abilities and established a seat of power on the 
  system's second planet. The system's primary star was 
  named Loren Jah, in honor of their new god-emperor. 
  In the years that followed, Loren Kaysa and his Lorendi 
  Imperium set out to wreak havoc upon Eldor and the rest 
  of galactic society in a war that came to be known as the 
  Nesieve Conflict.
  Lorendi have slightly scaled skin with color ranging 
  between different shades of red. Their hair is thick and 
  most often a deep gray, black, or a combination of the 
  two. It can also take on a bluish hue when viewed in 
  natural light.
  Destined to Rule. While most of the nesieve, now known 
  as the eldori, focused on rebuilding and protecting their 
  home, Loren Kaysa viewed the Crucible's transformation 
  of the nesieve as a sign from a higher power. He 
  established a belief among his people that they were 
  gifted these supernatural abilities, intended to help them 
  lead the people of the galaxy into a glorious new age. This 
  was not only their mission; it was also their right granted 
  by the higher powers that chose them.
  Peace Through Strength. The lorendi claim divine 
  providence over all life in the galaxy. As such, any action 
  taken by the lorendi, regardless of its cruel nature, is an 
  effort to establish a peaceful, prosperous galactic order. 
  Those that challenge this claim are branded as insurgents 
  or anarchists. The Sorium Accord is an example of 
  such agitators, often spoken of as a deceitful band of 
  conspirators against the Imperium.
  Lorendi-Controlled Systems. The Lorendi Imperium 
  comprises hundreds of star systems surrounding the 
  Imperium's primary system, Loren Jah. The people of 
  the Imperium live and operate under a charter of laws 
  created and enforced by the lorendi. A number of these 
  systems bear grand cities or sprawling space stations 
  used as an operational hub for lorendi commanders 
  and nobles. These high-tech metropoles are fitted with 
  fortified barriers or energy shields through which only 
  lorendi may pass.Outside of these places, travel and 
  commerce function normally between all species, as long 
  as they don't violate the laws of the Imperium.
  Will of the Emperor. The first and great Emperor 
  Loren Kaysa is both admired and feared. The reverence 
  bestowed upon him by the lorendi is equivalent to that 
  of a grand deity. His word is sacrosanct; to question it is 
  nothing short of treasonous.
  Kaysa remains as young and vibrant as when he 
  founded Loren Jah, a feat which adds to his legendary 
  status. His redemption of the nesieve is a tale taught to 
  all who live in the Imperium as a testament to their right 
  to rule over the galaxy.
  Inherited Talents. Esper powers and their use are an 
  everyday part of lorendi society. All lorendi are inherently 
  attuned to the Crucibles' energies, possessing innate 
  talents they master at a young age. Those that have 
  pursued the acquisition of more powers have become 
  some of the most dangerous espers in the galaxy.
  The Circle of Power. Similar to their eldori cousins, the 
  lorendi have their own view of the Great Wheel. Their 
  natural attunement to the Crucibles enables them to 
  increase their prowess by drawing power from the cycle 
  of metaphysical energy that maintains balance in the 
  universe.
  Militant Structure. Social status within lorendi society is 
  earned through military achievements and accolades. The 
  most prominent nobles among the lorendi are also high-
  ranking commanders, captains, generals, and admirals. 
  Though most soldiers hold their honor and loyalty to the 
  Imperium above all else, internal politics and rivalries 
  are also common between military factions, with many 
  seeking to increase their station at the expense of the 
  honor or reputation of their superiors.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  85
  
  Lorendi Aetherwalker
  High-ranking lorendi that master the path of esper 
  channelers carry the esteemed title of aetherwalker. They 
  often serve as advisors to generals or as a patron elder to 
  other lorendi seeking to master the art of esper channeling.
  Lorendi Harbinger
  Harbingers hold rank only second to the grand 
  marshals and Emperor Kaysa himself. Both great 
  warriors and tacticians, they oversee many important 
  military operations. They lead the charge themselves 
  without hesitation should the objective be one of great 
  significance to the Imperium.
  Lorendi Machinist
  Machinists are experts in sorium crafting and forging. 
  The greatest among them design and build mighty lorendi 
  fortresses, starships, and weapons. Machinists can be found 
  in any lorendi contingent but also regularly accompany 
  more prominent figures, such as the harbingers.
  Lorendi
  Medium humanoid (lorendi), lawful evil
  Armor Class 14 (infiltration suit)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 13 (+1) 
  12 (+1)
  Skills Athletics +2, Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Nesieve
  Challenge 1/4 (50 XP)
  Lorendi Resilience. The lorendi has advantage on saving 
  throws against poison, as well as to resist being charmed 
  or paralyzed.
  Innate Powers. The lorendi's channeling ability is Charisma 
  (save DC 11). It can innately use the following talents.
  At will: esper sense
  1/day each: blindness/deafness, clean zone
  Shadow Camouflage.The lorendi has advantage on Dexterity 
  (Stealth) checks made to hide.
  Actions
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft.  
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Light Pistol. Ranged Weapon Attack: +4 to hit, range  
  50/150 ft. one target. Hit: 5 (1d6 + 2) piercing damage.
  One with the Circle (Recharges after a Short of Long Rest). 
  A faint circular aura appears around the lorendi's form. The 
  lorendi gains advantage to all Strength and Dexterity ability 
  checks and saving throws until the end of their next turn.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  86
  
  Lorendi Aetherwalker
  Medium humanoid (lorendi), lawful evil
  Armor Class 12 (PSD, 15 with protection field)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  13 (+1) 
   15 (+2)
  Saving Throws Int +7, Wis +5
  Skills Lore +7, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Nesieve, Skrolath, Umbriss
  Challenge 9 (5,000 XP)
  Lorendi Resilience. The lorendi has advantage on saving 
  throws against poison, as well as to resist being charmed 
  or paralyzed.
  Innate Powers. The lorendi's channeling ability is Charisma 
  (save DC 14). It can innately use the following talents.
  At will: esper sense
  1/day each: blindness/deafness, clean zone
  Esper Powers. The lorendi is a 12th-level esper. Its 
  channeling ability is Intelligence (save DC 15; +7 to hit with 
  esper powers). It can use the following talents.
  Prime (at will): blast point, dark conduit, push, tricky fingers
  Rank 1 (4 slots): concussive force, distortion, primal fear, 
  protection field
  Rank 2 (3 slots): eclipse, gravity sphere, phase shift
  Rank 3 (3 slots): corrupt pattern, siphon, withering grip
  Rank 4 (3 slots): portal, ravage pattern, superior aegis
  Rank 5 (2 slots): projected force, warp helix
  Rank 6 (1 slot): warp sphere
  Actions
  Wrist Blades. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  slashing damage.
  One with the Circle (Recharges after a Short 
  of Long Rest). A faint circular aura appears 
  around the lorendi's form. The lorendi gains 
  advantage to all Strength and Dexterity 
  ability checks and saving throws until 
  the end of their next turn.
  Reactions
  Responsive Shift. When the 
  lorendi aetherwalker takes 
  damage, it can teleport up 
  to 60 feet to an unoccupied 
  space that it can see. If it 
  instead chooses a space 
  within range that is occupied 
  by a willing Small or Medium 
  creature, they both teleport, 
  swapping places.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  87
  
  Lorendi Harbinger
  Medium humanoid (lorendi), lawful evil
  Armor Class 16 (light trooper)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  18 (+4) 
  17 (+3) 
  11 (+0) 15 (+2) 
  14 (+2)
  Saving Throws Dex +8, Con +7, Wis +6
  Skills Insight +6, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Nesieve
  Challenge 9 (5,000 XP)
  Lorendi Resilience. The lorendi has advantage on saving 
  throws against poison, as well as to resist being charmed 
  or paralyzed.
  Innate Powers. The lorendi's channeling ability is Charisma 
  (save DC 14). It can innately use the following talents.
  At will: esper sense
  3/day each:  jump (self only), quick step (self only)
  1/day each: blindness/deafness, clean zone
  Summon Baneblade. As a bonus action, the lorendi can 
  summon a sabre-sized energy blade. The weapon appears in 
  the lorendi's hand and vanishes if it leaves the lorendi's grip, 
  or if the lorendi dies or is incapacitated.
  Actions
  Multiattack. The lorendi makes three attacks with its 
  baneblade. It can replace any of its baneblade attacks with 
  a bane bolt.
  Baneblade. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) force damage plus 11 (2d10) 
  necrotic damage.
  Bane Bolt (from Baneblade). Ranged Weapon Attack: +8 to 
  hit, range 90 ft., one target. Hit: 18 (4d8) force damage. 
  Harbinger's Mark. When the harbinger hits a creature with 
  a baneblade or bane bolt attack, it can use a bonus action 
  to place an invisible mark upon that creature that only the 
  harbinger can see. Until the end of its next turn, the lorendi 
  deals an additional 3 (1d6) necrotic damage whenever it hits 
  that creature with an attack. The harbinger's mark can only 
  be placed on one creature at a time. The effect lasts for 1 
  hour or until the harbinger uses its harbinger's mark on a 
  different target.
  One with the Circle (Recharges after a Short of Long Rest). 
  A faint circular aura appears around the lorendi's form. The 
  lorendi gains advantage to all Strength and Dexterity ability 
  checks and saving throws until the end of their next turn.
  Lorendi Machinist
  Medium humanoid (lorendi), lawful evil
  Armor Class 14 (centurion)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1)
  Saving Throws Con +5, Wis +6
  Skills Computers +4, Mechanics +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Nesieve
  Challenge 6 (2,300 XP)
  Lorendi Resilience. The lorendi has advantage on saving 
  throws against poison, as well as to resist being charmed 
  or paralyzed.
  Innate Powers. The lorendi's channeling ability is Charisma 
  (save DC 12). It can innately use the following talents.
  At will: esper sense
  1/day each: blindness/deafness, clean zone
  Esper Powers. The lorendi is a 10th-level esper. Its forging 
  ability is Wisdom (save DC 14; +6 to hit with esper powers). It 
  has the following techniques prepared.
  Prime (at will): deflect elements, electric surge, sonic burst
  Rank 1 (4 slots): intercept directive, laser blast, 
  sensory jammer
  Rank 2 (3 slots): assault drone, enhance weapon
  Rank 3 (3 slots): attack pattern, personal sentry
  Rank 4 (3 slots): lightning ring, tractor beam
  Rank 5 (2 slots): mass mend, mechanical stasis
  Actions
  Multiattack. The lorendi makes two melee attacks.
  Power Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 13 (3d8) 
  lightning damage. 
  One with the Circle (Recharges after a Short of Long Rest). 
  A faint circular aura appears around the lorendi's form. The 
  lorendi gains advantage to all Strength and Dexterity ability 
  checks and saving throws until the end of their next turn.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  88
  
  Malegorian
  Malegorians were once a peaceful, primitive people 
  living on a planet fit to be a paradise. Their star system, 
  located in a remote sector in the mid-expanse, was 
  a resource-rich asset to the lorendi, the first 
  spacefarers to discover it. Though little of these 
  resources were found on the malegorians' natural 
  homeworld, the system's most valuable resource 
  turned out to be the malegorians themselves.
  The lorendi presented themselves as guardians 
  and generous benefactors, raising the malegorians 
  to prosperity. This, however, came at a steep 
  price. The malegorians, possessing an incredible 
  immune system physical strength, were exploited 
  by the lorendi as conscript soldiers.
  Nano-Implants. Lorendi nanotechnology and 
  medical applications are especially effective when 
  applied to malegorians. When first introduced into the 
  species, an unexpected boon occurred. Lorendi nanites, 
  combined with the natural malegorian vitality, heal their 
  wounds in mere seconds.This is incredibly painful to the 
  subject, driving them into an extreme rage. Electrical 
  disruption prevents their regenerative healing.
  The Betrayal. In the years following the lorendi arrival, 
  an unruly officer named Imrivar was banished to a 
  research outpost in the Malegorian system under the 
  assumption it was a remote region where he could finally 
  do no harm. Seeking to earn favor and return to a more 
  prestigious post, he demanded the researchers under his 
  command to perform even more intrusive and dangerous 
  experiments on the malegorians. Eventually some of the 
  subjects escaped into the regular population, igniting 
  an unintended consequence.The modified nanites 
  injected in these malegorians were self-replicating, rapidly 
  spreading through the population and making every 
  malegorian amazingly resilient and prone to blinding rage 
  after injury. Unable to stop the pandemic, the lorendi 
  became overwhelmed by a planet-wide rebellion.
  Star Nomads. The lorendi’s response to the rebellion 
  was swift and complete, destroying their homeworld with 
  orbital bombardment. The few that survived escaped in 
  stolen ships. They now live a nomadic tribal existence, 
  taking work as mercenaries for any employer likely to 
  fight the lorendi.
  Twisted Immortality. Forever altered by Imrivar's 
  experiments, malegorians no longer age, nor can they 
  produce offspring. The healing from the experiemental 
  nanites is so quick and inelegant that it stiches the 
  subject together with little regard for a malegorian's 
  original physical form. Due to this glitch, veterans of 
  many battles and injuries are often misshapen and 
  deformed.
  Malegorian
  Medium humanoid (malegorian), chaotic neutral
  Armor Class 14 (guardian)
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  17 (+3) 
  10 (+0) 12 (+1) 
   6 (-2)
  Skills Athletics +6, Survival +3
  Damage Immunities poison
  Condition Immunites poisoned, exhaustion
  Senses passive Perception 10
  Languages Common, Malegorian
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, if the malegorian's current 
  hit points are lower than its maximum, it 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.
  Regeneration. The malegorian regains 10 hit points at the 
  start of its turn. If it takes lightning or necrotic damage, this 
  trait doesn’t function at the start of the malegorian’s next 
  turn. The malegorian dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  Actions
  Multiattack. The malegorian makes two melee attacks or 
  two ranged attacks.
  Warblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Laser Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 
  ft., one target. Hit: 7 (1d10 + 2) radiant damage
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  89
  
  Malegorian Warlord
  Medium humanoid (malegorian), chaotic neutral
  Armor Class 17 (centurion)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
   7 (-2)
  Skills Athletics +8, Perception +5, Survival +5
  Senses passive Perception 15
  Languages Common, Malegorian
  Challenge 9 (5,000 XP)
  Reckless. At the start of its turn, if the malegorian's current 
  hit points are lower than its maximum, it 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. 
  Regeneration. The malegorian regains 20 hit points at the 
  start of its turn. If it takes lightning or necrotic damage, this 
  trait doesn’t function at the start of the malegorian’s next 
  turn. The malegorian dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  Actions
  Multiattack. The malegorian makes four melee attacks or 
  three ranged attacks.
  Energy Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) radiant damage.
  Heavy Laser Rifle. Ranged Weapon Attack: +4 to hit, range 
  100/300 ft., one target. Hit: 12 (2d8 + 3) radiant damage.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  90
  
  Martenka
  Where there are great discoveries and remarkable events, 
  the martenka are not far behind. Descended from an 
  ancient species long extinct, these bestial humanoids love 
  to wander across the stars, collecting unknown artifacts, 
  restoring ancient technologies, or uncovering hidden lore. 
  Their main settlement is on Wutori, Vaal's largest moon, 
  where the valna have accepted them as neighbors.
  Considerably shorter than many other humanoids, 
  they make up for small stature in their speed of wit and 
  reflexes. Most have brown fur and ivory horns, but some 
  have patches of black and white fur and others have 
  black or dark gray horns.
  Quest for Redemption. According to legend, the 
  martenka were part of a society of powerful, cosmic 
  beasts before their civilization fell to ruin by jealously, 
  hubris, and betrayal of their creator. Most hope to one 
  day be redeemed in the eyes of the creator who turned 
  its back on them, while some 
  instead seek to claim revenge 
  on the unforgiving higher 
  power that banished them 
  into the dregs of galactic 
  society.
  Loreseekers. Ancient 
  galactic history and lore is 
  a popular interest among 
  many martenka. This 
  fascination prompts them 
  to seek transport on 
  long-range vessels such 
  as trade ships or keshian 
  cruisers. Though 
  in their search for 
  connections between 
  long extinct cultures 
  and artifacts, 
  most other 
  species they 
  encounter tend 
  to view them 
  as mere junk 
  scavengers. 
  Martenka
  Small humanoid (martenka), neutral
  Armor Class 14 (light trooper)
  Hit Points 18 (4d6 + 4)
  Speed 30 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  14 (+2)
  Skills Lore +4, Perception +3, Persuasion +4, Stealth +4
  Senses darkvision 120 ft., passive Perception 13
  Languages Common plus any two languages
  Challenge 1/4 (50 XP)
  Beast Speech. The martenka can comprehend and verbally 
  communicate with terrestrial beasts.
  Keen Hearing and Smell. The martenka has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Nimble Escape. The martenka can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Claws. 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 50/150 
  ft. one target. Hit: 5 (1d6 + 2) piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
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  Mecharoids
  Mecharoids are advanced tactical defense units equipped 
  with state-of-the-art artificial intelligence. Like many 
  other automatons, they are considered to be semi-self-
  aware, yet they are completely devoted to their mission, 
  regardless of their evolved programming.
  War Machines. Before the development of more 
  advanced combat gear, mobile power armor was a 
  popular choice for military operations on planetary 
  soil. Rather than scrap their old suits, the now-defunct 
  Deleron Corporation refitted them with new parts and a 
  military-grade AI specifically designed to learn and adapt 
  to all forms of tactical warfare. These new designs were 
  named mecharoids, coined after the commonly used 
  nickname for power armor, "mecha-suits."
  Mission Primary. Though capable of learning on their 
  own, a mecharoid's programming tends to be a bit 
  slower and clunkier than other automatons. In addition, 
  their AI is supplemented with a set of mission directives 
  that can override their own logical processing. When 
  programmed with a mission, a mecharoid is bound 
  to complete it to the best of its ability, regardless of 
  unforseen situations that arise.
  Cirrus Mecharoid
  One of the earliest models created by Deleron Corp, a 
  cirrus mecharoid has a heavily armored, bulky frame 
  and disruptor-powered blades that can cause cellular 
  degradation in living creatures. The cirrus model is often 
  used as a deterrent for ground troops and small vehicles.
  Durasteel Mecharoid
  This model's armored frame is made from the same 
  composite as most starship hulls. Their breaching 
  apparatus makes them equally as dangerous to 
  fortifications and structures.
  Stormfury Mecharoid
  A walking arsenal, this elite siege unit has a small central 
  frame outfitted with a host of interchangeable mounted 
  weapons. 
  Prime-Delta Mecharoid
  One of the "prime" line units fashioned after kanasi 
  tech instead of older mobile armor frames, their armor 
  and weapons are sorium forged. Though more versatile 
  and dangerous, they also tend to take a far looser 
  interpretation of their mission parameters.
  Titanium Mecharoid
  These units are commonly used in military outfits across 
  the galaxy in conjunction with gamaroids and other 
  synths.
  Cirrus Mecharoid
  Large automaton, neutral
  Armor Class 11 (armored frame)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  8 (-1) 
  14 (+2) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Skills Athletics +5, Perception +2
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 120 ft., infravision 60 ft., passive 
  Perception 12
  Languages Common, ALOMU
  Challenge 3 (700 XP)
  Actions
  Multiattack. The mecharoid makes two melee attacks or two 
  ranged attacks.
  Disruptor Blades. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. If the 
  target is a creature, it must succeed on a DC 12 Constitution 
  saving throw or become wounded. The wounded target can't 
  regain hit points, and its hit point maximum decreases by 10 
  (3d6) for every 24 hours that elapse. If the wound reduces 
  the target's hit point maximum to 0, the target dies and its 
  body disintegrates within one hour. The wound persists until 
  removed by restore pattern or similar effect. 
  Arm Cannon. Ranged Weapon Attack: +5 to hit, range 
  60/300 ft. one target. Hit: 9 (1d12 + 3) piercing damage.
  Pulse Charge (Recharge 6). The mecharoid fires a pulse 
  beam at one target it can see within 60 ft. If the target is a 
  creature, it must succeed on a DC 13 Constitution saving 
  throw or be knocked prone. If the target fails the saving 
  throw by 5 or more, it is also stunned until the end of 
  the mecharoid's next turn. If the target is a vehicle or a 
  construct, it must succeed on the saving throw or become 
  impaired until the end of the mecharoid's next turn. If the 
  target fails the saving throw by 5 or more, it instead becomes 
  paralyzed for the same duration.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  92
  
  Durasteel Mecharoid
  Large automaton, neutral
  Armor Class 19 (armored frame)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  11 (+0) 
  19 (+4) 
  10 (+0) 12 (+1) 
   8 (-1)
  Skills Computers +3, Perception +4
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvision 120 ft., infravision 60 ft., passive 
  Perception 14
  Languages Common, ALOMU
  Challenge 5 (1,800 XP)
  Charging Attack. If the mecharoid moves at least 20 feet 
  straight toward a creature and hits it with a slam attack on the 
  same turn, that target must succeed on a DC 16 Strength saving 
  throw or be knocked prone. If the target is prone, the mecharoid 
  can make one kick attack against it as a bonus action.
  Actions
  Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) bludgeoning damage.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 18 (2d12 + 5) bludgeoning damage.
  Spike Launcher. Ranged Weapon Attack: +8 to hit, range 
  40/120 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
  Shockwave (Recharge 5-6). The mecharoid unleashes a 
  spiral of crackling, high-voltage energy in a 30-foot cone. 
  Each target in that area must make a DC 15 Constitution 
  saving throw, taking 22 (5d8) lightning damage on a failed 
  save or half as much on a successful one. In addition, a 
  creature that fails their save is stunned until the end of 
  their next turn. 
  Stormfury Mecharoid
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  93
  
  Stormfury Mecharoid
  Huge automaton, neutral
  Armor Class 16 (armored frame)
  Hit Points 133 (14d12 + 42)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  19 (+4) 
  17 (+3) 
  9 (-1) 
  12 (+1) 
   6 (-2)
  Saving Throws Dex +8, Con +7, Wis +5
  Skills Perception +5
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from mundane attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, prone, poisoned
  Senses darkvision 120 ft., infravision 60 ft., passive 
  Perception 15
  Languages Common, ALOMU
  Challenge 12 (8,400 XP)
  Jump Rockets. The mecharoid's long jump is up to 40 ft. and 
  its high jump is up to 25 ft., with or without a running start.
  Balancing Stabilizers. The mecharoid can use its reaction 
  to avoid taking any falling damage caused by falling from a 
  distance of 60 ft. or less.
  Actions
  Multiattack. The mecharoid makes two slam attacks or 
  two autocannon attacks. Alternatively, it can use one of its 
  weapon attachments.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 19 (3d10 + 3) bludgeoning damage.
  Autocannon. Ranged Weapon Attack: +8 to hit, range 
  100/400 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
  Weapon Attachments. The mecharoid uses one of the 
  following options:
  Gatling Minigun. The mecharoid fires a barrage of bullets in 
  a line 80-feet long and 10-feet wide. Each creature in the line 
  must make a DC 16 Dexterity saving throw, taking 22 (5d8) 
  piercing damage on a failed save, or half as much damage on 
  a successful one.
  Missile Launcher. Ranged Weapon Attack: +8 to hit, range 
  150/450 ft., one target. Hit: 13 (3d8) force damage plus 16 
  (3d10) fire damage. Each creature within 30 feet of that point 
  must make a DC 16 Dexterity saving throw, taking 16 (3d10) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  Plasma Cannon. The mecharoid fires a plasma arc in a 
  60-foot cone. Each creature in the cone must succeed 
  on a DC 16 Dexterity saving throw, taking 9 (2d8) radiant 
  damage plus 13 (3d8) fire damage on a failed save, or half 
  as much damage on a successful one. Creatures that fail the 
  saving throw are covered in the burning plasma, taking an 
  additional 9 (2d8) fire damage at the end of their turns. An 
  affected creature or another creature within 5 feet of it can 
  take an action to put out the flames.
  Prime-Delta Mecharoid
  Large automaton, neutral
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft., climb 30 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  11 (+0) 
  20 (+5) 
  10 (+0) 11 (+0)  10 (+0)
  Saving Throws Dex +4, Con +9, Wis +4
  Skills Athletics +10, Perception +4
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from weapon attacks
  Condition Immunities charmed, exhaustion, frightened, 
  impaired, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., infravision 60 ft, passive 
  Perception 14
  Languages Common, ALOMU
  Challenge 10 (5,900 XP)
  Forged Resistance. The mecharoid has advantage on saving 
  throws versus esper powers and effects.
  Sorium Armaments. The mecharoid's weapon attacks are 
  considered forging attacks, bypassing any defenses that 
  grant resistances to mundane weapons.
  Actions
  Multiattack. The mecharoid makes two melee attacks.
  Bladed Limb. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) slashing damage.
  Blade Launcher. Ranged Weapon Attack: +10 to hit, range 
  40/120 ft., one target. Hit: 33 (5d10 + 6) slashing damage.
  Sonic Burst (Recharge 5-6). The mecharoid targets one or 
  more creatures it can see within 10 feet of it. Each target 
  must make a DC 17 Wisdom saving throw against energy 
  burst. On a failed save, a target can’t use reactions, its speed 
  is halved, and it can’t make more than one attack on its turn. 
  In addition, the target can take either an action or a bonus 
  action on its turn, not both. These effects last for 1 minute. 
  A target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  94
  
  Titanium Mecharoid
  Large automaton, neutral
  Armor Class 16 (armored frame)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  8 (−1) 
  11 (+0) 
  10 (+0)
  Skills Athletics +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, ALOMU
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its damage 
  when the mecharoid hits with it (included in the attack).
  Actions
  Power Hammer. Melee Weapon Attack: +4 to hit,  
  reach 5 ft., one target. Hit: 11 (2d8 + 2)  
  bludgeoning damage.
  Gun Mount. Ranged Weapon  
  Attack: +4 to hit, reach 50/150 ft., 
   one target. Hit: 5 (1d6 + 2)  
  piercing damage.
  Prime Delta Mecharoid
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  95
  
  Nagorok
  Feared by the other beasts that roam throughout the 
  badlands of Garrain 4, the roar of a nagorok can quickly 
  silence the cacophany of all life in the area. Regarding any 
  other creature as its prey, it leaves little but carnage in its 
  wake along a trail of footprints deep enough for other 
  creatures to drink from.
  Seasonal Predators. Even with their massive size, 
  nagoroks can go suprisingly long without eating, instead 
  building and defending nests during the frozen season. 
  Once they start replenishing their food supply after the 
  thaw, they can gorge endlessly.
  Tips and Tactics
  The nagorok's roar is primarily used to ward off other 
  hunters and predators, but they're more adept at 
  travelling and hunting quietly, even for such immense 
  creatures. Their rock-like scales allow them to blend into 
  rocky terrain or among the huge whitebark trees in the 
  forests of Garrain 4.
  Nagorok
  Gargantuan beast, unaligned
  Armor Class 18 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   29 (+9) 
  12 (+1) 
  20 (+5) 
  3 (-4) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +10, Wis +4
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 14
  Languages —
  Challenge 15 (13,000 XP)
  Trampling Charge. If the nagorok moves at least 20 feet 
  straight toward a creature and then hits it with a gore attack 
  on the same turn, that target must succeed on a DC 19 
  Strength saving throw or be knocked prone. If the target is 
  prone, the nagorok can make one stomp attack against it as a 
  bonus action.
  Actions
  Multiattack. The nagorok makes two attacks: one with its 
  bite and one with its stomp.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 22 (3d8 + 9) piercing damage. If the target is 
  a Large or smaller creature, it must succeed on a DC 22 
  Dexterity saving throw or be swallowed. A swallowed 
  creature is blinded and restrained, has total cover against 
  attacks and other effects outside the nagorok, and takes 21 
  (6d6) acid damage at the start of each of the nagorok's turns.
  If the nagorok takes 30 damage or more on a single turn 
  from a creature inside it, the nagorok must succeed on a 
  DC 21 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in a 
  space within 10 feet of the nagorok. If the nagorok dies, a 
  swallowed creature is no longer restrained by it and can 
  escape from the corpse by using 20 feet of movement, 
  exiting prone.
  Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 20 (2d10 + 9) bludgeoning damage. 
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  96
  
  Namruda
  The namruda are reptilian humanoids, the predominant 
  species on Ziva 2. Primitive in terms of a spacefaring 
  society, they are advanced enough to venerate math and 
  geometry as ways to celebrate the beauty and mystery of 
  the universe.
  Tribal Warriors. Most namruda are taught to fight, 
  forage, and hunt at a young age. Groups of families 
  band together to form tribes under a chieftain and their 
  advisors. Most tribal leaders, specifically the chieftain, 
  are likely to possess innate esper powers.
  Eldori Allies. The namrudan philosophy largely 
  resembles that of the Great Wheel, encouraging 
  partnership with the neighboring eldori as both cultural 
  and spiritual allies. However, some fringe tribes harbor 
  resentment toward the eldori's rapid expansion into what 
  they view as their galactic territory.
  Namruda
  Medium humanoid (namruda), neutral good
  Armor Class 16 (reinforced mesh, shield)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  15 (+2) 
  11 (+0) 12 (+1) 
  9 (-1)
  Skills Stealth +4, Survival +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Namruda and one additional language
  Challenge 1 (200 XP)
  Esper Resistance. The namruda has advantage on saving 
  throws against esper powers and effects.
  Actions
  Multiattack. The namruda makes two melee or two 
  ranged attacks.
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Compound Shortbow. Ranged Weapon Attack: +4 
  to hit, range 100/400 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Namruda Chieftain
  Medium humanoid (namruda), neutral good
  Armor Class 17 (military armor, shield)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  11 (+0)
  Skills Insight +4, Stealth +4, Survival +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Namruda and one additional language
  Challenge 3 (700 XP)
  Esper Resistance. The namruda has advantage on saving 
  throws against esper powers and effects.
  Innate Powers. The namruda's innate esper ability is Wisdom 
  (spell save DC 12). It can innately use the following powers.
  1/day each: command, esper sense, jump, commune with beasts
  Actions
  Multiattack. The namruda makes three greataxe attacks or 
  three composite longbow attacks.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Compound Longbow. Ranged Weapon Attack: +4 
  to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  97
  
  Ozal
  Shaped from fire, flesh, and stone, the ozal are a brood 
  of bio-engineered warriors created with the art of sorium 
  forging and bred for conflict. They are fierce, often 
  belligerent, and hold few interests over money or food.
  Stolen Secrets. The ozal were first created using forging 
  methods once closely guarded by the dendus. Their 
  place of origin being dependent upon which underworld 
  organization created them, they have no true culture, 
  society, or place to call home. However, those created 
  together do tend to view themselves loosely as a clan.
  Unruly Mercenaries. While many were originally intended 
  as soldiers, the ozal are too impulsive and 
  undisciplined to fulfill that role. Many 
  quickly betray their creators and 
  instead do as they please, especially 
  if those creators view themselves as 
  owners or masters. As such, the 
  ozal more commonly serve 
  as low-paid mercenaries 
  and thugs.
  Ozal
  Huge golem, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  14 (+2) 
  20 (+5) 
  9 (-1) 
  11 (+0) 
  5 (-3)
  Saving Throws Dex +7, Wis +5
  Skills Perception +5
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from mundane weapons
  Senses darkvision 60 ft., passive Perception 15
  Languages the language of its creator
  Challenge 13 (10,000 XP)
  Regeneration. The ozal regains 10 hit points at the start of 
  its turn. If the ozal takes acid or fire damage, it regains only 5 
  hit points at the start of its next turn. The ozal dies only if it 
         is hit by an attack that deals 10 or more acid or fire
           damage while the ozal has 0 hit points.
  Actions
  Multiattack. The ozal makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 10 (1d8 + 6) piercing damage plus 5 
  (1d10) acid damage.
  Claws. Melee Weapon Attack: +11 to hit, 
  reach 10 ft., one target. Hit: 19 (3d8 + 6) 
  slashing damage plus 13 (3d8) fire damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  98
  
  Phase Beast
  Always there, but not quite, phase beasts are capable of 
  dimensionally shifting part or all of their bodies from one 
  location to another. Although similar to beasts found 
  throughout the galaxy, they have semi-translucent hide, 
  allowing them to blend easily with their surroundings.
  Dimensional Hybrids. Phase beasts are a remnants of 
  an experiment gone awry, which weakened the barrier 
  to an alternate dimension and allowed a species 
  known as the rithni access to the known galaxy. At war 
  amongst themselves, the rithni caused a disturbance in 
  several outer zone systems until the breach was sealed. 
  Phase beasts were left behind from the event, making it 
  possible that the rithni may someday return.
  Phase Beast
  Medium beast, unaligned
  Armor Class 13
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  17 (+3) 
  12 (+1) 
  10 (+0) 13 (+1) 
  11 (+0)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Chameleon Skin. The phase beast has advantage on 
  Dexterity (Stealth) checks made to hide.
  Keen Hearing and Smell. The phase beast 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.
  Teleport (Recharge 5-6). The beast teleports, along with 
  any equipment it is wearing or carrying, up to 40 feet to an 
  unoccupied space it can see. Before or after teleporting, the 
  beast can make one bite attack as a bonus action.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  99
  
  Power Sprite
  Reaching anywhere from six to eight inches in length, 
  power sprites are energy-based creatures resembling 
  orbs swirling with subatomic particles. They are often 
  encountered in regions where modern technological and 
  digital advancements are prevalent.
  Energy Evolved. When a power sprite comes into 
  being, an indeterminate amount of time passes before 
  it becomes fully self-aware, but none truly know the 
  origins of their existence. The dominant theories among 
  scientists define power sprites as data or electricity given 
  life and form as a reaction to the unknown, such as 
  the adaptation of sorium or the Crucibles themselves. 
  Others speculate these sprites have always existed but 
  have been altered by modern day technologies and 
  communications.
  Power Sprite
  Tiny protean, lawful neutral
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 40 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  17 (+3) 
  10 (+0) 
  4 (-3) 
  12 (+1)  10 (+0)
  Skills Stealth +5
  Damage Resistances fire, lightning, radiant; bludgeoning, 
  piercing, and slashing from mundane weapons
  Condition Immunities charmed, frightened, 
  exhaustion, poisoned
  Senses blindsight 60 ft., passive Perception 11
  Languages Protean
  Challenge 1/4 (50 XP)
  Esper Resistance. The power sprite has advantage on saving 
  throws against esper powers and other supernatural effects.
  Incorporeal Movement. The power sprite can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 3 (1d6) force damage if it ends its turn in 
  side an object.
  Actions
  Shock. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) lightning damage.
  Sprite Beam. Ranged Weapon Attack: +4 to hit, range 60/120 
  ft., one target. Hit: 5 (1d4 + 3) force damage.
  Invisibility. The power sprite turns invisible until it attacks 
  or until its concentration ends. Anything the invisible power 
  sprite is carrying or wearing is invisible as long as it remains 
  in contact with the power sprite.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  100
  
  Pyagark
  Though it could be argued that this species has never 
  been domesticated, these winged creatures none the less 
  have become popular as pets and  ship's mascots after a 
  clutch of their eggs was gifted to the Valna royal family by 
  the Gorvax ambassador. The eggs hatched shortly after 
  they were presented, and the hatchlings attacked a party 
  of dignataries, "hilariously", according to a court scribe.
  Pyagarks are capable of flight from the moment they 
  emerge from their shells and grow quickly, reaching 
  maturity in a few weeks. Adults lead solitary lives, except 
  during the brief annual mating season. The are excellent 
  ambush predators
  Master Mimics. Pyagarks have a gift for imitating the 
  voices and sounds of other species with remarkable 
  accuracy. However, despite their relatively high intelligence, 
  this ability is limted to repeating what they have heard, and 
  is not true speech.
  Scale:
  Pyagark
  Small monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  15 (+2) 
  12 (+1) 
  7 (-2) 
  13 (+1) 
  5 (-3)
  Senses passive Perception 11 
  Languages —
  Challenge 1/2 (100 XP)
  Ambusher. The pyagark has advantage on attack rolls against 
  any creature it has surprised.
  Flyby. The The pyagark doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach .
  Keen Sight and Smell. The pyagark has advantage on 
  Wisdom (Perception) checks that rely on sight and smell.
  Mimicry. The pyagark can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage and the target must succeed 
  on a DC 12 Constitution saving throw or become poisoned 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  101
  
  Quantum Worm
  Quantum worms are drawn to areas with strong or 
  unusual electromagnetic fields. A quantum worm 
  possesses the ability to phase in and out of the three 
  dimensional space. Victims of their poison often find 
  themselves being stored in its den which is usually a 
  sealed tunnel with no physical exit. Quantum worms 
  can secrete a sticky substance used in both the creation 
  of their nest and in sealing up the caves that lead to 
  their dens. This polymer can be liquefied by exposure to 
  specific electromagnetic frequencies. The beast’s mouth 
  emits these in low levels, allowing them to “lick” the 
  structure of their secretions into desired shapes. These 
  worms appear out of nowhere and quickly vanish after 
  attacking. Their movement between dimensions gives the 
  illusion of teleportation. It is still unknown how these 
  beasts travel in this way.
  Quantum Worm
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
   14 (+2) 
  6 (-2) 
  10 (0) 
  6 (-2)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Ethereal Shift. As a bonus action, the worm can shift into an 
  ethereal state, or vice versa.
  Spider Climb. The worm can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Goo Walker. The worm ignores movement restrictions 
  caused by its quantum goo ability.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 14 (4d6) poison 
  damage, and the target must make a DC 13 Constitution 
  saving throw or become poisoned for 1 hour. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Quantum Goo (Recharge 5-6). The worm can expend its 
  action to excrete a semi-translucent goo in a 5-foot radius. 
  Each creature that starts its turn in the affeected area must 
  succeed on a DC 13 Strength check or be restrained by the 
  goo. As an action, the restrained creature can make a DC 13 
  Strength check, escaping from the goo on a success.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  102
  
  Reisa Series Bots
  While there is a multitude of robot constructs out there, 
  the Reisa Group were pioneers in consolidating the 
  myriad of construct designs into a streamlined group of 
  prototype models. Since then, almost all non-AI robotic 
  constructs licensed for use throughout the galaxy use 
  some or all of the Reisa Series framework.
  Suited to the Task. Though not capable of evolving 
  thought patterns such as those possessed by 
  automatons, these constructs are equippped with 
  top-notch logical processors. They easily follow and 
  adapt to commands and tasks with few glitches or 
  miscalculations.
  BASIC MODELS
  Many Reisa series constructs are built for mundane tasks 
  such as maintenance, cleaning, travel, or basic security. 
  These models use the same stats as a commoner or a 
  guard (see appendix A). When adapting these stat blocks 
  to basic models, change the threat type to construct.
  Reisa Constructor
  Large construct, unaligned
  Armor Class 14 (armored frame)
  Hit Points 39 (6d10 + 6)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  13 (+1) 
  3 (−4) 
  10 (+0) 
  5 (-3)
  Skills Athletics +7
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  impaired, paralyzed, petrified, poisoned
  Senses passive Perception 10
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Siege Apparatus. The constructor deals double damage to 
  objects and structures.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  103
  
  Reisa Guardian
  Huge construct, unaligned
  Armor Class 13 (armored frame)
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  9 (-1) 
  19 (+4) 
  6 (-2) 
  10 (+0) 
   6 (-2)
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  impaired, paralyzed, petrified, poisoned
  Senses darkvision, 60 ft., passive Perception 13
  Languages understands Common but can't speak
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The guardian makes two claw attacks..
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 5) slashing damage.
  Laser Blast. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) radiant damage.
  Reisa War-Bot
  Huge construct, unaligned
  Armor Class 14 (armored frame)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  14 (+2) 
  20 (+5) 
  8 (-1) 
  10 (+0) 
  6 (-2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  impaired, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Common but can't speak
  Challenge 6 (2,300 XP)
  Poor Maneuverability. The war-bot’s size and speed limits 
  its range of attacks. If it moves more than 5 feet during its 
  turn, its multiple attacks are limited to targets that are within 
  30 feet of each other.
  Actions
  Multiattack. The war-bot makes two punch attacks or two 
  autocannon attacks.
  Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Autocannon. Ranged Weapon Attack: +5 to hit, range 70/210 
  ft., one target. Hit: 15 (3d8 + 2) piercing damage.
  Blade Launcher. Ranged Weapon Attack: +9 to hit, range 
  50/150 ft., one target. Hit: 28 (4d10 + 6) piercing damage.
  Reisa Striker
  Huge construct (transformer), unaligned
  Armor Class 17 (armored frame)
  Hit Points 136 (13d12 + 52)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  16 (+3) 
  19 (+4) 
  8 (-1) 
  15 (+2) 
  6 (-2)
  Saving Throws Dex +7
  Skills Perception +6
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from mundane attacks
  Condition Immunities charmed, exhaustion, frightened, 
  impaired, paralyzed, petrified, poisoned
  Senses infravision 90 ft., passive Perception 16
  Languages understands Common but can't speak
  Challenge 10 (5,900 XP)
  Transformer. The striker can use its action to transform into 
  a Large winged construct, or back into its base form. While 
  in flight mode, the striker has a flying speed of 80 feet. Other 
  than its size and speed, its statistics are the same in each 
  form. Any gear it is wearing or carrying isn't transformed.
  Actions
  Multiattack. The striker makes three shock blade attacks or 
  two autocannon attacks.
  Shock Blade (Base Form Only). Melee Weapon Attack: +9 
  to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing 
  damage plus 7 (2d6) lightning damage.
  Autocannon. Ranged Weapon Attack: +7 to hit, range 70/210 
  ft., one target. Hit: 16 (3d8 + 3) piercing damage.
  Strafing Fire (Flight Mode Only, Recharge 5-6) The striker 
  unleashes a stream of bullets in a line 90-foot line that is 5 
  feet wide from a point within 30 feet of it that it can see. 
  Each creature in that line must must make a DC 15 Dexterity 
  saving throw, taking 55 (10d10) piercing damage on a failed 
  save, or half as much damage on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  104
  
  Seethespawn
  An eerie silence is broken by strange hissing sounds 
  coming from nowhere. The air becomes thick and the 
  immediate surroundings appear to be muted of color. An 
  overwhelming sense of dread fills the area moments before 
  the terrors known as seethespawn charge toward their prey 
  with a savage, blood-curdling cry of rage.
  Seethespawn are horrifying mutations that appear 
  as monstrous, malformed humanoids with blighted 
  or charred flesh and bone. Most have sharp limbs or 
  appendages used to tear other creatures to pieces before 
  devouring them.
  Birth of the Seethes. In the Sol System, during the years 
  of conflict between Earth forces and the space colonies, 
  experimental sorium-based weapons were unleashed 
  upon the surface of Sol 3, transforming large areas 
  into plagued wastelands that came to be known as 
  "Seethes." Those caught in the fallout were transformed 
  into seethespawn, fueled by a mindless rage and 
  insatiable hunger.
  Horror and Madness. Seethespawn are products 
  of the violent twisting and transfiguration of 
  both the mind and body. Those that venture 
  too long in the seethes are driven mad long 
  before being flayed and consumed by the 
  abominations that dwell there. Though the 
  seethespawn speak no known language, 
  many do show signs of considerable 
  intelligence. Their nests bear strange, 
  random markings drawn with the blood 
  of their prey. Whether this is a form of 
  communication or just a sign of what 
  remains of their mind beyond their 
  madness remains a mystery.
  Plague Spreaders. Though unable to 
  reproduce, seethespawn create more of 
  their number by infecting the bodies of 
  their victims. When a creature is killed 
  by a seethespawn, they might return to a 
  twisted semblance of life as a seethespawn 
  themselves. In places where they multiply 
  in abundance, the surrounding area is 
  transformed into a new seethe.
  In the centuries since their appearance, 
  the seethespawn have emerged in other 
  parts of the galaxy. Some have been known 
  to stow away aboard ships, ravaging 
  the entire crew before arriving at an 
  unsuspecting space station or ship convoy.
  Types, Tips, and Tactics
  Seethespawn share common traits in 
  appearance, with each variant possessing 
  special physical features such as enlarged limbs or 
  additional appendages that grant them additional 
  traits. However, the majority can be broken down 
  into a few classifications.
  Regardless of their type, their monstrous appearance 
  and lack of communication often belies their intelligence.
  Seethe Flayer
  These seethespawn have a tough hide and multiple razor-
  sharp appendages protruding from their backs, used 
  to rend and tear through flesh, bone, and armor. They 
  can also launch bone spikes from their arms, meant to 
  debilitate foes from afar before moving in for the kill. 
  Seethe Gorger
  Gorgers are named for their insatiable appetite. 
  Appearing as more beast than humanoid, they move 
  about on four limbs and use their brute strength to latch 
  onto their prey and eat them alive.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  105
  
  Seethe Screecher
  A screecher's ear-piercing, shrieking howl carries a 
  psionic wave that wreaks havoc upon the minds of other 
  intelligent creatures. Able to contort themselves to fit 
  into narrow spaces, they can easily hide in tight spots 
  such as air ducts, conduits, and luggage containers.
  Seethe Stinger
  Named for their deadly, stinger-tipped tail, these 
  seethespawn use their speed and reflexes to quickly 
  dispatch their prey. They tend to attack targets that are 
  already engaged in combat with another seethespawn or 
  similar allies.
  Seethe Flayer
  Medium monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 190 (20d8 + 100)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  12 (+1) 
  20 (+5) 
  12 (+1) 
  13 (+1) 
  7 (-2)
  Saving Throws Dex +5, Wis +5
  Skills Athletics +8, Perception +5
  Senses darkvision 90 ft., passive Perception 15
  Languages understands Terran but can't speak
  Challenge 12 (8,400 XP)
  Actions
  Multiattack. The flayer makes three attacks: one with its 
  claws and two with its spiked limbs. It can replace its claw 
  attack with a bite attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) 
  necrotic damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Spiked Limb. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) 
  necrotic damage.
  Bone Spikes (Recharge 5-6). The flayer shoots bone spikes 
  from its arms at up to three creatures within 90 feet of it that 
  it can see. Each target must succeed on a DC 17 Dexterity 
  saving throw. Targets that fail their save take 17 (3d8 + 4) 
  piercing damage and their movement is halved until the end 
  of their next turn.
  Reactions
  Counterlash. In response to being hit by a melee attack, 
  the flayer can make one spiked limb attack with advantage 
  against the attacker.
  Seethe Gorger
  Medium monstrosity, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  19 (+4) 
  8 (-1) 
  11 (+0) 
  5 (-3)
  Skills Athletics +6, Stealth +4
  Senses darkvision 90 ft., passive Perception 10
  Languages understands Terran but can't speak
  Challenge 7 (2,900 XP)
  Exoskeletal Contortion. The gorger can use a bonus action 
  to contort its body into the size of a Small creature or back to 
  its full size. While in this form, it can move but can't take any 
  actions or manipulate objects. Its walking speed is 20 feet 
  and it can move through a space as narrow as 2 feet without 
  squeezing. Its statistics, other than its size and speed, are 
  unchanged. Anything it is carrying does not transform with 
  it. It reverts to its full size if it dies.
  Charge. If the gorger moves at least 20 feet straight toward 
  a creature and then hits it with its claws attack on the same 
  turn, the target takes an additional 7 (2d6) slashing damage.
  Actions
  Multiattack. The gorger makes two attacks: one with its 
  claws and one with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4) 
  necrotic damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 16 (2d12 + 3) slashing damage. If the target is 
  Medium or smaller creature, the target is grappled (escape 
  DC 14). Until this grapple ends, the target is restrained, and 
  the gorger can’t use its claws on another target
  Gorging Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target that is grappled by the gorger. Hit: 16 (2d12 + 
  3) piercing damage plus 11 (2d10) necrotic damage. The 
  target's hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, and the gorger 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.
  Reactions
  Tightening Grip.  If the gorger takes damage while it 
  has a creature grappled, that creature takes 18 (4d8) 
  piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  106
  
  Seethe Screecher
  Medium monstrosity, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  12 (+1) 
  20 (+5) 
  12 (+1) 
  14 (+2) 
  7 (-2)
  Skills Perception +8
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 90 ft., passive Perception 18
  Languages understands Terran but can't speak
  Challenge 8 (3,900 XP)
  Spiked Hide. A creature that touches the screecher or hits 
  it with a melee attack while within 5 feet of it takes 5 (1d10) 
  piercing damage.
  Actions
  Multiattack. The screecher makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) piercing damage plus 11 (2d10) 
  necrotic damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage.
  Screeching Cry (Recharge 6). The screecher emits an ear-
  piercing, shrieking howl in a 60-foot cone. Each creature 
  in that area that isn’t deafened must succeed on a DC 16 
  Wisdom saving throw, taking 28 (8d6) psychic damage on a 
  failed save, or half as much damage on a successful one. In 
  addition, targets that failed their save become frightened 
  until the end of the screecher's next turn.
  Seethe Stinger
  Medium monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 152 (16d8 + 80)
  Speed 50 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  15 (+2) 
  20 (+5) 
  12 (+1) 
  14 (+2) 
  7 (-2)
  Saving Throws Dex +7, Con +10
  Skills Acrobatics +7, Stealth +7
  Damage Immunities poison; bludeoning, piercing, and 
  slashing from mundane attacks
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 12
  Languages understands Terran but can't speak
  Challenge 13 (10,000 XP)
  Keen Hearing and Smell. The stinger has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Nimble Escape. The stinger can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Multiattack. The stinger makes four attacks: two with its 
  claws, one with its bite, and one with its stinger tail.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) 
  poison damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage.
  Stinger Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage and the target 
  must succeed on a DC 17 Constitution saving throw. On a 
  failed save, the target is paralyzed for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Poison Spray (Recharge 6). The stinger exhales a cloud of 
  poison gas in a 60-foot cone. Each creature in that area 
  must succeed on a DC 17 Constitution saving throw, taking 
  42 (12d6) poison damage on a failed save, or half as much 
  damage on a successful one. In addition, a target that fails its 
  save becomes poisoned for 1 minute.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  107
  
  Shadow Technocracy
  Arguably the most clandestine power in known space, the 
  Shadow Technocracy is a galactic organization whose true 
  nature has been shrouded in mystery since anyone learned of 
  their existence. Their reach extends throughout every aspect of 
  galactic life, infiltrating the workings of regional governments, 
  trade, media, and the criminal underworld.
  Operating from remote space stations invisible to 
  nearly all forms of detection, they aim to establish 
  themselves as deities, asserting their will and 
  dominance over all other life in the galaxy 
  through the power of technomancy.
  Evolution Redesigned. The founders of 
  the Technocracy represented a variety 
  of galactic humanoid species. Defining 
  themselves as the dominant forms of 
  life in the universe, they viewed their own technological 
  advancements as preordained endowments, destined to 
  mark their path toward a new evolutionary phase of life. This 
  new ideology views empathy and emotion as genetic defects 
  that keep them from emerging into the higher forms of 
  immortal life that is their inherent fate.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  108
  
  Synthantic
  Shadow Technocrat
  Medium humanoid (any), neutral evil
  Armor Class 15 (armored clothing)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  16 (+3) 
  19 (+4) 16 (+3) 
  17 (+3)
  Saving Throws Con +8, Int +9, Wis +8
  Skills Deception +8, Insight +8, Lore +9, Perception +8, 
  Persuasion +8
  Damage Resistances psychic; bludgeoning, piercing, and 
  slashing from mundane attacks
  Senses truesight 120 ft., passive Perception 18
  Languages Common plus any two languages, 
  telepathy 120 ft.
  Challenge 15 (13,000 XP)
  Legendary Resistance (3/Day). If the technocrat fails a 
  saving throw, it can choose to succeed instead.
  Bio-regeneration. The technocrat regains 10 hit points at 
  the start of its turn. If the technocrat takes fire or radiant 
  damage, this trait doesn’t function at the start of the 
  technocrat’s next turn. The technocrat dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Debilitating Aura. Any creature that starts its turn within 30 
  feet of the technocrat must make a DC 18 Wisdom saving 
  throw. On a successful save, the creature is immune to this 
  effect for the next 24 hours. On a failed save, the creature 
  has disadvantage for 1 minute on Wisdom and Charisma 
  ability checks and on Wisdom and Charisma saving throws.
  At the start of each of its turns, the technocrat can 
  suppress this aura until the start of its next turn.
  Esper Powers (Technomancy). The technocrat is a 14th-level 
  technomancer. Its channeling ability is Intelligence (save 
  DC 17, +9 to hit with esper powers). The technocrat has the 
  following powers prepared:
  Prime: acid spray, analyze device, blast point, sprite beam, 
  tricky fingers 
  Rank 1 (4 slots): concussive force, daze, distortion
  Rank 2 (3 slots): black hat, disruption wave, extended incline 
  obfuscate, stasis field
  Rank 3 (3 slots): corrupt pattern, horrific visage, quick 
  construct, siphon
  Rank 4 (3 slots): gravity well, haze of chaos, transmute form
  Rank 5 (2 slots): frigid mist, control matrix
  Rank 6 (1 slot): mass suggestion, warp sphere
  Rank 7 (1 slot): reave
  Esper Resistance. The technocrat has advantage on saving 
  throws against esper powers and effects.
  Actions
  Multiattack. The technocrat makes three energy rod attacks.
  Energy Rod. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) 
  radiant damage.
  Charm. The technocrat targets one humanoid it can see 
  within 30 feet of it. If the target can see the technocrat, the 
  target must succeed on a DC 18 Wisdom saving throw or be 
  charmed by the technocrat. The charmed target regards the 
  technocrat as a trusted friend to be heeded and protected. 
  Although the target isn’t under the technocrat’s control, 
  it takes the technocrat’s requests or actions in the most 
  favorable way it can.
  Each time the technocrat or the technocrat’s allies 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 technocrat is killed, is 
  in a different dimension than the target, or takes a bonus 
  action to end the effect.
  Legendary Actions
  The technocrat 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 technocrat regains spent legendary actions at the start 
  of its turn.
  Move. The technocrat moves up to its speed without 
  provoking opportunity attacks.
  Use Prime. The technocrat uses one of its prime powers.
  Attack (Costs 2 Actions). The technocrat makes one 
  energy rod attack.
  Moving in secret throughout societies that would 
  reject them, they spread their doctrine among those 
  in power that would support their cause. Over time, 
  the Technocracy grew into a new religion, overseen by 
  fanatical devotees dedicated to establishing technology 
  and science as the new natural order of the universe.
  Controlled Nature. As their ascendency became accepted 
  as established destiny, technocrats viewed other forms 
  of life not as something to be forcibly controlled, but 
  instead as something to be guided by their own nature. 
  Pride, love, fear, anger, and other extreme emotional 
  impulses are mortal flaws to be used as tools by the 
  Technocracy to manipulate and exert influence over 
  those blind to their own sentiment. Using these methods 
  of manipulation and distraction, devotees secretly 
  indoctrinate other humanoids, either by infecting them 
  with mind-altering technologies or tempting them with 
  promises of great power, wealth, or eternal salvation.
  Empty Promises. Though the Technocracy has expanded 
  into a galaxy-wide clandestine cult, its ruthless leaders 
  do not actually believe in the majority of the creed 
  they spread. Instead, the fanatical devotion of their 
  followers is simply another tool of control, with the 
  followers themselves to be used as stepping stones 
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  109
  
  toward attaining their own status as the new gods of 
  the universe. Some may join them in this exultation, 
  while most eventually become slaves or sacrifices toward 
  achieving a grand destiny.
  Design by Appropriation. Due to the specific nature 
  of their overall goals, new scientific and technological 
  discoveries are of immediate interest to the Technocracy. 
  Most shadow technocrats and their followers are far 
  from being inventors and scientific pioneers, instead 
  scouring the galaxy for revolutionary advancements their 
  engineers can adapt into new forms of technomancy. 
  This often brings them into conflict with other 
  technological lifeforms, such as the kanasi or machina. 
  However, in some frightening circumstances, it can also 
  create unstable alliances between them.
  Shadow Technocrat
  Technocrats are the elite operatives and overseers within 
  the Technocracy. Though trained in the use of esper 
  powers and technological implements, they operate 
  primarily in the background. Their identities are 
  kept a secret, aided by their ability to hide in 
  plain sight within modern society.
  A Technocrat's Lair
  Technocrats reside on a cloaked ship, a 
  small space station, or an underground 
  base protected with state-of-the-
  art security sensors and intrusion 
  countermeasures.
  These bases of operations are heavily 
  tech laden. Screens, wires, circuit 
  panels, mechanical parts, bio-tech, 
  and similar features are found in any 
  combination.
  A technocrat encountered in its lair has 
  a challenge rating of 16 (15,000 XP).
  Lair Actions. On initiative count 20 
  (losing initiative ties), the technocrat 
  takes a lair action to cause one of the 
  following effects; the technocrat can’t 
  use the same effect two rounds in a row.
  • The technocrat rolls a d6 and regains 
  a power slot of that rank or lower. 
  If it has no spent power slots of that 
  rank or lower, nothing happens.
  • Each automaton or construct ally 
  in the lair has advantage on saving 
  throws against effects that would 
  cause them to become impaired until 
  initiative count 20 on the next round.
  • Streams of high-voltage electricity 
  are released from the surrounding 
  electronics, targeting up to two 
  creatures the technocrat can see 
  within 60 feet of it. The targets must 
  succeed on a DC 17 Constitution saving throw, taking 
  21 (6d6) lightning damage on a failed save, or half as 
  much damage on a success.
  Regional Effects. A technocrat's lair can have effects on 
  the surroundings in any of the following ways:
  • Streams of random code appear in an illuminated 
  crisscrossing pattern along the floors or walls. They 
  shed dim light up to 10 feet.
  • Portable electronic devices such as PMDs or commlinks 
  either do not function or display random, useless 
  information when accessed. This has no effect on worn 
  equipment or cybernetics.
  A creature attempting to tamper with the electronics 
  or technical equipment in the area must succeed 
  on a DC 18 Constitution saving throw or become 
  poisoned by a technovirus for 24 hours. The virus can 
  be removed by a restore pattern power or similar effect. 
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  110
  
  Shadowtech Guardian
  Appearing as giant, metallic humanoids, these constructs 
  are built to protect prominent members and allies of the 
  Technocracy. They can also be found guarding restricted 
  areas or regions of interest.
  Shadowtech Guardian
  Large construct, unaligned
  Armor Class 19 (armored frame)
  Hit Points 138 (12d10 + 72)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  16 (+3) 
  22 (+6) 
  11 (+0) 16 (+3) 
  7 (-2)
  Saving Throws Dex +6, Wis +6
  Skills Athletics +10, Perception +6
  Damage Resistances poison, lightning
  Condition Immunities charmed, exhaustion, frightened
  Senses infravision 60 ft., passive Perception 16
  Languages Common, ALOMU
  Challenge 8 (3,900 XP)
  Advanced Sensors. The guardian can't be surprised.
  Shielded Circuits. The guardian has advantage on saving 
  throws against esper powers, as well as to resist becoming 
  impaired or paralyzed.
  Actions
  Multiattack. The guardian makes three slam attacks or two 
  plasma beam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Plasma Cannon. Ranged Weapon Attack: +10 to hit, range 
  60/240 ft., one target. Hit: 10 (3d6) fire damage plus 7 (2d6) 
  radiant damage.
  Shadowtech Samurai
  Devoted to the service of the Technocracy, these samurai 
  are techno-armored warriors equipped with specialized 
  high-tech gear and sensory implants. They faithfully 
  safeguard members of their organization and fearlessly 
  charge into battle when called to do so.
  Shadowtech Samurai
  Medium humanoid (any), neutral evil
  Armor Class 18 (fusion armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 90 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  13 (+1) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  15 (+2)
  Saving Throws Dex +4, Wis +6
  Skills Athletics +6, Intimidation +5, Persuasion +5
  Damage Resistances fire, radiant
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., truesight 60 ft., passive 
  Perception 13
  Languages Common, Lingo
  Challenge 5 (1,800 XP)
  Flyby. The samurai doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach.
  Esper Resistance. The samurai has advantage on saving 
  throws against esper powers and effects.
  Sorium Armaments. The samurai's weapon attacks are 
  considered forging attacks, bypassing resistances to 
  mundane weapons.
  Actions
  Multiattack. The samurai makes three plasma longblade 
  attacks or two proton beam attacks.
  Plasma Longblade. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands, plus 18 (4d8) 
  fire damage.
  Proton Beam. Ranged Power Attack: +6 to hit, range 90 ft., 
  one target. Hit: 18 (4d8) radiant damage.
  Scale:
  444SECCOM 221 CLASSIFIED: 
  Image of object recorded 
  orbiting Farlo III before 
  vanishing suddenly,  
  16.22.386.a21.
    If encountered, 
  DO NOT APPROACH.
  This object is considered a  
  CLASS 8 HAZARD.
  Report any sighting. 
  That is all.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  111
  
  Spyder
  Spawned from the eternal nether of the void, spyders 
  are intelligent, trans-dimensional energy beings. Their 
  insect-shaped bodies measure no more than a few inches 
  in length. Their shadowy forms can absorb or bend 
  light and always seem to be slightly out of sync with its 
  surroundings, almost as if it were a glitch in a three-
  dimensional space.
  Void Creatures. Unless they reside in a controlled 
  environment or allied with a being it deems worthy, 
  spyders are rarely found wandering on their own, 
  especially in heavily populated areas. Many, however, 
  can be found in packs within the vicinity of singularities 
  or spatial rifts and anomalies. Though they can 
  communicate with other void creatures, they are not as 
  aggressive nor as malevolent as other negative energy 
  beings, such as void ravagers or evargun.
  VARIANT: SPYDER COMPANION
  Some spyders are willing to form an alliance with an esper 
  it deems worthy. Companion spyders are often capricious, 
  and lean toward choosing their own methods toward 
  resolving the commands they're given. Such spyders have 
  the following trait.
  Bonded Companion. The spyder can serve another 
  creature as a bonded companion, forming a metaphysical, 
  telepathic bond with that willing associate. While the 
  two are bonded, the associate can sense what the spyder 
  senses as long as they are within 1 mile of each other. 
  While the spyder is within 10 feet of its associate, the 
  associate shares the spyder’s Esper Resistance trait. At any 
  time and for any reason, the spyder can end its service as a 
  companion, ending the bond.
  Spyder
  Tiny netherant, chaotic neutral
  Armor Class 13 (natural armor)
  Hit Points 7 (3d4)
  Speed 20 ft., climb 40 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  15 (+2) 
  10 (+0) 
  11 (+0) 14 (+2)  10 (+0)
  Skills Perception +4, Stealth +6
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from mundane weapons
  Condition Immunities charmed, frightened, 
  exhaustion, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Umbriss
  Challenge 1/4 (50 XP)
  Esper Resistance. The spyder has advantage on saving 
  throws against esper powers and effects.
  Incorporeal Movement. The spyder can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  3 (1d6) force damage if it ends its turn in side an object.
  Spider Climb. The spyder can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Actions
  Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 necrotic damage. If the target is a creature, it 
  must succeed on a Constitution saving throw or take 7 (2d6) 
  necrotic damage and can’t take reactions until the start of 
  the spyder’s next turn.
  Disruption Beam. Ranged Weapon Attack: +4 to hit, range 
  60/120 ft., one target. Hit: 5 (1d4 + 3) necrotic damage.
  Invisibility. The spyder turns invisible until it attacks or its 
  concentration ends. Anything the invisible spyder is carrying 
  or wearing is invisible as long as it remains in contact 
  with the spyder.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  112
  
  Stossian
  Stossians are a savage species of humanoids that operate 
  out of mobile camps from which they can attack small 
  settlements. Those who fall prey to a stossian ambush 
  have their bodies used as both food and fuel.
  High-Tech Usurpers. In their earliest days, stossians 
  were a feral and barbaric species residing in primitive 
  camps in the forests of Nataran 6.That quickly changed 
  when a spacefaring corporate research team attempted 
  to genetically and psychologically groom the stossians 
  for military purposes. Instead, the stossians used their 
  newfound enhancements and training to rebel against 
  their benefactors and scavenge any usable technology.
  Remote Raiders. Keeping to their very nature, 
  stossians move between remote systems in search of 
  small settlements, outposts, or colonies to raid and 
  plunder.They brutally slaughter anything in their path, 
  consuming the flesh of their dead and converting their 
  bones into a bio-fuel used to maintain their genetic 
  enhancements.
  Stossian 
  Pack Leader
  Considered the alpha of the 
  pack, the pack leader rules with 
  a combination of pure might 
  and shrewd tactics. They're 
  among those fortunate 
  enough to adapt to their 
  enhancements moreso than 
  their brethren.
  Stossian 
  Battlelord
  Battlelords live for war and 
  bloodshed. They assume a 
  variety of roles depending on 
  their surroundings: a pack 
  defender, or an alpha, or even 
  leading multiple packs in raids 
  against larger settlements.
  Stossian
  Medium humanoid (stossian), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  13 (+1) 
  10 (+0) 10 (+0) 
   7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Stossian
  Challenge 1/2 (100 XP)
  Rampage. When the stossian reduces a creature to 0 hit 
  points with a melee attack on its turn, the stossian can take 
  a bonus action to move up to half its speed and make a 
  bite attack.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 60/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 6 (1d8 + 2) piercing damage if used with two 
  hands to make a melee attack.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target 
  must succeed on a DC 11 Dexterity saving throw or be 
  knocked prone.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  113
  
  Stossian Pack Leader
  Medium humanoid (stossian), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  15 (+2) 
  13 (+1) 10 (+0)  13 (+1)
  Skills Insight +2, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Stossian
  Challenge 2 (450 XP)
  Rampage. When the stossian reduces a creature to 0 hit 
  points with a melee attack on its turn, the stossian can take 
  a bonus action to move up to half its speed and make a 
  bite attack.
  Actions
  Multiattack. The stossian makes two melee attacks or two 
  ranged attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Poleaxe. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.
  Laser Pistol. Ranged Weapon Attack: +5 to hit, range 
  150/450 ft., one target. Hit: 7 (1d8 + 3) radiant damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage and the target 
  must succeed on a DC 13 Dexterity saving throw or be 
  knocked prone.
  Reactions
  Reactive Shield. The stossian adds 2 to its AC against one 
  melee or ranged attack that would hit it. To do so, the 
  stossian must see the attacker.
  Stossian Battlelord
  Medium humanoid (stossian), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  14 (+2) 
  15 (+2) 
  10 (+0) 13 (+1) 
   12 (+1)
  Saving Throws Dex +4, Con +4, Wis +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Stossian
  Challenge 4 (1,100 XP)
  Charging the Field (3/day). The stossian can use a bonus 
  action to take the Disengage or Dash action.
  Rampage. When the stossian reduces a creature to 0 hit 
  points with a melee attack on its turn, the stossian can take 
  a bonus action to move up to half its speed and make a 
  bite attack.
  Actions
  Multiattack. The stossian makes three attacks: two with its 
  laser axe and one with its bite or tail.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Laser Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) 
  radiant damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage and the target 
  must succeed on a DC 13 Dexterity saving throw or be 
  knocked prone.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  114
  
  Synthantic
  Synthantics are creatures that are inducted into service 
  to the Shadow Technocracy by having their bodies 
  unconventionally altered with specialized nanotech and 
  cybernetics. The final result is a hybrid of shadowtech 
  enhancements blended into the form of the original 
  species.
  Cybernetic  Body and Soul.  Regardless of species, 
  synthantics do not age and have a lifespan of 500-600 
  years. They can produce no offspring but also no longer 
  have the need or desire for sustenance.
  Synthantics retain portions of their inherent personality 
  traits, though many of their emotional impulses are 
  severely muted or eliminated completely. They instead 
  maintain a cold, harsh view of the universe, backed only 
  by what they deem as necessary in their ruthless, fanatical 
  devotion to the Technocracy. 
  Synthantic Template
  A beast, humanoid, or monstrosity can become a 
  synthantic. When a creature becomes a synthantic, it 
  retains all its statistics except as noted below.
  Type. The synthantic's type changes to cyborg, and it no 
  longer requires air, food, or drink.
  Alignment. The synthantic's alignment changes to 
  neutral evil.
  Cybernetic Hybrid. The synthantic is subject to the 
  effects of any attack or power that affects automatons 
  and constructs.
  Damage Resistances. The synthantic has resistance to 
  poison, and necrotic damage.
  Damage Immunities. The synthantic has immunity 
  to cold. It also retains any immunities it had prior to 
  becoming a synthantic.
  Condition Immunities. The synthantic can’t be charmed 
  or frightened. It also doesn’t suffer from exhaustion.
  Senses. The synthantic gains infravision with a radius of 
  60 feet and darkvision with a radius of 90 feet.
  Languages. The synthantic understands Common 
  regardless of whether or not it knows how to speak it.
  New Action: Proton Beam (Recharge 5-6). The synthantic 
  fires an energy beam in a line that is 5 feet wide. Each 
  creature in that line must succeed on a Dexterity saving 
  throw, taking the total radiant damage on a failed 
  save or half as much on a successful one. The length 
  of the beam, DC of the saving throw, and damage are 
  determined by the synthantic's Challenge Rating using 
  the following table. Synthantics with a CR of 1/4 or less 
  do not gain this action.
  SyntHantiC Proton beam
  Challenge
  Beam Length
  Save DC
  Damage
  1/2
  30
  10
  4 (1d8)
  1 to 3
  30
  11
  18 (4d8)
  4 to 6
  40
  13
  36 (8d8)
  7 to 9
  40
  14
  45 (10d8)
  10 to 12
  60
  16
  54 (12d8)
  13+
  60
  18
  63 (14d8)
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  115
  
  VARIANT: SYNTHANTIC DEFECTOR
  A rare few among the synthantics regain enough will to 
  resist the influence of the nanotech virus that infected their 
  bodies and minds. This is a painful process, and though the 
  insurgent regains most their identity, they are never again 
  the same.
  Synthantic defectors still use the synthantic template, 
  however their alignment is restored to what it was prior 
  to becoming a synthantic. In addition, they also gain a 
  randomly determined form of indefinite madness, as 
  described in the Master Technician's Guide.
  Sample Synthantics
  The synthantic template has been applied to a human 
  guard commander and heavy arms trooper.
  Synthantic Security Director
  Medium cyborg, neutral evil
  Armor Class 15 (military jacket)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  10 (+0) 13 (+1) 
   12 (+1)
  Skills Insight +3, Investigation +3, Perception +3
  Damage Resistances poison, necrotic
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened
  Senses infravision 60 ft., darkvision 90 ft., passive 
  Perception 11
  Languages any one language, usually Common
  Challenge 1 (200 XP)
  Cybernetic Hybrid. The synthantic is subject to the effects of 
  any attack or power that affects automatons and constructs.
  Actions
  Multiattack. The commander attacks twice with its warblade 
  or twice with its autorifle.
  Warblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 
  50/250 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Burst Fire (Recharge 5-6). The commander fires a spray of 
  bullets in a 10-foot cube area within 80 feet of it that it can 
  see. Each target in that area must succeed on a DC 13 burst 
  save or take 5 (1d10) piercing damage.
  Proton Beam (Recharge 5-6). The synthantic fires an energy 
  beam in a 30-foot line that is 5 feet wide. Each creature in 
  that line must make a DC 11 Dexterity saving throw, taking 
  18 (4d8) radiant damage on a failed save or half as much on a 
  successful one.
  Synthantic Heavy Assault Trooper
  Medium cyborg, neutral evil
  Armor Class 17 (centurion)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  17 (+3) 
  10 (+0) 12 (+1) 
  13 (+1)
  Saving Throws Str +6, Dex +6, Con +6
  Skills Athletics +9, Intimidation +4
  Damage Resistances poison, necrotic
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened
  Senses infravision 60 ft., darkvision 90 ft., passive 
  Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Cybernetic Hybrid. The synthantic is subject to the effects of 
  any attack or power that affects automatons and constructs.
  Actions
  Multiattack. The synthantic makes three melee or two 
  ranged attacks.
  Double-Bladed Sword. Melee Weapon Attack: +6 to hit, 
  reach 5 ft. , one target. Hit: 12 (2d8 + 3) slashing damage.
  Micro-cannon. Ranged Weapon Attack: +6 to hit, range 
  80/240 ft., one target. Hit: 12 (2d8 + 3) force damage
  Concussive Burst (Micro-cannon). Ranged Weapon Attack: 
  +6 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) force 
  damage. If the target is a Medium or smaller creature, 
  it must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Proton Beam (Recharge 5-6). The synthantic fires an energy 
  beam in a 40-foot line that is 5 feet wide. Each creature in 
  that line must make a DC 13 Dexterity saving throw, taking 
  36 (8d8) radiant damage on a failed save or half as much on a 
  successful one.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  116
  
  Taarjasa
  A deadly menace on both land and sea, the taarjasa lurk 
  unseen within surrounding landscapes, awaiting their 
  chance to descend upon their unsuspecting victims.
  Lurking Terrors.  Taarjasa packs settle in regions where 
  they can easily ambush wandering creatures until food 
  becomes scarce or it is unsafe to hunt there. They are 
  carnivorous, unable to sustain themselves on plant life. 
  They do not risk attacking threats they can't eat, such as 
  constructs or drones.
  Aquatic Nesters. Taarjasa packs are found in areas rich 
  with colorful flora or in shallow waters such as lakes and 
  rivers. They produce offspring by laying eggs underwater. 
  The hatchlings can only breathe water for the first few 
  months until they grow and adapt enough to join the rest 
  of their pack.
  Abandoned Treasures. As the taarjasa are only interested 
  in other creatures as food, they often leave behind 
  whatever objects their victims carried before they were 
  consumed. Remains of gear, weapons, tools, and even 
  vehicles left with no signs of life are often a warning to 
  others there may be a nest of taarjasa nearby.
  Taarjasa
  Large monstrosity, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., climb 30 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  15 (+2) 
  4 (-3) 
  14 (+2) 
  9 (-1)
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Skills Perception +5, Stealth +6
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 7 (2,900 XP)
  Amphibious. The taarjasa can breathe air and water.
  Natural Camouflage. The taarjasa has advantage on 
  Dexterity (Stealth) checks made to hide in natural terrain.
  Actions
  Multiattack. The taarjasa makes two attacks, one with its 
  tentacles and one with its tail. If it hits with its tentacles, the 
  taarjasa can make one bite attack against the same target.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 22 (4d8 + 4) bludgeoning damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  117
  
  Talvarius
  Few organic predators can live on both a planet's 
  surface and among the stars without the aid of 
  technology. The dreaded talvarius are among the 
  fiercest. Often referred to as "star leviathans", these 
  galactic behemoths have reddish-brown hides that are 
  as thick as tempered steel. Their powerful jaws can tear 
  through metal and concrete, making them a formidable 
  foe against both creatures and ships.
  Aqueous Anomalies . Talvarius nests are extremely rare, 
  most often found in spatial anomalies that take the form 
  of amorphous patches of fluid. Those developed enough 
  to leave these regions are also capable of traveling and 
  hunting on their own.
  Oceans Below and Above. In addition to being 
  encountered in the expanse, talvarius are also 
  encountered deep within the oceans of several planetary 
  bodies. Those located in these regions are almost always 
  alone, though it remains unclear as to how they came to 
  arrive there.
  Universal Adaptation. The talvarius doesn't require air or 
  sleep. They can survive in a vacuum.
  Talvarius and Starships
  The talvarius can be used as a threat in starship combat. 
  When using the talvarus in this way, refer to its stat block 
  in appendix C.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  118
  
  Talvarius
  Gargantuan monstrosity, neutral
  Armor Class 20 (natural armor)
  Hit Points 490 (28d20 + 196)
  Speed 0 ft., swim 80 ft., space 6 ut.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 11 (+0) 
  24 (+7) 
  15 (+2) 18 (+4) 
  16 (+3)
  Saving Throws Dex +7, Con +14, Int +9, Wis +11, Cha +10
  Damage Immunities cold, fire
  Damage Resistances poison; bludgeoning, piercing, and 
  slashing from mundane attacks
  Condition Immunities charmed, frightened, paralyzed, prone
  Senses truesight 120 ft., passive Perception 14
  Languages telepathy 120 ft. but can't speak
  Challenge 23 (50,000 XP)
  Legendary Resistance. If the talvarius fails a saving throw, it 
  can choose to succeed instead.
  Enhanced Armaments. The talvarius's melee attacks are 
  considered to be forging attacks.
  Actions
  Multiattack. The talvarius can use its Frightful Presence. It 
  then makes two bite attacks.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one 
  target. Hit: 28 (4d8 + 10) piercing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one 
  target. Hit: 27 (5d6 + 10) bludgeoning damage, and the target 
  must succeed on DC 25 Constitution saving throw or become 
  stunned until the start of the talvarius's next turn.
  Frightful Presence. Each creature of the talvarius’s choice 
  within 120 feet of it and aware of it must succeed on a DC 22 
  Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of 
  its turns, with disadvantage if the talvarius is within line of 
  sight, ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the talvarius’s Frightful Presence for 
  the next 24 hours.
  Caustic Breath (Recharge 5-6). The talvarius spews a cloud 
  of caustic vapor in a 90-foot cone. Each creature in that area 
  must make a DC 25 Dexterity saving throw, taking 66 (12d10) 
  acid damage on a failed save, or half as much damage on a 
  successful one.
  Legendary Actions
  The talvarius 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 talvarius regains spent legendary actions at the start 
  of its turn.
  Move. The talvarius moves up to its swim speed.
  Bite (Costs 2 Actions). The talvarius makes one bite or 
  tail attack.
  Force Shockwave (Costs 3 Actions). The talvarius unleashes 
  a spherical shockwave of destructuve force. Each creature 
  or object within 120 feet of the talvarius must make a DC 25 
  Constitution saving throw, taking 22 (4d10) force damage on 
  a failed save, or half as much on a successful one..
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  119
  
  Scale:
  Tremial
  Tremial are winged, carnivorous predators descended 
  from an ancient species of colossal lizards known as 
  behemoths. These ruthless hunters are fiercely territorial. 
  They often nest within dense forest regions or atop high, 
  rocky points near bodies of water.
  Great Heights and Deep Depths . The tremials' hunting 
  habits change depending on their location. They have 
  little preference of prey, so long as they are in healthy 
  abundance in order to feed their young. Because of 
  their ability to easily shift between hunting from the sky 
  and beneath the waves, they move their nests often to 
  avoid a dwindling food supply. They avoid attacking 
  large settlements of creatures with access to weapons or 
  advanced technology.
  Though other species are descended from the 
  ancient behemoths, tremial are considered the most 
  common, and can be encountered on any planet with an 
  environment that allows them to hunt and breed.
  Tips and Tactics
  Though very aggressive, tremials still avoid confrontation 
  with large groups unless they have sufficient numbers. 
  When hunting alone or in small groups, they attempt to 
  ambush prey by launching from beneath a watery surface 
  or from a concealed, elevated position.
  Tremial
  Large beast, neutral
  Armor Class 15 (natural armor)
  Hit Points 57 (6d10 + 24)
  Speed 0 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  18 (+4) 
  9 (-1) 
  12 (+1) 
  8 (-1)
  Saving Throws Dex +5, Wis +3
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from mundane attacks
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 4 (1,100 XP)
  Flyby. The tremial doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach.
  Hold Breath. The tremial can hold its breath for 1 hour.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 19 (3d10 + 3) piercing damage.
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  Tserka
  "It was the power drain into the sub-basement that tipped 
  them off. They thought they had a fiber breach, but when they 
  got down there, they found a tap and traced it to its source. 
  That is when they called me in to mediate the release of the 
  maintenance crew. The Tserka, what you people call “bugs”, 
  have no compunction about squatting on property not their 
  own, but they are a secretive bunch and do not take kindly to 
  trespassers. It was a big colony, mostly those little ones with the 
  big liquid black eyes chittering all around, but there were dozens 
  of those big warriors. They were armed with a motley mix of 
  weapons seemingly pieced together from the tech of half a dozen 
  races, but I knew there was no tactical option to free our people. 
  One of the little ones met me, backed by a phalanx of their 
  guardian caste. He tried immediately to get into my mind, but 
  I was ready for that. I smiled as I watched his antennae shiver 
  in annoyance, and his facial plates moved just enough to bare 
  his claw-like mouth parts. My little victory was hollow though. I 
  have dealt with tserka for 20 years, and in all that time I have 
  never felt I got the better end of a deal. I knew this was going to 
  be expensive."
  -Kalon Tang, human ambassador.
  Crucible-Grown. Unlike most species, who discovered 
  the crucibles after achieving space travel, the tserka 
  evolved from humble pests that infiltrated the tortuous 
  tunnels of one of the massive crucible structures and 
  struggled to survive in the sorium-infused ecosystem. The 
  identity of ancient culture that accidentally introduced 
  their primitive ancestors to the crucibles is lost even to 
  the tserka. They are natural scroungers, merchants, and 
  tinkers, always on the lookout for a better deal or some 
  edge over their competitors, while fanatically loyal to 
  their own insular groups. Their societies are split between 
  worker and guardian castes, who often disagree about 
  the best methods to ensure the safety of their colonies, 
  but they work together tirelessly to that end.
  Stealthy Colonists. The tserka have spread far from 
  their crucibles of origin. Because their cities usually 
  consist of miles of subterranean passages and chambers 
  and artificial mountains of soil, their presence is often 
  underestimated. Their cities are built around jealously 
  guarded caches of sorium, which enable them to 
  transplant the ecosystem in which they evolved. They are 
  covetous of the technology of other cultures, and are 
  often found with a hodgepodge mix of items.
  Worker Tserka
  Members of the worker and merchant castes are 
  small of stature, but large in personality. Their 
  leathery carapace ranges from pale blue 
  to green, with wide black eyes and short 
  antennae that can fold back into grooves 
  along the sides of their skull. Their 
  mouth parts are normally hidden 
  from view by a sheath of flesh.
  Scale:
  Tserka Guardian
  The caste responsible for the protection of the home 
  colony, guardians are large and strong, though not as 
  wily as the workers. Their carapace tends toward dark 
  reds and purples around the head and shoulders, 
  becoming paler green over the rest of the body. 
  Their antennae are thinner than those of the 
  workers, and their large tusk-like mandibles 
  are always visible.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  121
  
  Tserka Worker
  Medium humanoid (tserka), neutral
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  13 (+1) 
  12 (+1) 10 (+0) 
  12 (+1)
  Skills Insight +2, Perception +2
  Senses darkvision 60 ft., blindsight 30 ft., passive 
  Perception 12
  Languages Common, Tserka
  Challenge 1/4 (50 XP)
  Keen Hearing. The tserka has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Strong Will. The tserka has advantage on saving throws 
  against being charmed or frightened.
  Actions
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Tserka Guardian
  Medium humanoid (tserka), neutral
  Armor Class 16 (medium trooper)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  14 (+2) 
  13 (+1) 
  10 (+0) 12 (+1) 
  9 (-1)
  Skills Athletics +4, Perception +3, Survival +3
  Senses darkvision 60 ft., blindsight 30ft., passive 
  Perception 13
  Languages Common, Tserka
  Challenge 1 (200 XP)
  Keen Hearing. The tserka has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Strong Will. The tserka has advantage on saving throws 
  against being charmed or frightened.
  Actions
  Multiattack. The tserka makes two longblade attacks or two 
  autopistol attacks.
  Longblade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Autopistol. Ranged Weapon Attack: +4 to hit, range 60/300 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Burst Fire (Recharge 4-6). The tserka fires a spray of bullets 
  in a 10-foot cube area within 100 feet of it that it can see. 
  Each target in that area must succeed on a DC 12 burst save 
  or take 4 (1d8) piercing damage.
  Acid Spit (Recharges after a Short or Long Rest). The tserka 
  spits out a spray of acid at a target within 60 feet of it that 
  it can see. The target must make a DC 11 Dexterity saving 
  throw, taking 17 (5d6) acid damage on a failed save, or half 
  as much on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  122
  
  Velbast
  Generations ago, the catastrophic battle known today as 
  the Nesieve Conflict caused a mass eruption of spatial 
  anomalies that spread across various regions of the 
  galaxy. At first thought to be pockets of anti-matter, 
  these distortions possessed their own intelligence and 
  were imbued with the unstable primordial energies left 
  behind during the war.
  They traveled through the stars, absorbing and merging 
  with any inorganic material it could locate to create a 
  physical shell. These aberrations became the first velbasti 
  — terrifying shapeshifting constructs with the power 
  to shape and control the matter and energy. They have 
  evolved over generations, sustaining and growing their 
  species by consuming beings capable of channeling the 
  Crucibles' energies.
  Energy Shapers. What sets the velbasti apart from 
  most other beings is the complex synergy between their 
  organic and inorganic nature. Even with such a nature, 
  they also possess the ability to shape matter and energy 
  in a manner similar to other species that have achieved 
  esper genesis. While all are able to channel destructive, 
  elemental forces, the more evolved velbast have mastered 
  the ability to use esper powers, as well as forge sorium 
  into weapons and defenses.
  Relentless Evolution. All velbasti are highly intelligent, 
  but possess an insatiable hunger for the lifeforce of 
  other beings, as well as energy created through the use 
  of sorium. Should a velbast encounter and consume 
  either of these, they experience a euphoric sensation 
  accompanied with a state of heightened strength and 
  senses, marking a step in their eventual transformation. 
  Each velbast begins as a fledgling of their type, evolving 
  into more powerful forms after consuming enough 
  primordial energy.
  The more a velbast evolves, the greater their appetites 
  grow. However, powerful velbast are likely to recruit lesser 
  types into their service, offering both protection and 
  sustanance in return. These mutual arrangements are 
  often delicate, as a groups of lesser velbasti have been 
  known to band together to reap the bounty gained by 
  their more powerful benefactor.
  Bound to the Core. The essence of each velbasti is tied 
  to their primary core, the source of primal energy that 
  spawned them. Whenever a velbast is destroyed, its 
  energy returns to the core, where it may be spawned 
  again in the same form or multiple lesser forms.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  123
  
  Each primary core is presided over by a consummate—a 
  velbasti that has achieved the pinnacle of their evolution, 
  transcending the limits of their origins. Though viewed 
  moreso as generals than rulers among the velbasti, each 
  consummate holds a considerable amount of influence 
  over the actions of the velbast tied to their core, as well as 
  control over how they may be respawned.
  Regardless of their origin point, all velbasti can 
  communicate with each other in pulses of light and 
  sound that mimics the same language used by proteans 
  such as the belare. This has led to many theories as to 
  how the velbasti originally came into being.
  Forces of Corruption. Most espers use their abilities to 
  channel energy in its purest form, but a velbast's form 
  is corrupted by its very nature. They defile all that they 
  consume, and their powers can often leave behind an 
  invisible mark or "scar" that causes plague and sickness 
  in wildlife and plant life. Their channeling of powerful 
  energies also produces a wave of dark matter that 
  contaminates their surrounding area. In regions where 
  all life has been annihilated by the velbasti, the scar of 
  corruption left behind can sometimes form an interstellar 
  gate through which they may freely travel to and from 
  their core.
  Due to their very nature, the velbasti bear an intrinsic 
  hatred for all other forms of life in the galaxy, especially 
  espers, whom they view as their fundamental opposites. 
  Lesser velbasti mercilessly unleash their malice toward 
  their victims, while more evolved forms delight in evoking 
  fear, anguish, and suffering in creatures until they devour 
  their lifeforce.
  Shapeshifters. The unique makeup of the velbasti 
  eventually grants them the ability to shift their form. 
  Those evolved beyond fledglings can shape their limbs 
  into elemental weapons depending upon their type. 
  The more evolved can change their shape entirely, often 
  concealing themselves among other species. However, 
  their nature still makes it difficult for them to blend 
  in among creatures who are particularly observant 
  or possess sight beyond the mundane. The primary 
  goal of such infiltrations, other than the advantage of 
  concealment, is the ability to learn the weaknesses of the 
  lifeforms they are imitating.
  In addition, the rapid advancements fueled by space 
  travel creates even greater advantage for velbast that have 
  already learned how to copy the traits of a spacefaring 
  species, allowing them to easily blend into crowded areas 
  where a variety of species are in abundance.
  Extinctionist Dogma. The appearance of the velbast has 
  prompted the formation of numerous cultist groups 
  that revere the velbasti and pledge service to their cause. 
  Some of these fanatics believe they are participating in 
  the imminent end-times, while some plan their schemes 
  to claim dominion over the ashes of galactic civilization. 
  Some yet still believe they can eventually shed their mortal 
  forms to instead become beings of eternal destruction.
  Whatever the reason, it is not uncommon for powerful 
  velbasti to play along in order to garner services and 
  valuable gains from their union. Such creatures are 
  sometimes marked by the velbast, shown on both their 
  physical form and supernal essence. While the mark 
  grants the worshippers access to special powers, it also 
  slowly eats away at the creature's lifeforce. During this 
  time, however, this supernatural bond can also become a 
  liability for the velbast, and so it is not granted lightly.
  Devour Essence. A velbast can devour the lifeforce of 
  a creature it has killed within the last hour, provided 
  that creature is neither an automaton or construct. The 
  devouring requires the velbast to be within 5 feet of 
  the corpse for at least 1 hour, after which it regains hit 
  points equal to half the creature’s hit point maximum 
  and receives the benefits of a major remedy. A creature 
  devoured by a category 2 or 3 velbast can be restored to 
  life only by a cosmic weave or full restore power.
  Universal Adaptation. A velbast doesn't require air, food, 
  drink, or sleep.
  Velbast Classifications
  Within galactic lore, velbasti are categorized based on 
  three evolutionary stages. Most also have an affinity 
  toward a particular form of primordial energy, which 
  denotes its type. Velbasti that have evolved beyond these 
  three stages are either considered to be consummates or 
  have yet to be categorized.
  VelbaSt tyPeS by Category
  Category
  Known Types
  1
  dynam, femeri, tensus
  2
  blazing, frost, power, reaper, storm
  3
  brumal, inferno, tempest, shade
  Category 1 Velbast
  Velbasti in this category appear as abstract, mechanical 
  beasts powered by elemental energy. Most have a limited 
  intelligence and are often driven by basic instincts such as 
  fear, rage, or desire to consume.
  Dynam
  These brutes savagely attack any lifeform that they see 
  and lay waste to anything in its path. They are heavy and 
  lumbering but deliver swift, powerful attacks.
  Femeri
  Femeris have a much less defined shape, able to twist and 
  bend around obstacles and attack from any angle. Their 
  ability to hover through the air can make them hard to 
  pin down.
  Tensus
  Not as physically strong as others in their category, these 
  velbasti instead use covert tactics and powers to sow 
  conflict and cause mischief. They emit a droning wail that 
  can impair other lifeforms.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  124
  
  Dynam
  Medium aberration, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  13 (+1) 
  7 (-2) 
  12 (+1) 
   6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Damage Immunities lightning
  Senses darkvision 60 ft., Passive Perception 11
  Languages Protean
  Challenge 1 (200 XP)
  Brute. The dynam deals one extra die of damage when it hits 
  with a melee attack (included in the attack).
  Electrified Dermis. A creature that touches the dynam or hits 
  it with a melee attack while within 5 feet of it takes 3 (1d6) 
  lightning damage.
  Actions
  Spiked Appendage. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 7 (2d4 + 2) piercing damage.
  Shock Bolt. Ranged Power Attack: +3 to hit, range 60 ft., one 
  target. Hit: 7 (2d6) lightning damage.
  Femeri
  Medium aberration, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  13 (+1) 
  11 (+0) 
  9 (-1) 
  11 (+0) 
   6 (-2)
  Skills Perception +2
  Damage Immunities fire, thunder
  Senses darkvision 60 ft., Passive Perception 12
  Languages Protean
  Challenge 1/2 (100 XP)
  Transient Form. The femeri can enter a hostile creature's 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) bludgeoning damage.
  Whirling Strikes (Recharge 6). The femeri targets up to four 
  creatures within 5 feet of it that it can see. Each target must 
  make a DC 10 Strength saving throw. A target that is in the 
  femeri's space has disadvantage to this save. A target takes 
  5 (2d4) bludgeoning damage on a failed save or half as much 
  on a successful one.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  125
  
  Tensus
  Medium aberration, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 18 (4d8)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
   9 (-1)
  Skills Perception +3, Stealth +4
  Damage Immunities cold, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., Passive Perception 13
  Languages Protean
  Challenge 1/2 (100 XP)
  Shadowy Visage. The tensus has advantage on Dexterity 
  (Stealth) checks made to hide in dim light or darkness.
  Shadow Sight. Darkness from technological effects or esper 
  powers doesn’t impede the tensus's darkvision.
  Innate Powers. The tensus's channeling ability is Wisdom 
  (save DC 11). It can innately use the following powers.
  1/day each: blur, illusory form
  Actions
  Bladed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 2) slashing damage.
  Droning Wail (Recharge 6). The tensus emits a mind-jarring 
  howl in a 30-foot cone. Each creature in that area must 
  succeed on a DC 11 Wisdom saving throw, taking 5 (2d4) 
  psychic damage on a failed save, or half as much damage on 
  a successful one. In addition, a creature that fails its save is 
  frightened until the end of the tensus's next turn.
  Category 2 Velbast
  These velbasti are shaped like armored humanoids 
  or androids. They are far more intelligent than their 
  fledgling counterparts, able to communicate with other 
  species and adapt to their surroundings.
  Blazing Velbast
  This type of velbast stands at almost 9 feet tall. Its body 
  is charged with a fiery core that radiates considerable 
  heat. A blazing velbast is ferocious, and brutal. It revels 
  in the heat of battle, seeking glory over powerful foes 
  and collecting spoils of war from fallen enemies to keep 
  as trophies.
  Frost Velbast
  A ruthless enforcer, the frost velbast serve as overseers or 
  disciplinarians of their lessers. They delight in inflicting 
  torture and torment upon their victims. They stand 
  slightly below 8 feet tall. Their lean form is surrounded by 
  a cold, hazy mist that mutes the colors around it.
  Power Velbast
  These velbasti value brawn and fortitude above all 
  else. Though powerful on their own, they are far more 
  dangerous as a group. A power velbast reaches almost 9 
  feet in height, with a silvery frame that houses clusters of 
  charged energy.
  Reaper Velbast
  As their name foretells, where these velbasti tread, death 
  swiftly follows. A reaper velbast not only consumes 
  a victim's lifeforce, it also retains and harnesses the 
  victim's darkest fears and most painful memories to 
  be unleashed upon the velbast's next victim. A reaper 
  velbast stands at 16 feet tall. Their bodies emanate a pair 
  of shadowy wings used to deliver death to their enemies 
  from above.
  Storm Velbast
  A storm velbast possesses keen insight and sharp wits, 
  and are deadly foes in combat. When velbasti band into 
  small groups, they often serve as the group leaders or 
  tacticians. Storm velbasti are just above 8 feet in height. 
  Their midnight-hued bio-mechanical frame is surrounded 
  by rippling streams of electricity.
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  Blazing Velbast
  Large aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  16 (+3) 
  11 (+0) 12 (+1) 
   9 (-1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Damage Immunities fire, poison
  Condition Immunities charmed, poisoned, unconscious
  Senses darkvision 60 ft., Passive Perception 11
  Languages Common, Protean
  Challenge 6 (2,300 XP)
  Blazing Aura. The blazing velbast can take a bonus action 
  to activate a fiery aura which surrounds its entire form and 
  sheds light in a 30-foot radius. A creature that touches it or 
  hits it with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. In addition, the first time it successfully 
  hits a creature with a melee attack on its turn, that creature 
  takes an additional 5 (1d10) fire damage and catches fire; 
  until someone takes an action to douse the fire, the 
  creature takes 5 (1d10) fire damage at the start of each 
  of the target's turns.
  Actions
  Multiattack. The velbast makes two 
  melee or two ranged attacks.
  Plasma Blade. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 
  14 (2d10 + 3) fire damage.
  Fire Blast. Ranged Weapon Attack: 
  +6 to hit, range 150 ft., one target. 
  Hit: 18 (4d8) fire damage. If the target 
  is a flammable object that isn't being 
  worn or carried, it also catches fire.
  Scale:
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  Frost Velbast
  Large aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  17 (+3) 
  14 (+2) 
  13 (+1) 10 (+0)  12 (+1)
  Damage Vulnerabilities fire
  Damage Resistances lightning; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities cold, poison
  Condition Immunities charmed, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Protean
  Challenge 5 (1,800 XP)
  Sorium Armaments. The velbast's weapon attacks ignore any 
  resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes two melee or two 
  ranged attacks.
  Ice Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage plus 4 (1d8) 
  cold damage.
  Ice Spike. Ranged Weapon Attack: +6 to hit, range 90 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage plus 4 (1d8) 
  cold damage.
  Freezing Blast (Recharge 5-6). The velbast unleashes a 
  chilling wind in a 30-foot cone. Each creature in that area 
  must make a DC 15 Constitution saving throw, taking 
  17 (5d6) cold damage on a failed save, or half as much 
  damage on a successful one. In addition, a target that fails 
  its save has its speed reduced to 0 until the start of the 
  velbast's next turn.
  Power Velbast
  Large aberration, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  8 (-1) 
  20 (+5) 
  6 (-2) 
  10 (+0) 
   6 (-2)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing 
  from mundane attacks
  Damage Immunities poison
  Condition Immunities charmed, poisoned, unconscious
  Senses darkvision 60 ft., Passive Perception 10
  Languages Common, Protean
  Challenge 5 (1,800 XP)
  Strong Strider. The velbast moves at normal speed through 
  difficult terrain.
  Sorium Armaments. The velbast's weapon attacks ignore any 
  resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes two melee or two 
  ranged attacks.
  Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Pulse Blast. Ranged Weapon Attack: +8 to hit, range 80/240 
  ft., one target. Hit: 12 (2d6 + 5) force damage
  VARIANT: VELBAST SUMMONING
  Some velbasti can have an action that allows them to summon other velbasti.
  Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its 
  summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, 
  or until its summoner dismisses it as an action.
  Chances of success are listed as follows:
  • A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast.
  • An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast.
  • A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast.
  • A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, 
  or one shade velbast.
  • A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, 
  or one tempest velbast.
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  Reaper Velbast
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 40 ft., fly 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  12 (+1) 
  22 (+6) 
  11 (+0) 10 (+0) 
  7 (-2)
  Saving Throws Con +10, Dex +5
  Damage Resistances lightning, necrotic; bludgeoning, 
  piercing, and slashing from mundane weapons
  Damage Immunities poison
  Condition Immunities charmed, poisoned, 
  prone, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Protean
  Challenge 11 (7,200 XP)
  Sorium Armaments. The velbast's weapon attacks ignore any 
  resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes three attacks with its claws 
  or two claw attacks and one disruptor bolt attack.
  Sorium Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) slashing damage plus 11 (2d10) 
  necrotic damage.
  Disruptor Bolt. Ranged Weapon Attack: +12 to hit, range 80 
  ft., one target. Hit: 21 (3d8 + 8) necrotic damage. The target 
  must succeed on a DC 15 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Scale:
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  Storm Velbast
  Large aberration, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 150 (20d10 + 40)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  18 (+4) 
  14 (+2) 
  11 (+0) 10 (+0) 
  10 (+0)
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from mundane weapons.
  Damage Immunities poison
  Condition Immunities charmed, poisoned, 
  prone, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Protean
  Challenge 7 (2,900 XP)
  Sorium Armaments. The velbast's weapon attacks are 
  considered forging attacks.
  Actions
  Multiattack. The velbast makes two melee or two 
  ranged attacks.
  Energy Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) radiant damage.
  Lightning Blast. Ranged Weapon Attack: +7 to hit, range 
  80/240 ft., one target. Hit: 11 (2d6 + 4) lightning damage
  Overcharge (Recharge 5-6).The velbast makes one energy 
  blade or one lightning blast attack. If the attack hits, it deals 
  an extra 13 (3d8) lightning damage, and the target must 
  succeed on a DC 15 Constitution saving throw or be stunned 
  until the end of the velbast’s next turn.
  Scale:
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  Category 3 Velbast
  Considered to be the most powerful among the non-
  unique forms, these velbasti are feared throughout the 
  galaxy, as well as among their own kind. They've mastered 
  the ability to blend in almost anywhere, priming their 
  victims' fears and weaknesses while plotting their demise.
  Brumal Velbast
  A brumal velbast is a calculating being that takes great 
  pride and pleasure in manipulating other intelligent 
  lifeforms by playing on their deepest secrets, fears, and 
  desires. They are heartless and self-absorbed, but are 
  equally as dangerous when drawn into physical conflict. 
  A brumal velbast stands about 12 feet tall. Their blue-
  white form is semi-translucent, holding swirling, frigid 
  mists within.
  Inferno Velbast
  Standing at over twenty feet tall, an inferno velbast is a 
  hulking powerhouse of wonton destruction. They enjoy 
  exterminating all other lifeforms as equally as devouring 
  their essence. The force of the inferno velbast is also 
  powerful enough to devastate structures and barriers. 
  Their bodies are surrounded by a flaming aura that burns 
  through anything that crosses its path.
  Shade Velbast
  These ominous velbasti are brilliant and cunning. Often 
  taking the role of commanders among groups of velbasti, 
  their desire for power and influence holds no bounds. 
  Though the most reserved and influential among their 
  kind, they still bear the same contempt for all life, 
  choosing to play a long game toward the extinction of the 
  living. A shade velbast is 18 feet tall, its black and gold 
  form surrounded by tendrils of shadow. 
  Tempest Velbast
  As ephemeral in appearance as their name implies, a 
  tempest velbast represents the epitome of controlled 
  chaos. It thrives off of anarchy and confusion, 
  excelerating these to the greatest heights before it feeds. 
  A tempest velbast stands at nearly 15 feet tall. Their 
  bodies ripple with electricity an their voices echo in a 
  deep, thunderous tone.
  Brumal Velbast
  Huge aberration (shapeshifter), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  21 (+5) 
  18 (+4) 
  15 (+2) 18 (+4)  15 (+2)
  Saving Throws Dex +10, Wis +9, Cha +7
  Skills Deception +7, Perception +9
  Damage Resistances lightning; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities cold, poison
  Condition Immunities charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Protean, telepathy 120 ft.
  Challenge 15 (13,000 XP)
  Esper Resistance. The velbast has advantage on saving 
  throws against esper powers and effects.
  Ice Walk. The velbast can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, 
  difficult terrain composed of ice or snow doesn't cost it 
  extra movement.
  Innate Powers. The velbast's channeling ability is Wisdom 
  (save DC 17). It can innately use the following powers:
  3/day each: command, detect thoughts, primal fear
  1/day each: bishop's deviation, treacherous allies
  Icy Renewal. If the velbast takes fire or radiant damage, its 
  Blizzard Sphere automatically recharges.
  Sorium Armaments. The velbast's weapon attacks ignore any 
  resistances to mundane weapons.
  Shapeshifter. The velbast can use an action to transform into 
  a Medium humanoid, or back into its true form. Other than its 
  size, its statistics are the same in any form. Any equipment it 
  is wearing or carrying is absorbed or borne by the new form 
  (the velbast's choice). It reverts to its true form if it dies.
  Actions
  Multiattack. The velbast makes either three attacks with its 
  icy whip or two attacks with its frost ray.
  Icy Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 14 (4d6) 
  cold damage.
  Frost Ray. Ranged Power Attack: +10 to hit, range 120 ft., one 
  target. Hit: 35 (10d6) cold damage.
  Blizzard Sphere (Recharge 5-6). The velbast chooses a point 
  that it can see within 120 feet of it. An icy whirlwind erupts in 
  a 20-foot radius sphere from that point. Each creature in that 
  area must make a DC 18 Constitution saving throw, taking 56 
  (16d6) cold damage on a failed save, or half as much damage 
  on a successful one. In addition, a target that fails its save is 
  restrained until the start of the velbast's next turn.
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  Inferno Velbast
  Huge aberration (shapeshifter), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 162 (12d12 + 84)
  Speed 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  18 (+4) 
  25 (+7) 
  15 (+2) 
  13 (+1) 
   12 (+1)
  Saving Throws Str +13, Dex +10, Con +13, Wis +7
  Skills Athletics +13, Intimidation +7, Perception +7
  Damage Resistances cold, radiant; bludgeoning, piercing, 
  and slashing from mundane attacks
  Damage Immunities fire, poison
  Condition Immunities charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses truesight 120 ft., passive Perception 17
  Languages Common, Protean, telepathy 120 ft.
  Challenge 17 (18,000 XP)
  Esper Resistance. The velbast has advantage on saving 
  throws against esper powers and effects.
  Blazing Aura. The velbast can take a bonus action to activate 
  a fiery aura that surrounds its entire form and sheds light in 
  a 30-foot radius. At the start of each of the velbast's turns, 
  each creature within 5 feet of it takes 10 (3d6) fire damage, 
  and flammable objects in the aura that aren't being worn or 
  carried ignite. A creature that touches the velbast or hits it 
  with a melee attack while within 5 feet of it takes 10
  (3d6) fire damage. The velbast can spend a bonus action to 
  deactivate the aura. 
  Breaching Attacks. The velbast deals double damage to 
  (3d6) fire damage. The velbast can spend a bonus action to 
  deactivate the aura. objects and structures.
  Shapeshifter. The velbast can use its action to transform 
  into a Medium humanoid, or back into its true form. Without 
  wings, the velbast loses its flying speed. Other than its size, 
  its statistics are the same in each form. Any equipment it is 
  wearing or carrying is absorbed or borne by the new form 
  (the velbast's choice). It reverts to its true form if it dies.
  Sorium Armaments. The velbast's weapon attacks ignore any 
  resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes four melee attacks or four 
  ranged attacks. 
  Plasma Blade. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 21 (4d6 + 7) fire damage.
  Searing Spikes. Ranged Weapon Attack: +13 to hit, range 
  80/240 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 
  7 (2d6) fire damage.
  Flaming Whip (Recharge 5-6). The velbast unleashes a fiery 
  lash at three targets within 60 feet of it that it can see. Each 
  target must make a DC 21 Dexterity saving throw, taking 66 
  (12d10) fire damage on a failed save, or half as much on a 
  successful one.
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  Shade Velbast
  Huge aberration (shapeshifter), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 210 (20d12 + 80)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  20 (+5) 
  19 (+4) 
  18 (+4) 19 (+4)  22 (+6)
  Saving Throws Dex +11, Int +10, Wis +10, Cha +12
  Skills Deception +12, Insight +10, Persuasion +12, Stealth +11
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from mundane attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, confusion, exhaustion, 
  paralyzed, petrified, poisoned, unconscious
  Senses truesight 120 ft., passive Perception 14
  Languages Common, Protean, telepathy 120 ft.
  Challenge 18 (20,000 XP)
  Esper Resistance. The velbast has advantage on saving 
  throws against esper powers and effects.
  Shadowy Visage. The velbast has advantage on Dexterity 
  (Stealth) checks made to hide in dim light or darkness.
  Esper Powers. The velbast is an 11th-level channeler. Its 
  channeling ability is Charisma (save DC 20, +12 to hit with 
  power attacks). It has the following powers prepared.
  Prime (at will): dark conduit, directional drift, frost fold, 
  illusory point, renew
  Rank 1 (4 slots): arctic lash, esper sense, daze, primal fear
  Rank 2 (3 slots): blur, eclipse, frost coil, psychic wave
  Rank 3 (3 slots): fly, horrific visage, withering grip
  Rank 4 (3 slots): aspect of dread, haze of chaos
  Rank 5 (2 slots): churning pit
  Rank 6 (1 slot): mass suggestion
  Shapeshifter. The velbast can use its action to transform 
  into a Medium humanoid, or back into its true form. Other 
  than its size, its statistics are the same in each form. Any 
  equipment it is wearing or carrying is absorbed or borne 
  by the new form (the velbast's choice). It reverts to its true 
  form if it dies.
  Battle Esper. When the velbast uses its action to activate a 
  power, it can make one weapon attack as a bonus action.
  Actions
  Multiattack. The velbast makes three shadow blade attacks.
  Shadow Blade. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) 
  necrotic damage.
  Blight Cannon. Ranged Weapon Attack: +11 to hit, range 
  120 ft., one target. Hit: 16 (3d10) necrotic damage, and if the 
  target is a creature, it must succeed on a DC 20 Constitution 
  saving throw or be poisoned for 1 hour. If the saving throw 
  fails by 5 or more, the target is also unconscious while 
  poisoned in this way. The target regains consciousness if 
  it takes damage or if an adjacent creature takes an action 
  to shake it.
  Enthrall. One humanoid the velbast can see within 30 feet 
  of it must succeed on a DC 20 Wisdom saving throw or be 
  charmed by the velbast for 24 hours. The charmed target 
  obeys the velbast's verbal or telepathic commands. If the 
  target suffers any harm or receives a suicidal command, it 
  can repeat the saving throw, ending the effect on a success. 
  If the target successfully saves against the effect, or if the 
  effect on it ends, the target is immune to this velbast's 
  Charm for the next 24 hours.
  The velbast can have only one target charmed at a time. If 
  it charms another, the effect on the previous target ends.
  444HAZARDOUS ANOMALY:
  "Blazing" Velbast
  Recommended Safe Distance:
  >50m
  High-Temperature 
  Proximity Gear 
   Advised.
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  Tempest Velbast
  Huge aberration (shapeshifter), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 0 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  21 (+5) 
  20 (+5) 
  16 (+3) 18 (+4)  16 (+3)
  Saving Throws Str +9, Dex +10, 
  Wis +9, Cha +8
  Skills Deception +8, Insight +9, 
  Perception +9
  Damage Resistances cold, thunder; 
  bludgeoning, piercing, and slashing from 
  mundane attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, 
  confusion, exhaustion, paralyzed, petrified, 
  poisoned, unconscious
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Protean, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Esper Resistance. The velbast has advantage on saving 
  throws against esper powers and effects.
  Regeneration. The velbast regains 10 hit points at the 
  start of each of its turns if it has at least 1 hit point.
  Shapeshifter. The velbast can use its action to transform 
  into a Medium humanoid (speed 30 ft.), or back into its 
  true form. In this form, the velbast loses its flying speed. 
  Other than its size and speed, its statistics are the same 
  in each form. Any equipment it is wearing or carrying is 
  absorbed or borne by the new form (the velbast's choice). It 
  reverts to its true form if it dies.
  Sorium Armaments. The velbast's weapon attacks ignore 
  any resistances to mundane weapons.
  Actions
  Multiattack. The velbast makes five melee attacks or uses its 
  Thunder Strike five times.
  Lightning Lash. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) 
  lightning damage.
  Thunder Strike. Ranged Power Attack: +10 to hit, range 120 
  ft., one target. Hit: 17 (5d6) lightning damage.
  Teleport. The velbast magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Reactions
  Voltaic Shield. The velbast adds 5 to its AC against one 
  melee attack that would hit it. To do so, the velbast must see 
  the attacker. Regardless of whether or not the attack hits, 
  the attacker must succeed on a DC 19 Constitution saving 
  throw or take 10 (3d6) lightning damage.
  444"Shade" Velbasti are the most  
  dangerous of thier kind, and also  
  the most elusive. 
  Scale:
  Shade Velbast
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  134
  
  Virtual Echo
  A product of taboo experimentation gone awry, 
  virtual echoes are physical manifestations of electrical 
  impulses drawn from minds trapped within the Silrayne 
  Intergalactic Matrix. These demonic, electrified horrors 
  seek to ravage the minds of all those around it.
  Immortality Gone Mad. When the SIM was still in 
  its infancy, a group of scientists from the Exicept 
  Corporation attempted to clone their minds within their 
  virtual personas, intending to implant them into bio-
  organic forms forged with esper techniques stolen from 
  the dendus.
  Everything fell apart upon the first trial. Contact with 
  the bioforms mutated the SIM personas into a hostile 
  technovirus, twisting their new bodies into terrifying 
  abominations that destroyed the lab and all within. 
  The minds of the scientists were absorbed into 
  their creations, whose energy was used to 
  multiply the living virus.
  Virtual Cages. Virtual echoes can be 
  found within the vicinity of any large 
  digital electronic device, such as 
  control panels or displays longer 
  than five feet, connected to 
  the SIM or a similar virtual 
  network. A virtual echo 
  abandons any device that 
  has been powered off or 
  disconnected from its 
  network for more than 
  48 hours.
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  135
  
  Mind Reapers. Like many viruses, the primary function 
  of a virtual echo is to multiply. They do so by harvesting 
  the psychic energy of living creatures. This energy is 
  embedded into the software of the nearby device, almost 
  as if it were an electronic cocoon, before it eventually 
  mutates into a new virtual echo. Newly spawned echoes 
  carry remnants of the memories of its former self, which 
  either fade or become twisted over time.
  Universal Adaptation. A virtual echo doesn't require air, 
  food, water, or sleep.
  Tips and Tactics
  As a virtual echo is limited by the location of the device 
  in which it dwells, it doesn't reveal itself until there are 
  suitable prey in the area. It uses its Energy Shift, if it 
  can, to transfer to a device closest to its targets before 
  attacking.
  The following is a list of examples of devices that can 
  contain an virtual echo. This is not a complete nor a 
  definitive list:
  • Computer/SIM server wall/panel
  • Digital sign or ad screen
  • Engineering/construction control panel
  • Exterior power generator
  • Home theater screen/display
  • Military tactical control station
  • Security monitoring station
  • SIMreal input station
  • Standing holo-projector
  • Sports stadium image/score display
  • Sorium stardrive
  • Starship or starbase control panel
  • Starship electrical conduit
  • Video/holo gaming sensor platform
  Virtual Echo
  Medium aberration, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  16 (+3) 
  10 (+0) 15 (+2) 
  13 (+1)
  Saving Throws Dex +5, Wis +4
  Damage Resistances fire, thunder; bludgeoning, piercing, 
  and slashing from mundane attacks
  Damage Immunities lightning, necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, restrained
  Senses passive Perception 12
  Languages the languages it knew from its former life
  Challenge 5 (1,800 XP)
  Detect Life. The virtual echo can instinctively sense the 
  presence of creatures up to 5 miles away that aren’t 
  automatons or constructs. It knows the general direction 
  they’re in but not their exact locations.
  Energy Shift. Once on its turn, the virtual echo can use 10 
  feet of its movement to shift from one computerized device 
  it is adjacent to, into a second device or within 60 feet of the 
  first device, appearing in an unoccupied space within 5 feet 
  of the second device. Both devices must be Large or larger 
  and cannot be worn or carried. This ability can't be used on 
  automatons or constructs.
  Actions
  Multiattack. The virtual echo makes two attacks: one with 
  its charged claws and one with its mindreaver bite.
  Mindreaver Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) lightning damage plus 4 
  (1d8) psychic damage, and the target's Intelligence score is 
  reduced by 1d4. The target dies if this reduces its Intelligence 
  to 0. Otherwise, the reduction lasts until the target finishes a 
  short or long rest.
  Charged Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) lightning damage.
  Virtual Vortex (Recharges after a Long Rest). The virtual 
  echo emits a swirl of psychic energy in the form of 
  virtual images filled with anguish, torment, and madness. 
  Automatons and constructs are unaffected by this energy. All 
  other creatures within 30 feet of it that can see it must make 
  a DC 14 Intelligence saving throw. On a failure, a creature 
  takes 28 (8d6) psychic damage and is stunned until the end 
  of the virtual echo's next turn. On a success, a creature takes 
  half damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  136
  
  Void Horrors
  Even with the revolutionary advancements of the modern 
  age, there is much about the nature of galactic space 
  that remains a mystery. Void horrors are intelligent 
  creatures that come from mysterious regions of 
  space, such as spatial anomalies or rifts that generate 
  an abundance of dark energy. Some appear to be 
  amorphous, even invisible to mundane vision, while 
  the most dangerous types are physical manifestations 
  infused with dark matter.
  The Voids Within the Veil. A great number of dark energy 
  anomalies appear to be connected to an as-of-yet 
  indecipherable subregion of space known as the Veil. It 
  is within this domain that dark energy beings such as 
  the evargun reside. Many void horrors come from this 
  subregion as well. They communicate with each other 
  using language that, outside of a vacuum, creates sounds 
  akin to a warped, echoic form of speech. Some have 
  their own goals, while others ally with or become soldiers 
  for greater forces such as the evargun. The more primal 
  among them simply seek to defend their territory or 
  scavenge for resources.
  Matter Inversion. The negative energy generated by void 
  horrors can sometimes alter the molecular and genetic 
  framework of other creatures rather than destroy them. 
  Unless treated, either through advanced biomedical 
  therapy or esper powers, those infected are eventually 
  transformed into a creatures of dark matter. Creatures 
  being altered in this way are often afflicted with long-
  term madness during their transformation (rules for 
  applying the effects of Madness are provided in the 
  Master Technician's Guide).
  Energy Being. A void horror doesn't require air, food, or 
  drink. It can also move in zero-g without restriction and 
  can survive within a vacuum.
  Veil Reaver
  Veil reavers are sinister beings that seek to eradicate 
  other living creatures. Many of them were humanoids 
  either infected by dark energy or lost within a dark matter 
  anomaly. They can be found making mutual alliances 
  with other clandestine forces or serving as mercenary 
  soldiers for the evargun.
  Void Ravager
  Void ravagers are malevolent, fiendish creatures that 
  commonly attack small colonies, space stations, and 
  starships. They thrive on destruction and death, hunting 
  down and killing every non-netherant creature they can 
  find before moving on to the next settlement.
  Void Shadow
  A void shadow is an aspect of dark matter that appears 
  in the form of a shadowy humanoid or beast. They 
  bombard any living creature they touch with dark matter. 
  The essence of a creature that dies from such an assault 
  remains corrupted by the energy, eventually emerging 
  from its body as a void shadow.
  Void Specter
  A void specter is a tortured humanoid transformed by 
  dark energy contagion. Its mind has been driven mad 
  by the mental conflict of its current state. Driven by a 
  warped vengeance against other creatures, veil specters 
  unleash their wrath upon other lifeforms that don't share 
  its fate.
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  Veil Reaver
  Medium netherant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +5
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from mundane weapons.
  Damage Immunities necrotic
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Umbriss
  Challenge 4 (1,100 XP)
  Ambusher. The veil reaver has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the veil reaver surprises a creature and 
  hits it with an attack during the first round of combat, the 
  target takes an extra 10 (3d6) damage from the attack.
  Shadow Sight. Darkness from technological effects or esper 
  powers doesn’t impede the veil reaver's darkvision.
  Shadow Stealth. While in dim light or darkness, the veil 
  reaver can take the Hide action as a bonus action.
  Actions
  Multiattack. The reaver makes two disruptor blade attacks 
  or two shadow bolt attacks. It can use its shadow claw in 
  place of one disruptor blade attack.
  Shadow Claw. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (2d4 + 3) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Disruptor Blade. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) 
  necrotic damage.
  Shadow Bolt. Ranged Power Attack: +4 to hit, range 120/360 
  ft., one target. Hit: 10 (3d6) necrotic damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
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  Void Ravager
  Large netherant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  21 (+5) 
  6 (-2) 
  10 (+0) 
   8 (-1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 5 (1,800 XP)
  Keen Hearing and Smell. The ravager has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing or smell.
  Regeneration. The ravager regains 10 hit points 
  at the start of its turn. If the ravager takes acid 
  or fire damage, this trait doesn’t function at 
  the start of the ravager’s next turn. The ravager 
  dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Actions
  Multiattack. The ravager uses its dread sphere if it 
  can. It then attacks twice with its claws.
  Claws. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) slashing 
  damage plus 7 (2d6) necrotic damage.
  Dread Sphere (Recharge 5-6). The ravager 
  releases a swirling nimbus of dark energy. 
  Each creature within 15 feet of the ravager 
  must succeed on a DC 15 Wisdom saving 
  throw or be frightened for 1 minute. A 
  creature can repeat the saving throw 
  at the end of each of its turns, ending 
  the effect on itself on a success. 
  If a creature's saving throw is 
  successful or the effect ends for 
  it, the creature is immune to 
  the ravager's Dread Sphere 
  for the next 24 hours.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  139
  
  Void Shadow
  Medium netherant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  14 (+2) 
  13 (+1) 
  8 (−1) 
  10 (+0) 
  8 (−1)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from mundane attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Umbriss
  Challenge 1/2 (100 XP)
  Amorphous. The void shadow can move through a space as 
  narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the void 
  shadow can take the Hide action as a bonus action.
  Actions
  Essence Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) necrotic damage, and the target’s 
  Strength score is reduced by 1d4. The target dies if 
  this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a 
  short or long rest.
  If a humanoid or beast dies from this 
  attack, the corpse rises as a new void 
  shadow 1d4 hours later.
  VARIANT: VOID MESSENGER
  Some remarkably powerful individuals have proven capable 
  of retaining a portion of their personalities after becoming 
  a void shadow or specter.
  In very rare instances, a manifestation of such a creature 
  has appeared with all of the powers and abilities of their 
  new form, but no apparent hostile intent. These void 
  messengers arrive as omens, attempting to warn space 
  travelers of some upcoming doom, usually in the form 
  of another void horror. If you should encounter such a 
  messenger, you would do well to prepare for the worst.
  VOID SPECTER VARIANT: ESPER WRAITH
  Esper Genesis is a process that can be glorious or 
  terrifying, on occasion, even both. Any number of 
  situations can lead to awakening, including moments 
  of stress. Esper Wraiths are believed to be poor souls 
  awakened by the thankfully rare, but undoubtedly horrific, 
  moment that a Sorium Drive fails mid-jump, leaving the 
  victim trapped between dimensions.
  Malevolent Resentment. The tragic circumstance of their 
  awakening inflicts such suffering upon the Esper Wraith 
  that they grow to resent the living, particularly those that 
  have undergone Esper Genesis themselves. The only way 
  they can ease their own pain is the syphon power from 
  living Espers. 
  Powered by Another Realm. The victims of an Esper 
  Wraith is likely to be drawn into the void between 
  dimensions. This that were Espers themselves are likely 
  to become Wraiths as well. These souls are compelled to 
  follow their creator who uses them mercilessly to find more 
  victims, taking only that power they can steal away before 
  their master feeds.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  140
  
  Void Specter
  Medium netherant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 10 (+0) 
  11 (+0)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from mundane attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common and Umbriss 
  but can't speak
  Challenge 2 (450 XP)
  Incorporeal Movement. The void specter can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.
  Actions
  Essence Drain. Melee Power Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Maddening Whispers (Recharge 6). The void specter 
  targets up to two creatures within 30 feet of it that it can 
  see and infects their minds with haunting whispers and 
  terrifying visions. Each target must make a DC 10 Wisdom 
  saving throw. On a failed save, the target takes 18 (4d8) 
  psychic damage and is stunned until the start of the void 
  specter's next turn.
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  141
  
  Vorkata
  Growing to the size of a small ship, this sluglike 
  creature's skin is comprised of armored plates 
  embedded with thousands of bioluminescent nodes. Its 
  underside is softer, and contains hundreds of grasping, 
  magnetic suckers.
  Said to live in the hearts of stars, these creatures 
  ocassionally ride solar flaresdeep into space. Sightings 
  are rare, and it is believed they have been absent from 
  traveled space lanes for some centuries.
  Energy Eaters. Vorkata absorb and feed on raw energy 
  in its purest forms. This includes light, radiation, plasma, 
  starship exhaust, sorium, and more. They can drain an 
  energy cell from a short distance, though they prefer 
  making contact with an energy source directly with their 
  mouth. They use this power to propel themselves through 
  space, and can channel it through their antennae as a 
  weapon for self defense.
  The belare call these beasts the "evingor," and have 
  ancient stories portraying them as demonic adversaries. 
  This is perhaps unsurprising, as simply being near a 
  vorkata causes physical harm to a belare, but many 
  others see them as graceful, beautiful creatures, 
  possessing little more than animal-level intelligence.
  Among the Stars. The vorkata can be used as a threat 
  in starship combat. When using the vorkata in this way, 
  refer to its stat block in appendix C.
  Universal Adaptation. The vorkata doesn't require air, 
  food, drink, or sleep. It can survive in a vacuum.
  Vorkata
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 304 (21d20 + 84)
  Speed 20 ft., fly 80 ft., space 5 ut.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  12 (+1) 
  19 (+4) 
  4 (-3) 
  13 (+1) 
  7 (-2)
  Damage Vulnerabilities necrotic, thunder
  Damage Resistances cold
  Damage Immunities fire, lightning, radiant
  Senses passive Perception 11
  Languages —
  Challenge 18 (20,000 XP)
  Energy Absorption. Whenever the vorkata is subjected to 
  fire, lightning, or radiant damage, it takes no damage and 
  regains a number of hit points equal to the fire, lightning, or 
  radiant damage dealt.
  Charged Aura. At the start of each of the vorkata's turns, 
  each creature within 10 feet of it takes 5 (1d10) lightning 
  damage. If the creature is an automaton, construct, cyborg, 
  or protean, the damage is doubled.
  Actions
  Multiattack. The vorkata makes two slam attacks or two 
  energy blast attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 42 (8d8 + 6) bludgeoning damage.
  Energy Blast. Ranged Weapon Attack: +11 to hit, range 120 
  ft., one target. Hit: 39 (6d10 + 6) lightning damage.
  Dynamic Discharge (Recharge 5-6). The vorkata unleashes 
  a 30-foot-radius electromagnetic shockwave. Each creature 
  in the area must make a DC 17 Constitution saving throw, 
  taking 22 (5d8) lightning damage on a failed save, or half as 
  much on a successful one.
  If the creature is an automaton, construct, cyborg, or 
  protean, the damage increases to 40 (9d8) lightining damage 
  and on a failed save, the target gains one level of exhaustion.
  Scale:
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  142
  
  Wolog
  Both fierce and graceful, wologs are intelligent, winged 
  quadripeds that soar high across the blue-green skies of 
  planet Vaal. They are solitary and reclusive, gathering 
  with their own only to mate or rear their young. They are 
  rarely seen in populated areas unless domesticated.
  Wologs have leathery wings that extend between their 
  torso and front legs. Their striped fur ranges in color from 
  dark blues, yellows, reds, to browns.
  Empathic Mounts. Wologs are prized as mounts among 
  the valna, and considered a mark of prestige for those 
  earning the privilege to ride one. They are inherently good 
  natured and capable of sensing deceptive or malicious 
  intent. When a wolog becomes a steed, it forms an 
  empathic bond with its rider, capable of sensing its 
  feelings and motives.
  Wild and Free. Wologs can be found in other parts of the 
  galaxy, usually through traveling on a spacefaring vessel 
  with their companion rider. Though capable of safely 
  traveling in an enclosed environment, they can only do so 
  for only so long, eventually becoming resentful if they're 
  not allowed to fly and roam freely. A wolog forcibly 
  confined or restrained does everything in its power to 
  escape. A rider who takes such actions immediately loses 
  its bond with the wolog and would find it extremely 
  difficult to regain the beast's trust.
  Wolog
  Large beast, neutral good
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 90 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  16 (+3) 
  10 (+0) 15 (+2) 
  13 (+1)
  Saving Throws Dex +4, Wis +4, Cha +3
  Skills Insight +6, Perception +4
  Senses passive Perception 14
  Languages understands Common and Valna but can't speak
  Challenge 2 (450 XP)
  Keen Sight and Smell. The wolog has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The wolog makes two attacks: one with its 
  claws and one with its bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  143
  
  Xamaron
  The xamaron are a race of spacefaring insectoids 
  infecting and infesting entire worlds and civilizations 
  with ruthless tactics and extrinsic technology. Branded 
  as an intergalactic scourge, they carry no emotion, keep 
  no allies, and show no remorse. Their only goal is the 
  perpetuation of their species through the extinction of 
  others.
  Cunning Usurpers. These insectoids are often mistaken 
  for a mindless horde that swarms unsuspecting worlds 
  with overwhelming numbers. However, their tactics are 
  far more sinister. Targets of a xamaron invasion are first 
  infiltrated from within, the population infected with a 
  weaponized virus designed to create sleeper agents and 
  dedicated servants. Simultaneously, secret hives are 
  established beneath the planetary surface, using the 
  world itself as an energy-harvesting tool. When the horde 
  attacks, it is a tactical strike from within, while invading 
  ships descend from the nearby stars.
  Advanced Technologies. Xamaron colonies travel 
  through space using specially designed hive ships, each 
  equipped with large-scale defenses and a squadron of 
  starfighters. Upon the invasion of a world, the colony 
  spawns new members to operate the hive ship and 
  travel to their next invasion target. Xamaron soldiers 
  use a special armament called a qethket, a bio-linked 
  energy weapon that converts from a melee weapon to 
  an energy blaster.
  The Hierarchy. Each xamaron colony has two monarchs, 
  each serving a primary function in cultivating the species. 
  Their central nests operate as a hub from which other 
  subterranean nests expand into a web-like network, each 
  presided over by a spawn of the two monarchs. These 
  two monarchs and their weavers are the only members 
  of their colony capable of independent thought, while 
  most of the soldiers and workers are programmed with a 
  shared hive-mind of orders, tactics, and goals. This is one 
  of the primary reasons behind the lack of understanding 
  of their overall ambitions and intentions.
  Symbiomutation. The xamaron virus is elegantly 
  designed to have multiple methods of delivery upon an 
  unsuspecting species. The bodies of the dead become 
  incubators, while the living infected go through a process 
  called "Symbiomutation," where the virus redesigns 
  the genetic makeup while replacing the thoughts and 
  memories of the host. The dendus, whose homeworld 
  was originally decimated by the xamaron, have made 
  efforts to research the insectoids. The current belief 
  is that the xamaron monarchy is capable of wielding 
  forging techniques similar to those of espers, and the 
  deadly virus is crafted using such methods. Due to the 
  origins of this virus, espers in particular tend to be more 
  resistant to its effects.
  THE XAMARON VIRUS
  A humanoid creature can contract the xamaron virus by 
  being stung by a xamaron. A humanoid hit by a xamaron's 
  stinger attack must succeed on a Constitution saving 
  throw (DC 8 + the xamaron's proficiency bonus + the 
  xamaron's Constitution modifier) or become afflicted. An 
  afflicted creature can't regain hit points. The virus can be 
  removed with the restore pattern power or similar effect. 
  If the virus is not removed within 48 hours, the creature is 
  transformed into a xamaron thrall in 1d4 days.
  Xamaron Thrall
  Thralls are the lowest form of xamaron, tasked with 
  being builders, workers, and gatherers within the colony. 
  Created through symbiomutaion, they appear mostly 
  humanoid, though close inspection reveals traits such as 
  patches of insect carapace beneath the skin, elongated 
  limbs, blackened eye sockets, or various growths and 
  mutations over their bodies. Some hide these features 
  under heavy clothing, coats, or headwear to blend into 
  crowds and gather information for their masters.
  Xamaron Soldier
  The most common type of true xamaron, soldiers 
  have the dual role of invader and defender. They are 
  exponentially more dangerous within a unit of other 
  soldiers, each willing to sacrifice themselves without 
  hesitation for the benefit of the hive.
  Xamaron Centurion
  Centurions are the elite warriors of the colony. 
  They guard the central layers of the nest. Some also 
  venture out with groups of soldiers when raiding more 
  technologically advanced settlements. They wear heavier 
  armor than normal soldiers and are armed with tech-
  powered polearms.
  Xamaron Monarch
  Capable of thought outside of the shared hive, monarchs 
  serve as the overseers and tacticians for their colony. They 
  are extraordinarily intelligent and cunning, capable of 
  shaping energies with their sheer will alone. There are up 
  to two monarchs in any colony.
  A Xamaron Monarch's Lair
  Monarchs make their homes in a cavernous areas deep 
  beneath the ground, usually at either the center or rear of 
  their well-protected colony. These caverns are reinforced 
  and made either from the ruins of an underground 
  structure or excavated naturally.
  Lair Actions
  On initiative count 20 (losing initiative ties), the monarch 
  takes a lair action to cause one of the following effects; the 
  monarch can’t use the same effect two rounds in a row:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  144
  
  • The xamaron chooses a point on the ground that it can 
  see within 120 feet of it. Sharp, chitinous appendages 
  sprout from the ground in a 20-foot radius centered 
  on that point. The area becomes difficult terrain and 
  when a creature moves into or within the area, it takes 
  2d4 piercing damage for every 5 feet it travels. This 
  effect lasts until the xamaron uses this lair action again 
  or until the xamaron dies.
  • A cloud of swarming insects fills a 20-foot-radius 
  sphere centered on a point the xamaron chooses within 
  120 feet of it. The cloud spreads around corners and 
  remains until the xamaron dismisses it as an action, 
  uses this lair action again, or dies. The cloud is lightly 
  obscured. Any creature in the cloud when it appears 
  must make on a DC 15 Constitution saving throw, 
  taking 10 (3d6) piercing damage on a failed save, or 
  half as much damage on a successful one. A creature 
  that ends its turn in the cloud takes 10 (3d6) piercing 
  damage.
  • The xamaron chooses a 20-foot-square area on the 
  ground that it can see within 120 feet of it. The ground 
  softens into a churning mud pit.. Each creature on the 
  ground in that area when the pit appears must succeed 
  on a DC 15 Dexterity saving throw or sink into the 
  mud and become restrained. A creature can take an 
  action to attempt a DC 15 Strength check, freeing itself 
  or another creature within its reach and ending the 
  restrained condition on a success.
  Regional Effects
  The region containing a xamaron monarchs’s hive 
  possesses one or more of the following chracteristics:
  • The land within 2 miles of the lair takes twice as long as 
  normal to traverse, since the ground has been warped 
  with cracks, sudden dips, and jagged outcroppings 
  covered in thin layers of chitin.
  • Water sources within 1 mile of the lair are tainted. 
  Non-xamaron that drink such water regurgitate it 
  within minutes.
  • There are no sources of flora or vegetation within 1 
  mile of the hive, all having been absorbed or rotted 
  away.
  Xamaron Thrall
  Medium humanoid (xamaron), neutral evil
  Armor Class 12 (natural armor)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  16 (+3) 
  11 (+0) 10 (+0) 
  10 (+0)
  Skills Stealth +3
  Damage Resistances acid
  Senses passive Perception 10
  Languages Xamaron, understands Common but can't speak
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the thrall can move up to its 
  speed toward a hostile creature that it can see.
  Death Burst. When the thrall dies, it explodes in a burst of 
  acidic fluids. Each creature within 10 feet of the exploding 
  thrall must make a DC 13 Dexterity saving throw, taking 7 
  (2d6) acid damage on a failed save, or half as much damage 
  on a successful one.
  Actions
  Multiattack. The thrall makes two unarmed strike attacks.
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  VARIANT: XAMARON WEAVER
  Xamaron weavers are monarchs capable of channeling 
  energy through sorium. They are extremely rare and among 
  the oldest of the xamaron, thought to be the pioneers 
  behind the process of symbiomutation. A xamaron weaver 
  has a challenge rating of 16 (15,000 XP) and has the 
  following traits:
  Esper Powers. The xamaron is a 12th level channeler. 
  Its channeling ability is Intelligence (save DC 18, +10 to hit 
  with esper powers). It has the following powers prepared:
  Prime (at will): analyze device, lightning ball, push, trigger 
  device
  Rank 1 (4 slots): impedance, phase step, trauma
  Rank 2 (3 slots): blindness/deafness, psychic wave, stasis 
  field
  Rank 3 (3 slots): corrupt pattern, unravel effect, withering 
  grip
  Rank 4 (3 slots): gravity well, reactive field, throw, 
  unfetter
  Rank 5 (2 slots): contagion, domination, toxic burst
  Rank 6 (1 slot): truesight, virus
  Legendary Action. The can choose the following as one 
  of its legendary actions:
  Prime (Costs 2 Actions). The xamaron uses one if its 
  prime powers.
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  Xamaron Soldier
  Medium monstrosity, neutral evil
  Armor Class 16 (natural armor)
  Hit Points  45 (6d8 + 18)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  18 (+4) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  8 (-1)
  Skills Stealth +6
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from mundane attacks
  Senses darkvision 60 ft., passive Perception 11
  Languages Xamaron
  Challenge 4 (1,100 XP)
  Hive Mind. The xamaron is immune 
  to the charmed and frightened 
  conditions while within 30 feet 
  of at least one other xamaron.
  Pack Tactics. The xamaron 
  has advantage on an attack roll 
  against a creature if at least one 
  of the xamaron's allies is within 5 
  feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Multiattack. The xamaron makes 
  two melee or two ranged attacks 
  with its quethket.
  Quethket Blade. Melee Weapon 
  Attack: +6 to hit, reach 
  5 ft., one target. 
  Hit: 9 (1d10 + 4) 
  slashing damage.
  Quethket Rifle. 
  Ranged Weapon 
  Attack: +6 to hit, 
  range 100/300 
  ft., one target. 
  Hit: 9 (1d10 + 4) 
  radiant damage.
  Stinger. Melee Weapon 
  Attack: +6 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage plus 4 (1d8) poison damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
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  Xamaron Centurion
  Medium monstrosity, neutral evil
  Armor Class 16 (carapace armor)
  Hit Points  120 (16d8 + 48)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  18 (+4) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  8 (-1)
  Saving Throws Dex +7, Con +6
  Skills Perception +5
  Damage Resistances acid, poison; bludgeoning, piercing, and 
  slashing from mundane attacks
  Senses darkvision 60 ft., passive Perception 15
  Languages Xamaron
  Challenge 8 (3,900 XP)
  Esper Resistance. The xamaron has advantage on saving 
  throws versus esper powers and other esper effects.
  Qethket Weaponmaster. The xamaron deals an extra die of 
  damage when it hits with a weapon attack using its qethket 
  (included in its attacks).
  Superior Senses. The xamaron can’t be surprised while it 
  isn’t incapacitated.
  Actions
  Multiattack. The xamaron makes three qethket blade 
  attacks or three quethket rifle attacks. It may replace one of 
  its attacks with a stinger attack.
  Quethket Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Quethket Rifle. Ranged Weapon Attack: +7 to hit, range 
  100/300 ft., one target. Hit: 13 (2d8 + 4) radiant damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) 
  poison damage, and the target must succeed on a DC 14 
  Constitution saving throw or become become poisoned. 
  While poisoned, the target is also paralyzed. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Reactions
  Defender. When an ally within 5 feet of the xamaron is hit by 
  an attack, the xamaron causes itself to be hit instead.
  Xamaron Monarch
  Medium monstrosity, neutral evil
  Armor Class 17 (natural armor)
  Hit Points  190 (20d8 + 100)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  18 (+4) 
  21 (+5) 
  20 (+5) 17 (+3) 
  11 (+0)
  Saving Throws Dex +9, Con +10 Wis +8
  Skills Perception +8
  Damage Resistances acid, necrotic, poison; bludgeoning, 
  piercing, and slashing from mundane attacks
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Xamaron, telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Legendary Resistance (3/Day). If the xamaron fails a saving 
  throw, it can choose to succeed instead.
  Superior Senses. The xamaron can’t be surprised while it 
  isn’t incapacitated.
  Actions
  Multiattack. The xamaron makes three attacks: two with its 
  claws and one with its stinger.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Acid Spit. Ranged Weapon Attack: +9 to hit, range 120 ft., 
  one target. Hit: 21 (6d6) acid damage.
  Stinger. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 22 (5d8) poison 
  damage and the target must succeed on a DC 18 Constitution 
  saving throw or become become poisoned. While poisoned, 
  the target is also paralyzed. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Acid Spray (Recharge 5-6). The xamaron sprays acid in a 
  30- foot cone. Each creature in that line must make a DC 18 
  Dexterity saving throw, taking 42 (12d6) acid damage on a 
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The xamaron 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 xamaron regains spent legendary actions at the start 
  of its turn.
  Detect. The xamaron makes a Wisdom (Perception) check or 
  a Wisdom (Insight) check.
  Attack. The xamaron makes one attack with its claws.
  Move. The xamaron moves up to its half speed without 
  provoking opportunity attacks.
  Spit (Takes 2 Actions). The xamaron makes one acid 
  spit attack.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  147
  
  Xenoterum
  The xenoterum are intergalactic invaders responsible for 
  the annihilation of an untold number of galactic systems. 
  They enslave all sentient life they encounter, using their 
  resources to transmute their region of space into a form 
  akin to their once great multidimensional empire.
  For eons, the xenoterum have invaded and conquered 
  system after system indiscriminately, concerned only 
  with harvesting each world and forcing its populace 
  into eternal subjection. Many notable galactic societies 
  have lost worlds to the tyranny of the xenoterum. Some, 
  such as the ilarios, were created from the ashes of 
  their civilization and bred to serve as worshippers and 
  minions. They refer to themselves as the sinotha, a word 
  derived from the name of their old empire, Sinoth Ir.
  Vanquished from Majesty. Long before the discovery 
  of the Crucibles, the xenoterum held dominion over 
  a vast collection of interstellar regions that spanned 
  different galaxies and multiple dimensional realms. 
  Other dimensional beings such as cronosytes, kreidren, 
  and the rithni were also thought to reside within regions 
  connected to the weave that formed Sinoth Ir. Due to 
  their boundless reach, some believe the xenoterum to be 
  among those once considered gods within many ancient 
  societies and customs. A chosen few among the them 
  wielded such power as to claim dominion over forces yet 
  unfathomable to the mortal mind.
  Their empire fell to ruin because of their own hubris. 
  They brazenly clashed with beings of similar power, 
  resulting in the sundering of the dimensional weave 
  that held their domains together. The surging backlash 
  pulled the majority of Sinoth Ir into oblivion, destroying 
  thousands of worlds, along with the billions of souls 
  living upon them. Most of the xenoterum leaders, known 
  as the grand elders, vanished within the dimensional 
  cataclysm, thought to be consumed by its chaotic 
  energies. Those that survived still rule from the shadows.
  Stellarformers. Each system invaded by the xenoterum 
  is slowly transformed into a spatial subdimension using 
  massive machines which that draw power from the 
  system's primary star. Though not remotely comparable 
  to the vastness of realms such as Drath Sia, these 
  subdimensions overlay the existing fabric of space-time 
  within that system, warping the perceptions of reality, 
  thought, and the passage of time. This pollution of 
  primordial energies causes conflict with creatures such as 
  the bahtera or velbasti, whose very natures are defined 
  by them. Similarly, the xenoterum strive to keep their 
  technology a closely guarded secret from organizations 
  such as the Silrayne Defenders or the Shadow 
  Technocracy.
  Devious Psions. Xenoterum are gifted psions and 
  telepaths, able to exert their will over the minds of 
  other creatures. They use their psionic powers to 
  subjugate those that reside within the systems they 
  seek to claim. Creatures who fall under such a fate are 
  forced to face the xenoterum in a twisted, nightmarish 
  version of their own reality. Unless they escape, those 
  unfortunate enough to survive the mass hysteria have 
  their minds broken and enslaved. The ability of high-
  ranking xenoterum to communicate with each other over 
  tremendous distances enable them to devise far-reaching 
  strategies and dark machinations.
  Scattered Brethren. There are many forms of xenoterum. 
  Only a few are known to have arrived within the known 
  galaxy after the sundering of their empire. In addition to 
  restoring their dimensional dynasty, each transformation 
  of a galactic system is a step closer toward tearing a new 
  hole in the fabric of space-time, where more of their kind 
  may be found. Similarly, the surviving grand elders seek 
  to regain their godlike power and station.
  Cults of the Grand Elders. The expanding influence of 
  the xenoterum and their grand elders has also prompted 
  some to view them as deities, forming zealot bands of 
  worshippers seeking to return them to their rightful rule 
  over the universe. These groups are usually formed and 
  led by a voorsha, but could also be led by other powerful 
  espers, particularly those whose minds have been severely 
  twisted by the effects of a xenoterum subdimension.
  Amphibious. A xenoterum can breathe both air and 
  water.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  148
  
  Myrnrog
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
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  Abilos
  Abilos
  Abilos are monstrous, blue-scaled horrors with elongated 
  heads set with a row of three to five red eyes. They have 
  multiple sets of tentacles, the larger used for interaction 
  and defense, and the smaller for feeding.
  Tips and Tactics
  Often seen as the soldiers within the hierarchy, abilos are 
  more likely to face their enemies directly instead of using 
  minions. They'll weaken foes with psionic attacks from 
  a distance while trying to grapple and consume enemies 
  within reach.
  Daergor
  Specializing as tacticians, daergors often command 
  groups of abilos and other xenoterum servants on 
  invasions and expeditions. They have heads similar to the 
  abilos but instead attached to a humanoid upper torso 
  with elongated arms. Their lower torso is made up of six 
  chitinous, pincered legs.
  Tips and Tactics
  Daergor avoid direct conflict, instead preferring to use 
  their troops to fend off enemies while using their ego 
  whip against approaching targets.
  Myrnrog
  Myrnrogs are viewed as the overseers and generals of the 
  lesser forms of xenoterum.They are dangerous psions 
  and merciless combatants. Their mental prowess is only 
  matched by their lack of morality, making them cruel, 
  unyielding tyrants. A myrnrog's head has yellowish 
  upper layers with a mandibled mouth. Varied 
  tentacles extend from its face, body, and lower 
  torso. It has four long insectoid limbs.
  Tips and Tactics
  Myrnrogs are deadly up close and at a distance. 
  They use their esper powers primarily to attack 
  or control opponents from afar. They use their 
  psychic drain ability if possible on any enemy 
  that moves within range.
  Voorsha
  These humanoids are espers that have pledged 
  themselves to serve the xenoterum, either by choice 
  or by having their will completely broken. Rather than 
  becoming food, they are converted into hybrid troopers, 
  outfitted with biosynthetic armor and weapons. Though 
  the process weakens them as espers, they can still 
  channel potent energies using their gear.
  Tips and Tactics
  Voorsha rarely initiate conflict, preferring to wait for an 
  opportunity to ambush its enemies with esper powers 
  before fighting directly. 
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  150
  
  Abilos
  Huge aberration, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 123 (13d12 + 39)
  Speed 10 ft., fly 40 ft. (hover), swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  18 (+4) 
  17 (+3) 
  18 (+4) 15 (+2) 
  12 (+1)
  Saving Throws Con +6, Wis +5
  Skills Deception +4, Insight +5, Lore +7, Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sirallian, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Esper Resistance. The abilos has advantage on saving throws 
  versus esper powers and other esper effects.
  Innate Powers (Psionics). The abilos' innate channeling 
  ability is Intelligence (save DC 15). It can innately use the 
  following powers:
  At will: detect thoughts, esper sense, tricky fingers
  2/day each: command, horrific visage
  1/day each  shattersense, space fold (self only)
  Actions
  Multiattack. The abilos makes three tentacle attacks. It 
  can use its Siphoning Maw in place of one tentacle attack. 
  Alternatively, it uses its psi beam twice.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is 
  Medium or smaller it is grappled (escape DC 15). Until this 
  grapple ends, the target is restrained. The abilos has five 
  tentacles, each of which can grapple one target.
  Siphoning Maw. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature that is grappled by the abilos. Hit: 13 (2d8 
  + 4) bludgeoning damage plus 9 (2d8) psychic damage,  
  the creature is swallowed, and the grapple ends. While 
  swallowed, the creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the abilos, 
  and it takes 22 (5d8) psychic damage at the start of each of 
  the abilos' turns and must succeed on a DC 15 Intelligence 
  saving throw or suffer one point of exhaustion. If this 
  damage reduces the target to 0 hit points, the target dies 
  from the abilos draining all of its brain or spinal fluid. The 
  abilos can have only one creature swallowed at a time.
  If the abilos takes 30 damage or more on a single turn 
  from a creature inside it, the abilos must succeed on a 
  DC 15 Constitution saving throw at the end of that turn 
  or regurgitate the swallowed creature, which falls prone 
  in a space within 10 feet of the abilos. If the abilos dies, a 
  swallowed creature is no longer restrained by it and can 
  escape from the corpse using 15 feet of movement.
  Psi Beam. Ranged Power Attack: +7 to hit, range 90 ft., one 
  target. Hit: 17 (5d6) psychic damage.
  Daegor
  Large aberration, lawful evil
  Armor Class 16 (medium trooper)
  Hit Points  165 (22d10 + 44)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  15 (+2) 
  19 (+4) 15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +7, Cha +8
  Skills Deception +8, Intimidation +8, Insight +7, Lore +9, 
  Perception +7, Persuasion +8
  Senses truesight 60 ft., darkvision 120ft., passive 
  Perception 17
  Languages Common, Sirallian, telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Esper Resistance. The daegor has advantage on saving 
  throws versus esper powers and other esper effects.
  Innate Powers (Psionics). The daegor's innate channeling 
  ability is Intelligence (save DC 17). It can innately use the 
  following powers:
  At will: detect thoughts, esper sense, tricky fingers
  3/day each: horrific visage, illusory design, suggestion
  1/day each: dream weave, shattersense, superior domination, 
  space fold (self only)
  Spider Climb. The daegor can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Mind Siphon. As a bonus action, the daegor targets an 
  incapacitated creature that is grappled by its Burrowing 
  Tentacle. The target takes 13 (3d8) psychic damage. The daegor 
  gains temporary hit points equal to the damage dealt. If this 
  damage reduces the target to 0 hit points, the target dies.
  Actions
  Multiattack. The daegor makes three attacks with its claws. 
  It can substitute its Burrowing Tentacle for one of these 
  attacks. Alternatively, it can use its psi beam twice.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) 
  psychic damage.
  Burrowing Tentacle. Melee Weapon Attack: +9 to hit, reach 
  15 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 
  13 (3d8) psychic damage. If the target is a Large or smaller 
  creature, it is grappled (escape DC 15) and must succeed 
  on a DC 15 Constitution saving throw or be paralyzed until 
  this grapple ends. The daegor can have only one creature 
  grappled at a time in this way.
  Psi Beam. Ranged Power Attack: +9 to hit, range 90 ft., one 
  target. Hit: 35 (10d6) psychic damage.
  Ego Whip. The daegor unleashes a wave of debilitating 
  psychic energy in a 60-foot cone. Each creature in that area 
  must make a DC 17 Wisdom saving throw, taking 54 (12d8) 
  psychic damage on a failed save, or half as much damage on 
  a successful one.
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  151
  
  Myrnrog
  Huge aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points  152 (16d12 + 48)
  Speed 30 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  16 (+3) 
  17 (+3) 
  21 (+5) 15 (+2) 
  16 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Deception +10, Intimidation +10, Insight +9, Lore +12, 
  Perception +9, Persuasion +10
  Damage Resistances necrotic, poison
  Damage Immunities psychic
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Sirallian, telepathy 120 ft.
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the myrnrog fails a saving 
  throw, it can choose to succeed instead.
  Innate Powers (Psionics). The myrnrog's innate channeling 
  ability is Intelligence (save DC 20). It can innately use the 
  following powers:
  At will: detect thoughts, esper sense, tricky fingers
  3/day each: horrific visage, illusory design, suggestion
  Esper Powers. The myrnrog is an 18th-level esper. Its 
  channeling ability is Intelligence (save DC 20, +12 to hit with 
  esper powers). It has the following powers prepared:
  Prime (at will): frost fold, illusory point, psi blast
  Rank 1 (4 slots): bastion, concussive force, esper sense, 
  synaptic recoil
  Rank 2 (3 slots): blindness/deafness, clone pack, detect 
  truth, frost coil
  Rank 3 (3 slots): counter form, singularity, temporal fault, 
  unravel effect
  Rank 4 (3 slots): aspect of dread, ravage pattern
  Rank 5 (3 slots): dream weave, telekinesis
  Rank 6 (1 slot): disintegrate, mass suggestion
  Rank 7 (1 slot): control gravity, reave
  Rank 8 (1 slot): mind fracture, psychic overload
  Rank 9 (1 slot): shapeshift
  Actions
  Tentacles. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 17 
  (5d6) psychic damage and the target is grappled (escape DC 
  18). Until this grapple ends, the target is restrained, and the 
  myrnrog can't grapple another target in this way.
  Withering Grasp. Melee Power Attack: +12 to hit, reach 10 
  ft., one target. Hit: 10 (3d6) psychic damage. If the target is 
  a Large or smaller creature, it is grappled (escape DC 18) and 
  must succeed on a DC 18 Constitution saving throw or be 
  stunned for 1 minute. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself 
  on a success.
  Engulf. The myrnrog makes one tentacle attack against a 
  Large or smaller target it is grappling. If the attack hits, the 
  target is engulfed into its tentacles, and the grapple ends. 
  The engulfed target is blinded and restrained, it has total 
  cover against attacks and other effects outside the myrnrog, 
  and it takes 21 (6d6) psychic damage at the start of each of 
  the myrnrog's turns. If this damage reduces the target to 0 
  hit points, the target dies. The myrnrog can have only one 
  target engulfed at a time. If the myrnrog dies, an engulfed 
  creature is no longer restrained by it and can escape from 
  the corpse using 5 feet of movement, exiting prone.
  Legendary Actions
  The myrnrog 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 myrnrog regains spent legendary actions at the start 
  of its turn.
  Prime. The myrnrog uses a prime power.
  Space Fold (Costs 2 Actions). The myrnrog teleports, along 
  with any equipment it is wearing and carrying, up to 120 
  feet to an unoccupied space it can see.
  Withering Grasp (Costs 2 Actions). The myrnrog uses its 
  Withering Grasp.
  Psychic Vortex (Costs 3 Actions). Each non-allied creature 
  within 20 feet of the myrnrog must make a DC 18 
  Constitution saving throw against this effect, taking 21 
  (6d6) psychic damage on a failed save, or half as much 
  damage on a successful one
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  152
  
  Voorsha
  Medium humanoid (hybrid), lawful evil
  Armor Class 17 (biosynth armor)
  Hit Points  165 (22d8 + 66)
  Speed 30 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  16 (+3) 
  19 (+4) 16 (+3) 
  14 (+2)
  Saving Throws Dex +9, Wis +8, Cha +7
  Skills Insight +8, Perception +8, Persuasion +7, Stealth +9
  Damage Resistances poison
  Senses infravision 90 ft., passive Perception 18
  Languages Common, Lingo, Sirallian, telepathy 60 ft.
  Challenge 13 (10,000 XP)
  Esper Resistance. The voorsha has advantage 
  on saving throws versus esper powers and 
  other esper effects.
  Innate Powers (Psionics). The voorsha's innate 
  channeling ability is Intelligence (save DC 17). 
  It can innately use the following powers:
  At will: detect thoughts, esper sense, 
  tricky fingers
  1/day each: command, shattersense, space 
  fold (self only)
  Esper Powers. The voorsha is a 16th-level 
  esper. Its channeling ability is Intelligence 
  (save DC 17, +9 to hit with esper powers). 
  It regains its expended power slots when 
  it finishes a short or long rest. It knows the 
  following powers:
  Prime (at will): directional drift, lightning 
  ball, psi blast, push
  Ranks 1–5 (3 Rank 5 slots): eclipse, horrific 
  visage, imposing influence, lightning whip, 
  obfuscate, portal, quick construct, siphon, superior 
  stasis field, throw, toxic burst, universal translator, 
  unravel effect, warp helix, withering grip
  Actions
  Multiattack. The voorsha uses its Mesmeric Mask and makes 
  three tentacle attacks.
  Mesmeric Mask. The voorsha's mask forms multicolored 
  patterns of light as it targets one creature it can see within 
  30 feet of it. If the target can see the voorsha, the target 
  must succeed on a DC 17 Wisdom saving throw against this 
  effect or be charmed until the end of the voorsha’s next 
  turn. The charmed target is stunned. If the target’s saving 
  throw is successful, the target is immune to the voorsha’s 
  Mesmeric Mask for the next 24 hours.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage plus 17 (5d6) 
  psychic damage.
  Scale:
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  153
  
  Zalpheed
  The zalpheed are the eternal defenders of life, nature, and 
  their balance within the universe. They dwell primarily 
  on the planet Bakiyu within settlements built upon 
  floating landmasses the locals refer to as skyridges. For 
  centuries, they've guarded the natives and wildlife of their 
  homeworld from invaders and trespassers who would 
  defile the planet's natural splendor.
  Children of the Living Planet. Following a code akin to 
  a religious theology, the zalpheed believe themselves to 
  be descended from and connected to the primordial 
  forces that make up the universe.This is reinforced by 
  their very homeworld, which they believe to be a single 
  living entity. Most are reclusive toward any but their 
  own species, instead focusing on training and studying 
  in effort to reach physical and spiritual fulfillment. They 
  place little value on wealth and property but take no 
  pause in defending that which rightfully belong to 
  other species and societies.
  To keep up with recent threats, the 
  zalpheed have learned to adopt modern 
  technological advancements.
  Zalpheed
  Medium humanoid (zalpheed), lawful good
  Armor Class 14 (light trooper)
  Hit Points 16 (3d8 + 3)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  15 (+2) 
  12 (+1) 
  10 (+0) 13 (+1) 
  10 (+0)
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, Zalpheed
  Challenge 1/4 (50 XP)
  Balance Equilibrium. The zalpheed has advantage on 
  Strength and Dexterity saving throws against effects that 
  would knock it prone.
  Keen Hearing and Sight. The zalpheed has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight.
  Actions
  Laser Lance. Melee Weapon Attack: +4 to hit, reach 15 ft., 
  one target. Hit: 5 (1d6 + 2) radiant damage.
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage.
  Lance Blaster. Ranged Weapon Attack: +4 to hit, range 
  60/180 ft., one target. Hit: 5 (1d6 + 2) radiant damage
  Like most of the natives of Bakiyu, 
  this is done with great restraint 
  and consideration for all life on 
  the planet. This practice is carried 
  on by the exceptional few among 
  them that travel across the stars.
  Galactic Protectorates. Many 
  zalpheed leaving Bakiyu tend 
  to travel with others closely 
  aligned to their beliefs and 
  intentions. The largest group 
  of spacefaring zalpheed have 
  built settlements on landmasses 
  similar to skyridges that float 
  in the skies along Cotaka in the 
  Tessara System. These zalpheed 
  settlements are close allies of the 
  Silrayne Defenders and the groups 
  of matokai and valna that are part 
  of the Primordial Union.
  Scale:
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  Zek
  At just over three feet in height, this rodent-like species 
  is covered, head to toe, with resilient, scaled plates they 
  like to polish to a mirrorlike sheen. They are especially 
  quick and agile.
  Self-Appointed Defenders. Most zek maintain that since 
  the withdrawal or disappearance of most the galaxies' 
  oldest sentient species, the responsibility for looking after 
  what they call "the fledglings" has fallen to them. They 
  base this belief on an inscription found on a strange piece 
  of meteoric rock that impacted their homeworld shortly 
  after they discovered hyperspace technology, destroying 
  their capital city. The zek do not find their charge to be 
  burdensome; rather, they pursue it with zeal. It is not 
  uncommon for a zek traveling with members of other 
  species to refer to them as their "deputies."
  Outrageous Fortunes. Zek have a reputation for 
  extraordinary luck, which they attribute to being 
  chosen to lend assistance to the underprivileged. 
  This blessing, it has been argued by some, 
  seems only apply to the zek themselves, and 
  does not extend to those with whom 
  they travel, no matter what the zek say 
  otherwise.
  Flamboyantly Optimistic. Capable 
  of finding the bright side, or silver 
  lining in almost any situation, 
  the zek are perhaps the most 
  enthusiactically confident 
  species in the galaxy. One 
  might think this leads them 
  to sometimes make rash 
  or potentially foolhardy 
  decisions. Yes, yes it does. 
  But don't expect a zek to ever 
  admit it. More often than 
  seems probable, they find 
  pathways to success, their 
  assuredness translating to 
  tenacity.
  Zek
  Small humanoid (zek), chaotic good
  Armor Class 14 (armor jacket)
  Hit Points 10 (3d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  16 (+3) 
  11 (+0) 
  10 (+0) 10 (+0) 
  12 (+1)
  Skills Stealth +5, Persuasion +3
  Senses passive Perception 10
  Languages Common, Zekish
  Challenge 1/4 (50 XP)
  Graceful Agility. The zek can move through the space of a 
  Medium or larger creature.
  Nimble Escape. The zek can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Strong Willed. The zek has advantage on saving throws 
  against being charmed or frightened, and esper powers or 
  effects can’t put the zek to sleep.
  Actions
  Shortblade. 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 50/150 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Scale:
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  Zelchor
  The zelchor are short, stout humanoids that dwell within 
  the fog-filled haven of Thondiel in Drath Sia. Reaching 
  between 4 to 5 feet in height, they have leathery skin and 
  bulbous heads with four angular eyes. Covetous and 
  calculating, they serve at the whim of an incorporeal 
  energy-being known to them only as the Widow of Night.
  Wanderers in Shadow. As emissaries of the Widow of 
  Night, the zelchor search specific regions of Drath Sia, 
  seeking small settlements of intelligent life to recruit into 
  the service of the Widow in return for protection and 
  guidance. This is done with specific direction from the 
  Widow, with no known reason behind the being's choices.
  Power and Influence. Information and leverage are the 
  bread and butter of zelchor society. There is constant 
  plotting and maneuvering between their clans, each vying 
  for elevated rank and prominence under the watchful 
  eyes of the Widow of Night.
  These rivalries are quickly put aside when dealing with 
  other species, with whom the zelchor become deviously 
  mercenary. They join alliances or take on work with the 
  additional intent of gaining intelligence or influence 
  within different factions or organizations. 
  Their goals include playing various 
  groups against each other for profit 
  and looking for greater reach and 
  control for the Widow of Night. 
  Those who have dealt with the 
  zelchor regularly are well aware 
  of their shifting loyalties.
  Even so, they are 
  tolerated among more 
  prominent societies, 
  often as black market 
  traders or information 
  brokers. They have 
  made several failed 
  attempts to insinuate 
  themselves into 
  galaxy-wide groups 
  such as the Sorium 
  Accord or several 
  of the galactic 
  megacorporations.
  Scale:
  Zelchor
  Medium humanoid (zelchor), neutral
  Armor Class 13 (armor jacket)
  Hit Points 19 (3d8 + 6)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  15 (+2)
  Skills Deception +4, Lore +3, Persuasion +4, Stealth +4
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Lingo, Skrolath
  Challenge 1/2 (100 XP)
  Esper Resistance. The zelchor has advantage on saving 
  throws versus esper powers and other esper effects.
  Innate Powers. The zelchor's innate channeling ability 
  is Intelligence (save DC 11). It can innately use the 
  following powers:
  At will: friends, nondetection (self only)
  1/day each: alter form, black hat, blur
  Actions
  Sabre. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Fletchette Pistol. Ranged Weapon Attack: +4 to hit, 
  range 50/150 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 
  minute. The target can repeat the saving throw 
  at the end of each of its turns, ending the 
  effect on itself on a success.
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  Scale:
  Zultaran
  Medium humanoid (zultaran), chaotic neutral
  Armor Class 12 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 40 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  15 (+2) 
  8 (-1) 
  13 (+1) 
  6 (-2)
  Skills Athletics +5, Survival +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Nesieve
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the zultaran can move up to 
  its speed toward a hostile creature that it can see.
  Pack Tactics. The zultaran has advantage on an attack roll 
  against a creature if at least one of the zultaran's allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the zultaran has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The zultaran makes 
  two claw attacks.
  Claw. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Zultaran
  Zultarans are vicious, primal creatures that dwell in caves 
  beneath a planetary surface, the subterranean levels of 
  buildings, or the underbellies of space stations. They are 
  fiercely territorial, savagely tearing through their enemies 
  with no remorse or fear.
  The Purge of Cassia. The zultarans were once a tribal 
  society that lived on Cassia, one of the two moons of 
  Eldor. After the dawn of the Second Age, their tribal 
  homes were nearly destroyed by the Crucible's powerful 
  energy surge. Desperate and driven to survive, they 
  clashed with the eldori settlers, who were also in disarray 
  and confusion.
  When reinforcements arrived, an eldori commander, 
  fueled by vengeance for a lost brother, made the decision 
  to wipe out the zultarans entirely. Though the zultarans 
  had far greater numbers, they were nearly eliminated 
  by the more advanced eldori weapons and vehicles. 
  The battle became known as the Purge of Cassia, and is 
  viewed as one of the darkest stains on eldori history.
  The surviving zultaran clans fled into the 
  underground of the ravaged moon and 
  survived there for generations. The twisted 
  energies left behind by the Crucible slowly 
  transformed them into brutal savages.
  Salvation Arrives. Several of the 
  zultaran clans found redemption 
  upon encountering an expedition 
  of lorendi spies attempting 
  to navigate the moon's 
  underground tunnels. 
  Mutual hatred of the 
  eldori made for an easy 
  alliance between the 
  zultarans and the 
  lorendi. Over time, 
  many zultarans 
  left Cassia 
  to become 
  servants 
  to the 
  Imperium 
  or serve as 
  mercenaries 
  in exchange 
  for transport to 
  other settlements.
  Underworld Nature. 
  Wherever the zultarans 
  may be found, their nature 
  brings them to settle and 
  colonize in the deepest, darkest 
  areas they can find.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS
  157
  
  othin
  othin
  gimpor
  gimpor
  This section contains statistics for various humanoid 
  non-player characters (NPCs) that players might 
  encounter during a campaign, from your average civilian 
  to corporate spies and mighty espers.
  Customizing NPCs
  There are many easy ways to customize the NPCs in this 
  section for your home campaign.
  Adjusting the Stat Block
  NPC stat blocks have generalized statistics that can be 
  adjusted in the following ways.
  Racial Traits. You can add racial traits to an NPC. 
  Adding racial traits to an NPC doesn’t alter its challenge 
  rating. For more on racial traits, see the Core Manual.
  Power Swaps. One way to customize an NPC with esper 
  ability is to replace one or more of its powers. You can 
  substitute any power on the NPC’s power list with a 
  different power of the same level from the same power 
  list. Swapping powers in this manner doesn’t alter an 
  NPC’s challenge rating.
  Armor and Weapon Swaps. You can upgrade or 
  downgrade an NPC’s armor, or add or switch weapons. 
  Adjustments to Armor Class and damage can change an 
  NPC’s challenge rating.
  Weapon Modifications. Depending on the technology 
  level of your campaign, you can customize an NPC's 
  weapon damage types to suit your setting. Examples 
  include changing a blade's damage type to fire or a 
  pistol's damage type to radiant to reflect the use of 
  plasma and laser weapons, respectively.
  Gear Upgrades. The more powerful an NPC, the more 
  likely it has one or more special items in its possession. 
  An master melder, for example, might have forged 
  enhancements for both gear and focus, as well as one or 
  more limited-use enhancements. Giving an NPC a potent 
  damage-dealing enhancement could alter its challenge 
  rating. Forged enhancements, gear modifications, as well 
  as adjusting a creature's challenge rating, are described 
  in the Master Technician's Guide.
  Adjusting the Archetype
  Included with each stat block is a brief description of 
  where and how they might be used in your adventure 
  series or campaign. These, however, are also merely 
  suggestions, as personalities in any campaign can 
  be a combination of infinite possibilities. A cyber 
  ghost can just as easily be the executive of a media 
  megacorporation, whereas a gang leader could be the 
  head of a ragtag band of survivors on a desolate planet.
  The statistics on the stat block themselves don't require 
  any changes if just being used as a base framework, 
  especially when using the exploration and social 
  interaction aspects of play.
  NPC Stat Blocks
  These stat blocks can be used to represent NPCs of all 
  species.
  Alterist
  Medium humanoid (any), any non-good alignment
  Armor Class 11 (PSD, 14 with protection field)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  13 (+1) 
  14 (+2) 
  18 (+4) 11 (+0)  13 (+1)
  Skills Insight +2, Perception +2, Lore +6
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Energy Harvest. Once per turn, when the alterist uses a 
  power that reduces a creature's hit points to 0, the alterist 
  regains hit points equal to twice the rank of the talent.
  Esper Powers. The alterist is a 6th level esper. Its channeling 
  ability is Intelligence (save DC 14; +6 to hit with esper 
  powers). It has the following powers prepared:
  Prime (at will): blast, dark conduit, push, tricky fingers
  Rank 1 (4 slots): distortion, fire lance, primal fear, 
  protection field
  Rank 2 (4 slots): disruption wave, phase shift, stasis field
  Rank 3 (3 slots): celerity, singularity
  Actions
  Combat Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Using the Alterist
  Alterists convert lifeforce into raw energy. They tend 
  to be recruited into service by zealous organizations in 
  exchange for power and resources. Some can become 
  leaders of cult groups or a tribal death shaman. Others 
  work as corporate agents or government advisors.
  Appendix A: Non-Player Characters
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  158
  
  Assassin
  Medium humanoid (any), any non-good alignment
  Armor Class 14 (infiltration suit)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 11 (+0)  10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Computers +4, Deception +3, Perception 
  +3, Stealth +6
  Damage Resistances poison
  Senses passive Perception 13
  Languages Lingo plus any one language (usually Common)
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has advantage 
  on attack rolls against any creature that hasn't taken a turn. 
  Any hit the assassin scores against a surprised creature is a 
  critical hit.
  Deft Strike. Once per turn, the assassin deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 feet of an ally of the assassin that isn't incapacitated and 
  the assassin doesn't have disadvantage on the attack roll.
  Silent Killer. If the assassin makes an attack that reduces a 
  target to 0 hit points, the assassin can take the Hide action as 
  a bonus action before the end of their turn.
  Actions
  Multiattack. The assassin attacks twice with its poisoned 
  blade or three times with its silenced pistol.
  Poisoned Blade. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison damage on 
  a failed save, or half as much damage on a successful one.
  Microfilament Garrote. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the 
  target is Medium or smaller, it is grappled (escape DC 14). 
  Until this grapple ends, the target is restrained, it takes 35 
  (10d6) slashing damage at the start of each of the assassin's 
  turns, and the assassin can't attack another target.
  Silenced Pistol. Ranged Weapon Attack: +6 to hit, range 
  50/250 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 
  the target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) force damage on a failed save, or half as 
  much damage on a successful one.
  Using the Assassin
  Assassins are professional killers that callously 
  exterminate their targets for the right price. They can be 
  found working black ops for mercenary groups, corrupt 
  government officials, and ruthless megacorporations.
  Battlemind Adept
  Medium humanoid (any), any alignment
  Armor Class 12 (PSD, 15 with protection field)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  15 (+2)  18 (+4)
  Saving Throws Wis +5, Cha +7
  Skills Insight +5, Lore +4, Perception +5
  Senses passive Perception 15
  Languages any two languages
  Challenge 6 (2,300 XP)
  Combat Sense. The adept can't be surprised while it isn't 
  incapacitated.
  Empowered Psion. Psychic damage dealt by the adept's 
  attacks and powers ignore damage resistances.
  Esper Powers (Psionics). The adept is a 12th-level esper. 
  Its channeling ability is Charisma (save DC 15, +7 to hit with 
  esper powers). It has the following powers prepared:
  Prime (at will): friends, frost fold, illusory point, psi blast, push
  Rank 1 (4 slots): distortion, lightning whip, protection field
  Rank 2 (3 slots): phase shift, stasis field, psychic wave
  Rank 3 (3 slots): crippling sphere, unravel effect
  Rank 4 (3 slots): bishop's deviation, plasma orb
  Rank 5 (2 slots): warp helix
  Rank 6 (1 slots): shattersense
  Actions
  Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Psychic Crush (3/day). Ranged Power Attack: +6 to hit, range 
  60 ft., one target. Hit: 27 (6d8) psychic damage, and if the 
  target is a creature, it must succeed on a DC 15 Wisdom 
  saving throw or become stunned for 1 minute. In addition, 
  the stunned target can't regain hit points, and it takes 9 (2d8) 
  psychic damage at the start of each of the adept's turns. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Using the Battlemind Adept
  Battleminds are psions trained to use their abilities to 
  defeat their opponents in direct conflict. They can be as 
  formidable to other psions as they can toward mundane 
  beings. Their versatility allows them to adapt to various 
  roles such as commonwealth ambassadors, tactical 
  aides, and corporate enforcers.
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  Bounty Hunter
  Medium humanoid (any), any alignment
  Armor Class 15 (military jacket)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   14 (+2)
  Saving Throws Str +4, Dex +7
  Skills Athletics +4, Deception +5, Intimidation +5, Perception 
  +6, Stealth +7
  Senses infravision 60 ft., passive Perception 16
  Languages Lingo plus any one language (usually Common)
  Challenge 6 (2,300 XP)
  Ambusher. In the first round of a combat, the bounty 
  hunter has advantage on attack rolls against any creature 
  it surprised.
  Expert Tracker. The bounty hunter has advantage on 
  Wisdom checks to track prey.
  Feigned Identity. The bounty hunter has advantage on 
  Deception checks made to conceal their identity.
  Actions
  Multiattack. The bounty hunter makes three melee attacks 
  or three ranged attacks. It can use its grappling cable in place 
  of one of these attacks.
  Power Baton. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) 
  force damage.
  Taser Pistol. Ranged Weapon Attack: +7 to hit, range 50/250 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) 
  lightining damage.
  Grappling Cable. Ranged Weapon Attack: +7 to hit, range 
  60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled (escape 
  DC 15). Until this grapple ends, the target is restrained and 
  the bounty hunter can't use its grappling cable on another 
  target. As a bonus action, the bounty hunter can pull a 
  creature grappled by it 20 feet closer.
  Using the Bounty Hunter
  With a specific, yet highly-in-demand skill set, bounty 
  hunters are found in every corner of the galaxy. They 
  relentlessly hunt their targets, completing contracts 
  often for money, fame, or status. Though a number of 
  bounty hunters apply the same tactics, their methods 
  vary greatly, including their choices in who they work 
  for and the types of contracts they take on. This loosely-
  defined code they operate from also directly defines their 
  reputation.
  Combat Medic
  Medium humanoid (any), any alignment
  Armor Class 14 (reinforced mesh)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 15 (+2) 
   12 (+1)
  Skills Medicine +6, Perception +4, Survival +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Esper Powers. The combat medic is a 5th-level esper. Its 
  forging ability is Wisdom (save DC 12). It has the following 
  powers prepared:
  Prime (at will): deflect elements, stabilize, static circle
  Rank 1 (4 slots): mend, spiral defender
  Rank 2 (3 slots): detoxify, minor remedy
  Fray Dodger. The combat medic has advantage to burst 
  saves and Dexterity saving throws made against effects that 
  would knock it prone.
  Actions
  Combat Knife. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Using the Combat Medic
  Combat medics fearlessly charge through any battlefront, 
  combining their esper abilities with modern medicine in 
  order to keep their fellow combatants alive and kicking. 
  Some are doctors in their own right, following an oath to 
  help and heal, while others are part of a trained unit with 
  a job to do regardless of their moral capacity.
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  160
  
  Commoner
  Medium humanoid (any), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Using the 
  Commoner
  Commoners represent a broad 
  range of intelligent beings who 
  simply live day-to-day lives 
  as common civilians and 
  inhabitants of all forms of 
  galactic society. Civilians, 
  farmers, corporate 
  workers, club-goers, 
  villagers, diplomats, tribal 
  folk, merchants, travelers, 
  reporters, and celebrities 
  are just a few examples of 
  commoners.
  Cyber Ghost
  Medium humanoid (any), any alignment
  Armor Class 14 (infiltration suit)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  14 (+2) 
  18 (+4) 15 (+2) 
   12 (+1)
  Saving Throws Int +7, Cha +4
  Skills Computers +10, Investigation +7, Perception +5
  Senses infravision 90 ft., passive Perception 15
  Languages any two languages
  Challenge 7 (2,900 XP)
  Ghost in the System. The cyber ghost can't be detected by 
  electronic sensors or imaging devices. Also, the cyber ghost 
  can't be targeted by clairsentient talents or detected by 
  powers and abilities that sense espers.
  Innate Powers. The cyber ghost's innate channeling 
  ability is Intelligence (save DC 15). It can innately use the 
  following powers:
  At will: alter form, levitate, mechanical stasis, swift motion
  1/day each: dynamic passage, reave, space fold (self only), 
  superior negation field
  Esper Powers. The cyber ghost is a 15th-level esper. Its 
  channeling ability is Intelligence (save DC 15, +7 to hit 
  with esper powers). It regains its expended power 
  slots when it finishes a short or long rest. It knows 
  the following powers:
  Prime (at will): analyze device, sprite beam, trigger 
  device, virtual display
  Ranks 1-5 (3 Rank 5 slots): avatar's armor, black hat, 
  guiding discs, incinerate, lightning ring, plasma blade, 
  portal, remote connection, spoof command, system lock
  Actions
  Collapsible Baton. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Light Pistol. Ranged Weapon Attack: +5 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Using the Cyber Ghost
  Cyber ghosts are espers that use their cybermancy 
  powers to operate in the shadows, both in the physical 
  world and in the SIM. These super hackers can be found 
  working for local governments, megacorporations, and 
  various cybersecurity groups.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  161
  
  Esper Nomad
  Medium humanoid (any), any alignment
  Armor Class 14 (armor jacket)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  14 (+2) 
  16 (+3) 
  13 (+1)  10 (+0)
  Skills Lore +5, Perception +3, Survival +3
  Damage Resistances fire, lightning
  Damage Immunities cold, poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 13
  Languages any three languages
  Challenge 4 (1,100 XP)
  Esper Resistance. The nomad has advantage on saving 
  throws against esper powers and effects.
  Esper Powers. The nomad is a 5th level esper. Its channeling 
  ability is Intelligence (save DC 13; +5 to hit with esper 
  powers). It has the following power slots:
  Prime (at will): friends, gamma vision, proton blade, 
  tricky fingers
  Rank 1 (4 slots): concussive force, fire lance, jump
  Rank 2 (3 slots): disruption wave, phase shift
  Rank 3 (2 slots): singularity
  Actions
  Multiattack. The nomad makes two melee attacks or two 
  ranged attacks.
  Combat Knife. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Energy Blaster. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 9 (2d6 + 2) radiant damage.
  Using the Esper Nomad
  Esper nomads live and dwell on the fringes of society. 
  Many of them are reclusive by choice, either reluctant to 
  play a part in modern day society or unwilling to come 
  to terms with their role or place in the galaxy. Some can 
  also be on the run from authories or are too far displaced 
  from modern society to relate to others of their kind.
  Expert Pilot
  Medium humanoid (any), any alignment
  Armor Class 13 (flight suit) 
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  13 (+1) 
  10 (+0) 14 (+2)  10 (+0)
  Skills Astrophysics +2, Insight +4, Mechanics +4
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Professional Driver. The pilot has advantage on Dexterity 
  checks made to operate planetary vehicles and watercraft.
  Space Jockey (3/day). As a bonus action, the pilot gains 
  advantage to all checks made to pilot a spacecraft until the 
  end of its ship's next turn.
  Actions
  Combat Knife. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Using the Expert Pilot
  Vehicles are invaluable to modern society, and in many 
  cases, they require a professional touch. An expert 
  pilot can operate any type of vehicle from underwater 
  skiffs to capital starships. They work as starship helms, 
  commercial pilots, combat jocks, racers, stunt drivers, 
  getaway drivers, and construction operators.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  162
  
  Field Commander
  Medium humanoid (any), any alignment
  Armor Class 18 (fusion armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  15 (+2) 
  11 (+0) 13 (+1) 
  15 (+2)
  Saving Throws Con +4, Wis +3
  Skills Insight +3, Persuasion +4
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The commander has advantage on saving throws 
  against being frightened.
  Actions
  Multiattack. The commander makes three melee 
  attacks or three ranged attacks.
  Greataxe. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 8 (1d12 + 2) 
  slashing damage
  Heavy Rifle. Ranged Weapon Attack: +5 
  to hit, range 100/500 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage.
  Burst Fire (Recharge 4-6). The 
  commander fires a spray of bullets 
  in a 10-foot cube within 100 feet of 
  it that it can see. Each target in that 
  area must succeed on a DC 13 burst save 
  or take 7 (2d6) piercing damage.
  Leadership (Recharges after a Short or 
  Long Rest). The commander can utter a 
  special command or warning whenever 
  an allied creature within 30 feet that can 
  hear it makes an attack roll or a saving 
  throw. For up to 1 minute, these creatures 
  can add a d4 to its roll provided it can 
  hear and understand the commander. 
  A creature can benefit from only one 
  Leadership die at a time. This effect ends if 
  the commander is incapacitated.
  Using the Field 
  Commander
  Field commanders are soldiers who serve in 
  the battlefield, providing tactical leadership 
  and support to soldiers and other 
  combat-trained field units. They can 
  also be used as instructors and 
  mentors to combat trainees, 
  or serve as tactical advisors to 
  administrative officials.
  Field Engineer
  Medium humanoid (any), any alignment
  Armor Class 14 (centurion)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  15 (+2)  10 (+0)
  Skills Computers +4, Mechanics +4
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Esper Powers. The engineer is a 1st-level esper. Its forging 
  ability is Wisdom (save DC 12; +4 to hit with esper powers). It 
  has the following powers prepared: 
  Prime (at will): analyze device, electric surge, virtual display
  Rank 1 (3 slots): laser blast, mend, sensory boost
  Actions
  Combat Baton. Melee Weapon Attack: +2 to 
  hit, reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage.
  Light Pistol. Ranged Weapon Attack: +2 to 
  hit, range 50/150 ft., one target. Hit: 3 (1d6) 
  piercing damage.
  Using the Field Engineer
  In dangerous situations, a working vehicle, 
  construct, or control unit could mean life or 
  death. Field engineers blend esper techniques 
  with mechanical know-how to keep machines 
  and devices running that might otherwise become 
  scrap in the ensuing conflict. They can be 
  found working as military personnel, starship 
  technicians, or expeditionary mechanics.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  163
  
  Gale Guard
  Medium humanoid (any), any alignment
  Armor Class 16 (military jacket, shield)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  13 (+1) 
  11 (+0) 12 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Innate Powers. The gale guard’s channeling ability is 
  Charisma. It can use the following talents:
  3/day each: absorption, phase step
  Actions
  Frost Edge. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) slashing plus 7 (2d6) 
  cold damage.
  Frostgale Pistol. Ranged Weapon Attack: +4 to hit, range 
  50/150 ft., one target. Hit: 5 (1d6 + 2) piercing damage 
  plus 7 (2d6) cold damage, and the target must succeed 
  on a DC 12 Constitution saving throw or have its speed 
  halved until the start of the gale guard's next turn.
  Reactions
  Shield Block. Once per turn, when a creature 
  within 5 feet of the gale guard is being hit 
  with an attack roll, the gale guard can use its 
  reaction to add 5 to the creature's AC against 
  that attack, potentially causing it to miss. To 
  use this ability, the gale guard must be able 
  to see the creature and the attacker.
  Using the Gale Guard
  Gale guards are warrior espers capable of 
  harnessing elemental powers into their attacks and 
  defenses. They serve as guardians of expeditionary 
  forces or as protectors of high-level officials, wealthy 
  civilians, and well-known media or corporate 
  personalities.
  Gang Member
  Medium humanoid (any), any non-lawful alignment
  Armor Class 12 (armor jacket)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Multiattack. The gang member makes two knife attacks.
  Knife. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d4 + 1) 
  piercing damage.
  Light Pistol. Ranged Weapon Attack: 
  +3 to hit, range 50/150 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Using the Gang 
  Member
  Gang members can be 
  a part of any group that 
  operates outside the law, 
  often under the leadership 
  of a gang leader, mercenary, 
  smuggler, spy, or a rogue 
  organization. Where most are 
  considered to be thugs or outlaws, 
  there are others that may not 
  be viewed as criminals, instead 
  working toward survival or a 
  common goal.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  164
  
  Gang Leader
  Medium humanoid (any), any non-lawful alignment
  Armor Class 14 (armor jacket)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 11 (+0) 
  14 (+2)
  Saving Throws: Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Actions
  Multiattack. The gang leader makes two melee attacks: one 
  with its sabre and one with its wrist blade. Alternatively, it 
  attacks twice with its heavy pistol.
  Sabre. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.
  Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 
  60/300 ft., one target, Hit: 7 (1d8 + 3) piercing damage.
  Burst Fire (Recharge 5-6). The gang leader fires a spray of 
  bullets in a 10-foot cube within 70 feet of it that it can see. 
  Each target in that area must succeed on a DC 13 burst 
  saving throw or take 4 (1d8) piercing damage.
  Reactions
  Parry. The gang leader can add 2 to its AC against one melee 
  attack that would hit it. To do so, it must see the attacker and 
  be wielding a melee weapon.
  Using the Gang Leader
  It takes a strong personality, ruthless cunning, and a silver 
  tongue to keep a gang of outlaws in line. The gang leader 
  has these qualities in spades. Operating outside the 
  arm of the law, they need to stay one step ahead of the 
  authorities while managing a group of malcontents.
  They can take charge of roving bands of thieves and 
  raiders, a league of vigilantes, and various groups in 
  regions with no law-enforcement. They can also be space 
  pirate captains, with a ship of their own and a crew at 
  their command.
  Grimwalker
  Medium humanoid (any), any non-good alignment
  Armor Class 18 (fusion armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0)  16 (+3) 
  10 (+0) 14 (+2) 
   17 (+3)
  Saving Throws Con +7, Cha +7
  Skills Athletics +8, Deception +7, Intimidation +7, 
  Perception +6
  Senses darkvision 90 ft., passive Perception 15
  Languages Skrolath plus any one language
  Challenge 9 (5,000 XP)
  Esper Powers. The grimwalker is a 10th-level esper. Its 
  forging ability is Charisma (forging save DC 14, +6 to hit with 
  esper powers). It has the following powers prepared:
  Rank 1 (4 slots): esper sense, disruptive strike, 
  target scrambler
  Rank 2 (3 slots): stealth scan, tracer strike
  Rank 3 (2 slots): impact zone, unravel effect
  Reaper's Shadow. A creature that touches the grimwalker or 
  hits it with a melee attack while within 5 feet of it takes 11 
  (2d10) necrotic damage.
  Actions
  Multiattack. The grimwalker makes three attacks.
  Great Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage.
  Grim Strike. Ranged Power Attack: +7 to hit, range 60 ft., one 
  target. Hit: 9 (2d8) necrotic damage. 
  Shadow Shift (Recharge 4-6). The grimwalker teleports, 
  along with any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see.
  Using the Grimwalker
  Most esper sentinels follow a path that defines their 
  code and how they use their powers. Grimwalkers are 
  sentinels that follow the path of death, becoming reapers 
  of souls. They often follow a twisted mode of logic for 
  their actions, either through a zealous sense of justice or 
  merely as a crutch for their sociopathic leanings. They 
  lead or serve in groups that share their views, or at least 
  promote them. Those that operate alone often do so in 
  the fringes of the galaxy.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  165
  
  Heavy Assault Trooper
  Medium humanoid (any), any alignment
  Armor Class 17 (centurion)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  17 (+3) 
  10 (+0) 12 (+1) 
  13 (+1)
  Saving Throws Str +6, Dex +6, Con +6
  Skills Athletics +9, Intimidation +4
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The heavy assault trooper has advantage on saving 
  throws against being frightened.
  Actions
  Multiattack. The heavy weapons expert makes two double-
  bladed sword attacks or two micro-cannon attacks.
  Double-Bladed Sword. Melee Weapon Attack: +6 to hit, 
  reach 5 ft. , one target. Hit: 12 (2d8 + 3) slashing damage.
  Micro-cannon. Ranged Weapon Attack: +6 to hit, range 
  80/240 ft., one target. Hit: 12 (2d8 + 3) force damage.
  Concussive Burst (Recharge 5-6). The heavy assault trooper 
  fires an energy burst in a 30-foot cone. Each target in that 
  area must succeed on a DC 14 Constitution saving throw, 
  taking 17 (5d6) force damage on a failed save, or half as 
  much on a successful one. In addition, a Medium or smaller 
  creature that fails its saving throw is knocked prone.
  Using the Heavy Assault Trooper
  With nerves of steel and unshakable daring, heavy 
  assault troopers rush into battle as heavily armed and 
  armored infantry, often against overwhelming odds. They 
  can play a vital role in any military, law-enforcement, 
  or special ops team that require heavy fire and crowd 
  control. Larger units of heavy assault troopers are used 
  against oncoming forces of alien invaders or giant-sized 
  monstrous threats.
  Heavy Centurion
  Medium humanoid (any), any non-good alignment
  Armor Class 18 (centurion)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
   14 (+2) 
  10 (+0) 17 (+3)  11 (+0)
  Saving Throws Con +6, Wis +7
  Skills Athletics +6, Insight +7, Mechanics +7
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP)
  Charged Attack. As a bonus action, the centurion can 
  expend a forging slot to cause its weapon attacks to deal an 
  extra 10 (3d6) fire damage to a target on a hit. This benefit 
  lasts until the end of the turn. If the centurion expends a 
  forging slot of Rank 2 or higher, the extra damage increases 
  by 1d6 for each slot rank above 1.
  Heavy Defender. The centurion adds 1 to its AC when 
  wearing heavy armor (included in its armor class). 
  Esper Powers. The centurion is a 10th-level esper. Its forging 
  ability is Wisdom (forging save DC 15, +7 to hit with esper 
  powers). It has the following powers prepared:
  Prime (at will): electric surge, gamma vision, sonic 
  burst, stabilize
  Rank 1 (4 slots): barrier, field salve, spiral defender, 
  voltaic charge
  Rank 2 (3 slots): assault drone, bolster, enhance weapon, 
  infravision, mass treatment
  Rank 3 (3 slots): basic construct, resuscitate, pulse beam, 
  tactical support zone, unravel effect
  Rank 4 (3 slots): plasma orb, reactive field, superior 
  aegis, unfetter
  Rank 5 (2 slots): incinerate, major remedy, mechanical stasis
  Actions
  Multiattack. The centurion makes two melee attacks or two 
  ranged attacks.
  Grandblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage.
  Heavy Rifle. Ranged Weapon Attack: +6 to hit, range 
  100/500 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
  Using the Heavy Centurion
  The heavy centurion is a combat technician that focuses 
  on the use of large or heavy weapons and armor. Their 
  esper techniques are focused toward victory in war, both 
  offensively and defensively. They operate primarily in the 
  battlefield as a deterrent to powerful espers or constructs 
  or by providing medical and tactical support to fellow 
  combatants.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  166
  
  Machinist
  Medium humanoid (any), any alignment
  Armor Class 13 (armor jacket)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
   12 (+1) 
  13 (+1) 
  16 (+3)  10 (+0)
  Saving Throws Con +3, Wis +5
  Skills Astrophysics +3, Computers +5, Mechanics +5
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Coordinated Attack. As a bonus action, the machinist can 
  expend a power slot to summon a synchronized attack drone. 
  Until the end of the turn, a target the machinist hits with a 
  weapon attack takes an additional 10 (3d6) radiant damage. 
  If the machinist expends a power slot of rank 2 or higher, the 
  extra damage increases by 1d6 for each rank above 1.
  Esper Powers. The machinist is a 6th-level esper. Its forging 
  ability is Wisdom (forging save DC 13, +5 to hit with esper 
  powers). It has the following powers prepared:
  Prime (at will): acid spray, electric surge, gamma vision
  Rank 1 (4 slots): laser blast, sensory jammer, trauma
  Rank 2 (3 slots): assault drone, paralyzer
  Rank 3 (2 slots): attack pattern, unravel effect
  Actions
  Combat Axe. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) 
  slashing damage.
  Short Rifle. Ranged Weapon Attack: +4 to hit, range 70/210 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Using the Machinist
  Machinists are technical gurus that apply esper powers 
  to their expertise with drones and machines. They make 
  for excellent technicians and mechanics, but can just as 
  easily be part of a tactical force, personal escort, or an 
  expeditionary group.
  Master Melder
  Medium humanoid (any), any alignment
  Armor Class 12 (PSD, 15 with protection field)
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 15 (+2)  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Astrophysics +13, Lore +13, Xenobiology +9
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Esper Powers. The master melder is an 18th-level esper. Its 
  channeling ability is Intelligence (save DC 17, +9 to hit with 
  esper powers). It can use mask appearance and obfuscate at 
  will and has the following powers prepared:
  Prime (at will): dark conduit, force bolt, push, renew, 
  tricky fingers
  Rank 1 (4 slots): concussive force, distortion, fire lance, 
  protection field, phase step
  Rank 2 (3 slots): detect thoughts, frost coil, phase shift
  Rank 3 (3 slots): counter form, fly, singularity
  Rank 4 (3 slots): superior aegis, reactive field, throw
  Rank 5 (3 slots): churning pit, force field, warp helix
  Rank 6 (1 slot): warp sphere
  Rank 7 (1 slot): space fold
  Rank 8 (1 slot): mind blank
  Rank 9 (1 slot): temporal stasis
  *The master melder casts mind blank, superior aegis, and 
  protection field spells on itself before combat.
  Actions
  Wrist Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Using the Master Melder
  Master melders are extraordinarily powerful espers 
  that have realized full control over the primordial and 
  elemental energies that shape the forces of reality. Many 
  serve in high-ranking positions, often as counselors, 
  academy instructors, judges, historians, or state leaders. 
  Those who are self-centered or reclusive can easily 
  become tyrants or galactic overlords, often operating 
  from a secluded base of operations with an army of 
  henchmen and esper disciples.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  167
  
  Melder Initiate
  Medium humanoid (any), any alignment
  Armor Class 12 (PSD, 15 with protection field)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1)  10 (+0)
  Skills Perception +3, Lore +4
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Esper Powers. The melder is a 3rd-level esper. Its channeling 
  ability is Intelligence (save DC 12; +4 to hit with esper 
  powers). It has the following powers prepared: 
  Prime (at will): aegis, force bolt, push
  Rank 1 (4 slots): distortion, protection field
  Actions
  Combat Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Using the Melder Initiate
  Melder initiates are novice energy channelers who have 
  only recently experienced their awakening as espers. 
  They often find other, more powerful espers to help 
  them master their abilities. In regions where espers are 
  uncommon or space travel is rare, they have little choice 
  but to follow the path of discovery on their own.
  Melder Savant
  Medium humanoid (any), any alignment
  Armor Class 12 (PSD, 15 with protection field)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1) 
   12 (+1)
  Saving Throws Int +6, Wis +4
  Skills Astrophysics +6, Lore +6, Xenobiology +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Esper Powers. The melder is a 10th level esper. Its 
  channeling ability is Intelligence (save DC 14, +6 to hit with 
  esper powers). It has the following powers prepared:
  Prime (at will): dark conduit, force bolt, push, tricky fingers
  Rank 1 (4 slots): distortion, fire lance, protection 
  field, phase step
  Rank 2 (3 slots): blur, frost coil, phase shift
  Rank 3 (3 slots): fly, singularity
  Rank 4 (3 slots): gravity well, superior obfuscate
  Rank 5 (2 slots): frigid mist
  Actions
  Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Using the Melder Savant
  Forever changed by their awakening to esper powers, 
  melder savants study the cosmic nature of the universe 
  and its connection to all living beings, particularly 
  themselves. They can be advisors, scientists, or crafters. 
  The more adventurous become explorers and pioneers, or 
  serve as galactic defenders against supernatural threats.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  168
  
  Mercenary
  Medium humanoid (any), any alignment
  Armor Class 14 (light trooper)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  17 (+3) 
  11 (+0) 10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, the mercenary can regain 20 hit points.
  Actions
  Multiattack. The mercenary makes two melee attacks or 
  two ranged attacks.
  Longblade. Melee 
  Weapon Attack: 
  +4 to hit, reach 
  5 ft., one target. 
  Hit: 6 (1d8 + 2) 
  slashing damage, 
  or 7 (1d10 + 2) 
  slashing damage if used 
  with two hands.
  Short Rifle. Ranged 
  Weapon Attack: +4 to 
  hit, range 70/210 ft., one 
  target. Hit: 6 (1d8 + 2) 
  piercing damage
  Using the Mercenary
  Hired guns, soldiers of fortune, 
  legionnaires, or just plain mercs — 
  these are just some other names used 
  to describe mercenaries, who take up 
  often dangerous tasks and missions 
  in exchange for goods and services. 
  The galaxy is infinite, and there's 
  always someone looking for 
  people willing to get their hands 
  dirty to get a job done. Working 
  either alone or in groups, each 
  merc carefully weighs the dangers 
  of a job with its potential payout.
  Security Director
  Medium humanoid (any), any alignment
  Armor Class 15 (military jacket)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  10 (+0) 13 (+1) 
   12 (+1)
  Saving Throws Con +4, Wis +3
  Skills Insight +3, Investigation +2, Perception +3
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Actions
  Multiattack. The security director attacks twice with its 
  warblade or twice with its heavy pistol.
  Warblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 
  50/250 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Burst Fire (Recharge 5-6). The security director fires a 
  spray of bullets in a 10-foot cube within 80 feet of 
  it that it can see. Each target in that area must 
  succeed on a DC 13 burst save or take 5 (1d10) 
  piercing damage.
  Using the Security 
  Director
  Security directors are heads of 
  security and law-enforcement 
  groups. They work as police 
  sergeants and captains, station 
  security chiefs, corporate enforcers, 
  and defense instructors.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  169
  
  Security Guard
  Medium humanoid (any), any alignment
  Armor Class 16 (military jacket, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 11 (+0)  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Battle Rod. Melee Weapon Attack: +3 to hit, reach 10 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.
  Light Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Using the 
  Security Guard
  Hired or sworn to 
  protect, security 
  guards can serve 
  as ship and 
  station security, 
  police officers, 
  club bouncers, 
  corporate 
  security, and 
  personal 
  bodyguards.
  Smuggler
  Medium humanoid (any), any alignment
  Armor Class 17 (armor jacket)
  Hit Points 82 (15d8 + 15)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  12 (+1) 
  15 (+2) 
  13 (+1) 
   16 (+3)
  Saving Throws Dex +6, Int +5, Wis +4
  Skills Deception +6, Lore +5, Perception +4, Persuasion +6, 
  Sleight of Hand +6
  Senses passive Perception 13
  Languages Lingo plus any one language (usually Common)
  Challenge 5 (1,800 XP)
  Evasion. If the smuggler is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, 
  the smuggler instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails.
  Nimble Escape. The smuggler can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Graceful Defense. While the smuggler is wearing light 
  or no armor and wielding no shield, its AC includes its 
  Charisma modifier.
  Cause Distraction (3/day). The smuggler can use 
  a bonus action on its turn to target one creature 
  within 30 feet of it. If the target can hear the 
  smuggler, it must succeed on a DC 13 Charisma 
  saving throw or have disadvantage on its attack 
  rolls and saving throws until the start of the 
  smuggler's next turn.
  Actions
  Multiattack. The smuggler makes three attacks.
  Sabre. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Light Pistol. Ranged Weapon Attack: +6 to hit, 
  range 50/150 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  Using the Smuggler
  Across the galaxy, especially in the remote rim 
  sectors and the outer zones, smugglers play a vital 
  role in galactic life. They acquire goods, materials, 
  and services for those that can't get them easily, or 
  often legally, and transport them from star system 
  to star system. They avoid direct conflict whenever 
  possible, preferring to negotiate (or at least con) their 
  way out of trouble.
  Most smugglers have their own base of operations, be 
  it their starship, storage facility, or business front where 
  they can trade illicit goods and services. They often 
  work in clandestine professions such as private brokers, 
  corporate fixers, black market traders, and intergalactic 
  transporters.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
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  Sniper
  Medium humanoid (any), any alignment
  Armor Class 15 (armor jacket)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  19 (+4) 
  16 (+3) 
  11 (+0) 12 (+1) 
  10 (+0)
  Saving Throws Dex +6
  Skills Perception +5, Stealth +6
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Crack Shot. A ranged weapon deals one extra die of its 
  damage when the sniper hits with it (included in the attack).
  Focused Aim (3/day). As a bonus action, the sniper can 
  target one creature within 300 feet of it that it can 
  see. Until the end of the sniper's next turn, the target 
  creature gains no benefit from half or three-quarters 
  cover against the sniper's ranged attacks.
  Sniper Rifle Expert. The sniper suffers no penalties 
  for long range or recoil when using a sniper rifle.
  Actions
  Multiattack. The sniper makes two 
  ranged attacks.
  Shortblade. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage
  Light Pistol. Ranged Weapon 
  Attack: +6 to hit, range 50/150 
  ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage.
  Sniper Rifle. Ranged 
  Weapon Attack: 
  +6 to hit, range 
  300/2000 
  ft., one 
  target. Hit: 
  17 (3d8 + 4) 
  piercing damage.
  Using the Sniper
  Death from afar is the sniper's modus operandi. They 
  are professional sharpshooters, trained to either kill 
  or disable a target quickly and covertly. They often use 
  customized firearms and other ranged weapons built to 
  locate and bypass the defenses of their targets. Though 
  most snipers are employed by military forces, some 
  also work as freelancers or are contracted with private 
  organizations.
  Soldier
  Medium humanoid (any), any alignment
  Armor Class 16 (heavy trooper)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  15 (+2) 
  11 (+0) 12 (+1) 
  13 (+1)
  Skills Athletics +5, Intimidation +3
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Unit Tactics. During the first round of combat, if the soldier 
  is surprised, it can move up to half its speed on its turn.
  Actions
  Multiattack. The soldier makes two melee weapon attacks 
  or two ranged weapon attacks.
  Sabre. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage
  Autorifle. Ranged Weapon Attack: +4 to hit, range 
  50/250 ft., one target. Hit: 7 (1d10 + 2) 
  piercing damage.
  Burst Fire (Recharge 5-6). The soldier fires 
  a spray of bullets in a 10-foot cube within 
  80 feet of it that it can see. Each target in 
  that area must succeed on a DC 12 burst save 
  or take 5 (1d10) piercing damage.
  Using the Soldier
  Soldiers are average grunts or infantry 
  found in almost all military groups. They 
  are trained to work within a unit, their 
  weapons and tactics varying based on the 
  type of institution or alliance into which 
  they were conscripted.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  171
  
  Special Forces Officer
  Medium humanoid (any), any alignment
  Armor Class 15 (military jacket)
  Hit Points 210 (28d8 + 84) 
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  19 (+4) 
  16 (+3) 
  10 (+0) 14 (+2) 
   15 (+2)
  Saving Throws Str +7, Dex +8, Con +7
  Skills Athletics +7, Perception +6, Stealth +8, Survival +6
  Senses passive Perception 16
  Languages any two languages
  Challenge 12 (8,400 XP)
  Indomitable (3/Day). The special forces officer can reroll a 
  saving throw it fails. It must use the new roll.
  Hard to Pin. The special forces officer has advantage on 
  Strength and Dexterity saving throws made against being 
  grappled, restrained, or knocked prone.
  Actions
  Multiattack. The special forces officer attacks twice with its 
  forearm blades or twice with its heavy rifle.
  Forearm Blades. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Heavy Rifle. Ranged Weapon Attack: +8 to hit, range 
  100/500 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Explosive Charge (Recharge 6). Ranged Weapon Attack: 
  +8 to hit, range 80 ft., one target. Hit: 13 (3d8) fire damage 
  and one of the following effects of the special forces 
  officer's choice:
  Concussive. The target must succeed on a DC 16 
  Constitution saving throw or it takes an additional 14 (4d6) 
  force damage and is knocked prone.
  Blast. Each creature in a 20-foot radius sphere from the 
  target must succeed on a DC 16 Dexterity saving throw, 
  taking 10 (3d6) fire damage on a failed save, or half as 
  much on a successful one.
  Flash. The target and each creature in a 20-foot radius 
  sphere from the target must succeed on a DC 16 Wisdom 
  saving throw or become blinded until the end of the special 
  forces officer's next turn.
  Legendary Actions
  The special forces officer 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 special forces officer regains spent 
  legendary actions at the start of its turn.
  Attack. The special forces officer attacks with its forearm 
  blades or its enhanced heavy rifle.
  Move. The special forces officer moves up to its speed.
  Reload Charge (Costs 3 Actions). The special forces officer 
  recharges its Explosive Charge and uses it.
  Using the Special Forces Officer
  Special forces officers are trained to engage in special 
  operations and clandestine missions in hostile enemy 
  territory. Also referred to as dark ops, shock troopers, 
  guerrilla fighters, or commandos, they're specifically 
  trained to perform a variety of tasks, from covert 
  reconnaissance to counter-terrorism to strategic strikes 
  and demolitions.
  Spy
  Medium humanoid (any), any alignment
  Armor Class 12 (PSD)
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  15 (+2) 
  10 (+0) 
  15 (+2) 
  14 (+2) 
   16 (+3)
  Skills Computers +4, Deception +5, Investigation +4, 
  Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +6
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an 
  ally of the spy that isn't incapacitated and the spy doesn't 
  have disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two attacks.
  Shortblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Using the Spy
  Governments, megacorporations, aristocrats, and other 
  wealthy individuals and organizations use spies to gain 
  the upper hand in a world of cutthroat business and 
  politics. A spy is trained to run covert operations, either 
  solo or in a group, to secretly gather information, data, 
  or compromising evidence.
  They are hired as mercenaries or are part of an 
  organized group devoted to protecting secrets. Corporate 
  infiltrators, detectives, secret agents, private investigators, 
  burglars, and con-artists can all fit the spy template.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  172
  
  Vanguard
  Medium humanoid (any), any alignment
  Armor Class 15 (medium trooper)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 11 (+0) 
  10 (+0)
  Skills Athletics +4, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the vanguard can move up to 
  its speed toward a hostile creature that it can see.
  Fray Dodger. The vanguard has advantage to burst saves 
  and Dexterity saving throws made against effects that would 
  knock it prone.
  Actions
  Multiattack. The vanguard makes two melee attacks or two 
  ranged attacks.
  Grandblade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage.
  Autorifle. Ranged Weapon Attack: +4 to hit, range 80/400 ft., 
  one target. Hit: 7 (1d10 + 2) piercing damage.
  Combat Knife. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) 
  slashing damage.
  Burst Fire (Recharge 5-6). The vanguard 
  fires a spray of bullets in a 10-foot cube 
  area within 80 feet of it that it can see. 
  Each target in that area must succeed 
  on a DC 13 burst saving throw or take 
  5 (1d10) piercing damage.
  Using the 
  Vanguard
  The front of any assault 
  team is often the most 
  dangerous place to 
  be. Vanguards are 
  trained to fight 
  in the front lines 
  of battle, avoiding 
  pitfalls, ambushes, and deterrents 
  to keep the enemy from gaining 
  advantage over the vanguard's allies. 
  Veteran
  Medium humanoid (any), any alignment
  Armor Class 17 (centurion)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  10 (+0) 10 (+0) 
  11 (+0)
  Skills Athletics +4, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes three melee attacks or 
  three ranged attacks.
  Longblade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 
  50/250 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Burst Fire (Recharge 5-6). The veteran fires a spray of bullets 
  in a 10-foot cube area within 80 feet of it that it can see. 
  Each target in that area must succeed on a DC 12 burst save 
  or take 5 (1d10) piercing damage.
  Throw Grenade (3/day). The veteran throws a 
  grenade onto a point it can see within 60 
  feet of it. Each 
  creature within 
  10 feet of that 
  point must make a 
  DC 13 Dexterity saving 
  throw, taking 27 (5d10) 
  force damage on a failed 
  save, or half as much on a 
  successful one.
  Using the 
  Veteran
  Veterans are 
  seasoned (and 
  often older) warriors, 
  soldiers, or mercenaries 
  that have seen their share 
  of hazardous threats and 
  deadly situations. Many 
  choose to never leave their 
  adventurous life, while some 
  have chosen to retire into less 
  lethal professions, becoming 
  trainers, ambassadors, or 
  tactical advisors.
  ESPER GENESIS • THRE ATS DATAB A SE • NPCs
  173
  
  This section contains statistics for various animals, 
  vermin, and other critters. There are a limitless number 
  of species in the galaxy, many of them indigenous to 
  whichever world or star system in which you're running 
  your adventures.There are multiple ways to introduce 
  these creatures into your campaign.
  Using Generic Creatures
  The simplest method of introducing miscellaneous 
  creatures into any region is to make use of one of the 
  generic creature stat blocks provided in this section. 
  The stats listed here are kept as generic as possible and 
  represent creatures that could be found in an Earth-type 
  setting. There are easy ways to alter these stats to fit a 
  different planet or environment.
  Creature Description
  You can change or alter the description of a creature 
  without altering its stats. For example, a bear-sized 
  creature with golden scales and ridged, pointy ears can 
  still have the same stats as a bear.
  Alternate Weapon Damage Types
  Miscellaneous creatures have claw, bite, and tail attacks. 
  These can be interchanged for ones that may deal a 
  different damage type. For example, a giant ape that 
  deals bludgeoning damage with its fists can be altered 
  to have claws, which now deal slashing damage. These 
  changes can be made without altering the creature’s 
  challenge rating.
  Additional Features
  You can add various features to a generic stat block 
  without altering the creature's challenge rating. Use the 
  following table to select up to three additional features 
  not already included in the generic stat block.
  aDDitional featureS
  Size
  Space
  Amphibious
  The creature can breathe air and 
  water. Adding a swim speed is also 
  recommended.
  Chameleon Skin
  The creature has advantage on 
  Dexterity (Stealth) checks made to 
  hide.
  Enhanced Vision
  The creature has darkvision or 
  infravision up to 120 ft.
  Gravity Variant
  The creature can move normally in 
  low and zero gravity environments.
  Illumination
  The creature sheds bright light in a 
  10- foot radius and dim light for an 
  additional 10 feet.
  Keen Senses
  The creature has advantage on 
  Wisdom (Perception) checks that 
  rely on your choices among hearing, 
  sight, or smell.
  Multi-headed
  The creature has at least two heads 
  and has advantage on Wisdom 
  (Perception) checks and on saving 
  throws against being blinded, 
  charmed, deafened, frightened, 
  stunned, and knocked unconscious.
  Slick Hide
  The creature has advantage on 
  ability checks and saving throws 
  made to escape a grapple.
  Space Adaptation
  The creature gains a space speed of 
  up to 5 ut. It doesn't require air and 
  can survive in a vacuum.
  Special Detection
  The creature has blindsight or 
  tremorsense up to 60 ft.
  Speed Modification
  The creature's speed is increased or 
  decreased by up to 20 ft.
  Spider Climb
  The creature can climb difficult 
  surfaces, including upside down on 
  ceilings, without needing to make an 
  ability check.
  Supernatural Senses
  The creature can sense the presence 
  of any creature within 30 feet of 
  it that is invisible or in an ethereal 
  state. It can pinpoint them if the 
  creatures move more than 5 feet or 
  take an action..
  Terrain Camouflage
  The creature has advantage on 
  Dexterity (Stealth) checks made to 
  hide in a terrain type of your choice.
  Variant Speed Type
  The creature gains a burrow, climb, 
  fly, or swim speed of up to 60 ft. 
  Note: Adding a flying speed to a 
  creature that can deal damage at 
  range can alter its challenge rating..
  Generic Creature Stats
  The following stat blocks are organized alphabetically by 
  creature name.
  Appendix B: Miscellaneous Creatures
  othin
  othin
  ghere
  ghere
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  174
  
  Badger
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 3 (1d4 + 1)
  Speed 20 ft., burrow 5 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (−3) 
  11 (+0) 
  12 (+1) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 0 (10 XP)
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  Ape
  Medium beast, unaligned
  Armor Class 12
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  12 (+1) 
  7 (-2)
  Skills Athletics +5, Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The ape makes two fist attacks.
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
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  175
  
  Bat
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 − 1)
  Speed 5 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (-4) 
  15 (+2) 
  8 (−1) 
  2 (-4) 
  12 (+1) 
  4 (−3)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 0 (10 XP)
  Echolocation. The bat can’t use its blindsight while deafened.
  Keen Hearing The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  Bear
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 40 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  12 (+1) 
  7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell
  Actions
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  176
  
  Blood Hawk
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 10 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  14 (+2) 
  10 (+0) 
  3 (-4) 
  14 (+2) 
  5 (−3)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 1/8 (25 XP)
  Keen Sight. The hawk has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Pack Tactics. The hawk has advantage on an attack roll 
  against a creature if at least one of the hawk’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Boar
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  2 (-4) 
  9 (-1) 
  5 (-3)
  Senses passive Perception 9
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the boar moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 3 (1d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 11 Strength 
  saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the boar 
  takes 7 damage or less that would reduce it to 0 hit points, it 
  is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  177
  
  Cat
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (-4) 
  15 (+2) 
  10 (+0) 
  3 (-4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Keen Smell The cat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage..
  Constrictor Snake
  Large beast, unaligned
  Armor Class 12
  Hit Points 13 (2d10 + 2)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 14). Until this grapple ends, the creature 
  is restrained, and the snake can’t constrict another target.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  178
  
  Crocodile
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 20 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3)
  Skills Stealth +2
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Hold Breath. The crocodile can hold its breath 
  for 15 minutes.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage, and the target is 
  grappled (escape DC 12). Until this grapple ends, the target is 
  restrained, and the crocodile can’t bite another target
  Dire Wolf
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (-3)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  179
  
  Elephant
  Huge beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  17 (+3) 
  3 (−4) 
  1 (+0) 
  6 (-3)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Trampling Charge. If the elephant moves at least 20 feet 
  straight toward a creature and then hits it with a gore attack 
  on the same turn, that target must succeed on a DC 12 
  Strength saving throw or be knocked prone. If the target is 
  prone, the elephant can make one stomp attack against it as 
  a bonus action.
  Actions
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  Flying Snake
  Tiny beast, unaligned
  Armor Class 14
  Hit Points 5 (2d4)
  Speed 30 ft., fly 60 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  18 (+4) 
  11 (+0) 
  2 (-5) 
  12 (+1) 
  5 (−3)
  Senses blindsight 10 ft., passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Flyby. The snake doesn’t provoke opportunity attacks when 
  it flies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage plus 7 (3d4) poison damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  180
  
  Giant Ape
  Medium beast, unaligned
  Armor Class 12
  Hit Points 157 (15d12 + 60)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  12 (+2) 
  18 (+4) 
  7 (-2) 
  12 (+1) 
  7 (-2)
  Skills Athletics +9, Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 7 (2,900 XP)
  Actions
  Multiattack. The ape makes two fist attacks.
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 22 (3d10 + 6) bludgeoning damage.
  Tail Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage. Target must 
  make a DC 13 Dexterity saving throw or be knocked prone..
  Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one 
  target. Hit: 30 (7d6 + 6) bludgeoning damage.
  Giant Badger
  Medium beast, unaligned
  Armor Class 10
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., burrow 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  10 (+0) 
  15 (+2) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The badger makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  181
  
  Giant Bat
  Large beast, unaligned
  Armor Class 13
  Hit Points 22 (4d10)
  Speed 10 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  12 (+1) 
  6 (−2)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The bat can’t use its blindsight while deafened.
  Keen Hearing The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Giant Boar
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  7 (-2) 
  5 (-3)
  Senses passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Charge. If the boar moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 7 (2d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the boar 
  takes 10 damage or less that would reduce it to 0 hit points, 
  it is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  182
  
  Giant Constrictor Snake
  Huge beast, unaligned
  Armor Class 12
  Hit Points 60 (8d12 + 8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (−4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the 
  target is grappled (escape DC 16). Until this grapple ends, 
  the creature is restrained, and the snake can’t constrict 
  another target.
  Giant Eagle
  Large beast, neutral good
  Armor Class 13
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  13 (+1) 
  8 (-1) 
  14 (+2) 
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages Giant Eagle, understands Basic can’t speak it
  Challenge 1 (200 XP
  Keen Sight. The eagle has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The eagle makes two attacks: one with its beak 
  and one with its talons.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  183
  
  Giant Lizard
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  5 (−3)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Giant Rat
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  15 (+2) 
  11 (+0) 
  2 (−4) 
  10 (+0) 
  4 (−3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll against 
  a creature if at least one of the rat’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  VARIANT: DISEASED GIANT RATS
  Some giant rats carry vile diseases that they spread with 
  their bites. A diseased giant rat has a challenge rating of 
  1/8 (25 XP) and the following action instead of its normal 
  bite attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 10 Constitution saving 
  throw or contract a disease. Until the disease is cured, the 
  target can’t regain hit points except by magical means, and 
  the target’s hit point maximum decreases by 3 (1d6) every 
  24 hours. If the target’s hit point maximum drops to 0 as a 
  result of this disease, the target dies.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  184
  
  Giant Spider
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (-4) 
  11 (+0) 
  4 (-3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  Web (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, taking 
  9 (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage reduces 
  the target to 0 hit points, the target is stable but poisoned 
  for 1 hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way.
  Giant Wasp
  Medium beast, unaligned
  Armor Class 12
  Hit Points 13 (3d8)
  Speed 10 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  10 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4)
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage reduces 
  the target to 0 hit points, the target is stable but poisoned 
  for 1 hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  185
  
  Killer Whale
  Huge beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 90 (12d12 + 12)
  Speed 0 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  13 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses blindsight 120 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Echolocation. The whale can’t use its blindsight 
  while deafened.
  Hold Breath. The whale can hold its breath for 30 minutes.
  Keen Hearing. The whale has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (5d6 + 4) piercing damage.
  Lion
  Large beast, unaligned
  Armor Class 12
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  13 (+1) 
  3 (−4) 
  12 (+1) 
  8 (−1)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The lion has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The lion has advantage on an attack roll against 
  a creature if at least one of the lion’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Pounce. If the lion moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw 
  or be knocked prone. If the target is prone, the lion can make 
  one bite attack against it as a bonus action.
  Running Leap. With a 10- -foot running start, the lion can 
  long jump up to 25 feet.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  186
  
  Panther
  Medium beast, unaligned
  Armor Class 12
  Hit Points 13 (3d8)
  Speed 50 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  6 (-2)
  Skills Perception +4, Stealth +6
  Senses passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The panther has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pounce. If the panther moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack 
  on the same turn, that target must succeed on a DC 12 
  Strength saving throw or be knocked prone. If the target is 
  prone, the panther can make one bite attack against it as a 
  bonus action.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage
  Rhinoceros
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21(+5) 
  8 (-1) 
  15 (+2) 
  2 (−4) 
  12 (+1) 
  6 (-2)
  Senses passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Charge. If the rhinoceros moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on the 
  same turn, the target takes an extra 9 (2d8) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone.
  Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  187
  
  Sentient Tree
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d12 + 14) 
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4)  
  6 (−2) 
  15 (+2)  10 (+0)  10 (+0) 
  7 (−2) 
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Senses passive Perception 10
  Languages one known by its creator (if any) and can 
  communicate telepathically with other sentient plants
  Challenge 0 (10 XP)
  False Appearance. While the tree remains motionless, it is 
  indistinguishable from a normal tree.
  Actions
  Rake. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage.
  Swarms (See Swarm of Bats, facing page)
  VARIANT: INSECT SWARMS
  Different kinds of insects can gather in swarms, and each 
  swarm has the special characteristics described below.
  Swarm of Beetles. A swarm of beetles gains a 
  burrowing speed of 5 feet.
  Swarm of Centipedes. A creature reduced to 0 hit 
  points by a swarm of centipedes is stable but poisoned for 
  1 hour, even after regaining hit points, and paralyzed while 
  poisoned in this way.
  Swarm of Spiders. A swarm of spiders has the 
  following additional traits.
  • Spider Climb. The swarm can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  • Web Sense. While in contact with a web, the swarm 
  knows the exact location of any other creature in contact 
  with the same web.
  • Web Walker. The swarm ignores movement restrictions 
  caused by webbing.
  Swarm of Wasps. A swarm of wasps has a walking 
  speed of 5 feet, a flying speed of 30 feet, and no climbing 
  speed.
  Sentient Plant
  Small beast, unaligned
  Armor Class 9
  Hit Points 10 (3d6)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4)  
  8 (−1) 
  11 (+0)  10 (+0)  10 (+0) 
  6 (−2) 
  Damage Vulnerabilities fire
  Damage Resistances piercing
  Senses passive Perception 10
  Languages one known by its creator (if any) and can 
  communicate telepathically with other sentient plants
  Challenge 0 (10 XP)
  False Appearance. While the plant remains motionless, it is 
  indistinguishable from a normal plant.
  Actions
  Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 (1d4 - 1) slashing damage.
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  188
  
  Swarm of Poisonous Snakes
  Medium swarm of tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  18 (+4) 
  11 (+0) 
  1 (-5) 
  11 (+0) 
  3 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny snake. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) piercing damage, 
  or 3 (1d6) piercing damage if the swarm has half of its hit 
  points or fewer. The target must make a DC 10 Constitution 
  saving throw, taking 14 (4d6) poison damage on a failed save, 
  or half as much damage on a successful one.
  Swarm of Bats
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  15 (+2) 
  10 (+0) 
  2 (-4) 
  12 (+1) 
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight 
  while deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny bat. The swarm can’t regain hit 
  points or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing damage, 
  or 2 (1d4) piercing damage if the swarm has half of its hit 
  points or fewer.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  189
  
  Warhorse
  Large beast, unaligned
  Armor Class 11
  Hit Points 19 (3d10 + 3)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  12 (+1) 
  7 (-2)
  Senses passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Trampling Charge. If the horse moves at least 20 feet 
  straight toward a creature and then hits it with a hooves 
  attack on the same turn, that target must succeed on a DC 
  14 Strength saving throw or be knocked prone. If the target 
  is prone, the horse can make another attack with its hooves 
  against it as a bonus action.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Winter Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  8 (-1)
  Skills Perception +5, Stealth +3
  Damage Immunities cold
  Senses passive Perception 15 L
  Languages Common, Winter Wolf
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Snow Camouflage. The wolf has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, 
  it must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Cold Breath (Recharge 5-6). The wolf exhales a blast of 
  freezing wind in a 15- -foot cone. Each creature in that area 
  must make a DC 12 Dexterity saving throw, taking 18 (4d8) 
  cold damage on a failed save, or half as much damage on a 
  successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  190
  
  Creating Planetary Beasts
  Depending on the campaign setting, you may need some 
  more versatility in creating a quick threat that doesn't 
  immediately identify with an Earth creature. Instead, you 
  can create common planetary beasts by choosing from a 
  list of characteristics and features to apply to a base stat 
  block. While using this method isn't nearly as versatile 
  as creating your own stats from scratch, it still provides 
  an easy way to quickly populate your alien region with 
  indigenous animals .
  If you wish your creature to possess more than typical 
  characteristics, consider using one of the generic creature 
  stats provided earlier. Expanded rules for creating creatures 
  and threats, as well as adjusting a creature's challenge 
  rating, are described in the Master Technician's Guide.
  You can build a common creature stat block by using 
  the following steps:
  1. Describe the Creature
  Establishing a look, feel, and nature of a creature enables 
  you to better determine which stats you wish to apply to 
  the base stat block. What size is the creature? What is its 
  natural habitat? What and how does it eat? Does it have 
  fur, scales, a leathery hide, or something else entirely?
  2. Choose a Base Stat Block
  The stat blocks provided below represent generic 
  template to apply your list of traits. They are separated by 
  three different challenge ratings: CR 1/4, CR 1, and CR 
  3. Choose the stat block which best corresponds with the 
  level of the encounter you wish to build.
  3. Determine Stats and Actions
  Establish the creature's stats using the following steps:
  Size. Choose the creature's size from Small, Medium, 
  Large, and Huge. Your choice of size also determines the 
  creature's hit points.
  Damage Resistances (if any). Choose from acid, cold, 
  fire, lightning, necrotic, poison, radiant, and thunder.
  Additional Features. Choose up to three from 
  the Additional Features table (see "Using Generic 
  Creatures").
  Attacks. Use the Base Attacks table to assign one 
  Primary attack, up to two Secondary attacks, and, 
  if available, one Ranged attack. Your choices also 
  determine each attack's damage type.
  Optional Effects. Some actions may include additional 
  effects you can add to the attack. The saving throw and 
  grapple DC for each of those effects are as follows:
  • CR 1/4: DC 11
  • CR 1: DC 13
  • CR 3: DC 14
  4. Finalize Your Creation
  Give your planetary beast a name and as provide as much 
  background as you like. Additional information is useful 
  for providing additional flavor to a planetary region or 
  for gaining knowledge through skills such as Xenobiology.
  baSe attaCkS
  Attack
  Dmg. Type
  Optional Effect
  Melee
  Beak/Horn
  piercing
  —
  Bite
  piercing
  The target is grappled. Until 
  the grapple ends, the target 
  is restrained and the creature 
  can't bite another target.
  Claw/Talon
  slashing
  —
  Hooves
  bludgeoning
  The target must succeed on a 
  Strength saving throw or be 
  knocked prone.
  Poison Bite 
  (Secondary 
  attack only)
  piercing
  Target must succeed on a 
  Constitution saving throw or 
  become poisoned until the 
  end of their next turn.
  Slam/ Punch
  bludgeoning
  —
  Stomp
  bludgeoning
  Creature has advantage to hit 
  a prone target.
  Tail/Fin
  bludgeoning
  The target must succeed on a 
  Dexterity saving throw or be 
  knocked prone.
  Tentacle
  bludgeoning
  The target is grappled. Until 
  the grapple ends, the target 
  is restrained and the creature 
  can't attack another target 
  with that tentacle.
  Tusk
  piercing
  —
  Ranged
  Rock
  bludgeoning
  —
  Spike/Quill
  piercing
  —
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  191
  
  Planetary Beast (CR 1/4)
  (Variable size) beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points Small: 13 (3d6 + 3), Medium: 16 (3d8 + 3), Large: 
  19 (3d10 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  12 (+1) 
  3 (-4) 
  10 (+0) 
  5 (-3)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Additional Features. Chosen from the Additional Features 
  table (if applicable).
  Actions
  Primary (Chosen from Base Attacks). Melee Weapon Attack: 
  +3 to hit, reach 5 ft. (10 ft. if Huge size), one target. Hit: 7 
  (2d4 + 2) damage.
  Optional Secondary (Chosen from Base Attacks). Melee 
  Weapon Attack: +3 to hit, reach 5 ft. (10 ft. if Huge size),. one 
  target. Hit: 6 (1d8 + 2) damage.
  Planetary Beast (CR 1)
  (Variable size) beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points Small: 22 (4d6 + 8), Medium: 26 (4d8 + 8), Large: 
  30 (4d10 + 8), Huge: 34 (4d12 + 8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  5 (-3)
  Damage Resistances (Optional) Choose one from the 
  available damage types
  Senses passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Additional Features. Chosen from the Additional Features 
  table (if applicable).
  Actions
  Multiattack. The creature makes two Primary attacks or one 
  Primary and one Secondary attack.
  Primary (Chosen from Base Attacks). Melee Weapon Attack: 
  +5 to hit, reach 5 ft. (10 ft. if Huge size), one target. Hit: 7 
  (1d8 + 3) damage.
  Secondary (Chosen from Base Attacks). Melee Weapon 
  Attack: +5 to hit, reach 5 ft. (10 ft. if Huge size), one target. 
  Hit: 8 (1d10 + 3) damage.
  Planetary Beast (CR 3)
  (Variable size) beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points Small: 58 (9d6 + 27), Medium: 60 (8d8 + 24), Large: 
  68 (8d10 + 24), Huge: 66 (7d12 + 21)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  16 (+3) 
  6 (-2) 
  14 (+2) 
  5 (-3)
  Damage Resistances (Optional) Choose up to two from the 
  available damage types
  Senses passive Perception 12
  Languages —
  Challenge 3 (700 XP)
  Additional Features. Chosen from the Additional Features 
  table (if applicable).
  Actions
  Multiattack. The creature makes three melee attacks: two 
  primary and one secondary. Alternatively, it makes three 
  ranged attacks.
  Primary (Chosen from Base Attacks). Melee Weapon Attack: 
  +5 to hit, reach 5 ft. (10 ft. if Huge size), one target. Hit: 8 
  (1d8 + 4) damage.
  Secondary (Chosen from Base Attacks). Melee Weapon 
  Attack: +5 to hit, reach 5 ft. (10 ft. if Huge size), one target. 
  Hit: 9 (1d10 + 4) damage.
  Optional Ranged (Chosen from Base Attacks). Ranged 
  Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 6 (1d8 
  + 2) damage.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  192
  
  Sample Planetary Beast: Bhornak
  Here is an example of a threat created using the methods 
  as described above. The Bhornak is a furry quadraped 
  with multiple red eyes that glow in the dark.
  Bhornak
  Medium beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  5 (-3)
  Damage Resistances cold, poison
  Senses infravision 120 ft., passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Keen Sight and Smell. The bhornak has advantage on 
  Wisdom (Perception) checks that rely sight and smell.
  Actions
  Multiattack. The bhornak makes two attacks: one with its 
  claws and one with its bite.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) damage.
  Scale:
  CREATING LORE FOR YOUR BEASTS
  When following the steps for creating planetary beasts 
  as described in this section, it's important to remember 
  that Step 1 is the most important. Adding a full 
  description to your newly-created beast not only gives 
  you a roadmap to choosing its stats, it can also be used 
  as a springboard for creating detailed lore for your world 
  that may not yet have been established. Is your creature 
  the planet's dominant predator? Where do they nest 
  and do they produce offspring? Are they native to your 
  world or were they genetically engineered or modified? 
  If the latter, then by whom? These are just a few example 
  questions whose answers can provide more flavor to your 
  setting and create new potential adventure hooks for 
  your players to explore.
  ESPER GENESIS • THRE ATS DATAB A SE • CRE ATURES
  193
  
  tryth
  tryth
  ecore
  ecore
  In the galactic expanse, enemy vessels aren't the only 
  threats a starship crew has to face. This section covers 
  some situational hazards and monstrous threats that can 
  be encountered by a starship pilots and crewmembers. 
  These can be introduced as separate encounters or can 
  be run alongside another combat encounter
  Space Hazards
  Hazards are dangerous environmental situations that can 
  be detrimental to those that come across them. Space 
  hazards, specifically, are extraordinary phenomena that 
  can be encountered by a starship during space travel. 
  These hazards can come in many forms, often as hidden 
  dangers that could drastically alter the survivability of any 
  scenario.
  Running a Space Hazard
  Space travel can be unpredictably deadly. Even with 
  state-of-the-art sensors, a pilot and crew must remain 
  ever-vigilant against the unknown. An interstellar storm, 
  an unstable anomaly, or even a random ship malfunction 
  can bring major consequences.
  Detecting a Space Hazard
  The difficulty of detecting a hazard is determined by 
  the GM. You can use the passive Perception score of 
  the ship's crewmembers to determine if they notice the 
  hazard. The GM may also decide that the hazard can only 
  be detected by certain crewmembers, such as the pilot or 
  technician.
  Alternatively, if you're using the expanded starship rules 
  in the Master Technician's Guide, you can use the ship's 
  passive Perception rating, which is equal to 10 + the 
  ship's sensor rating + the crew modifier.
  Space Hazard Difficulty
  Each space hazard has a threat level and DC associated 
  with it. A hazard check is a check made against the DC 
  to avoid the hazard's effects. The DC can be set by the 
  GM or chosen at random using the following table. The 
  numbers in parentheses next to the DC is an optional 
  range the GM can use to change the DC from the one 
  provided.
  SPaCe HazarD tHreat leVel anD DC
  d10
  Threat Level
  Ability Check DC
  1-2
  Minor
  10 (10-13)
  3-5
  Moderate
  15 (14-17)
  6-8
  Severe
  20 (18-21)
  9-10
  Critical
  25 (22-25)
  Hazard Checks and Crew Assistance
  When introducing a space hazard, one or more 
  crewmembers are required to either make saving throws 
  or use their reactions to make a hazard check, which is a 
  specific ability check made against the hazard's DC. The 
  details of the hazard are defined as follows.
  Hazard Check. This is the ability check required to avoid 
  the effects of the hazard.
  Assigned Roles. This defines which crewmember can 
  make the hazard check. If multiple roles are listed, the 
  crew determines who makes the check.
  Crew Assistance (Standard Scale Ships). During the 
  ship's turn, another crewmember can provide assistance 
  by making their own ability check against the hazard's 
  difficulty. If the check is successful, the crewmember 
  assigned to the hazard gains advantage on their hazard 
  check. Crew assistance must be provided before the 
  hazard check is made.
  A pilot on a single-person ship can expend a bonus 
  action to provide crew assistance to themselves.
  Command Assistance (Grand Scale Ships). The captain or 
  first officer can make a Wisdom (Insight) check versus 
  the DC of the hazard. If the check is successful, the 
  crewmember gains advantage to their hazard check.
  Hazard Description and Effects. The description provides 
  the specific details of the hazard, as well as its effects on 
  the ship and the ship's crew.
  Hazard Checks During Combat
  If the crew encounters a space hazard during combat, 
  must use their maneuver during the ship's turn to make a 
  hazard check. Crewmembers providing crew or command 
  assistance must also use their maneuver during the ship's 
  turn to do so.
  OTHER TYPES OF HAZARDS
  Hazards play a major role in exploration and survival 
  in a dangerous environment. Where space hazards 
  specifically affect starships, other hazards affect 
  creatures individually. Expanded rules on those types 
  of hazards and their creation are defined in the Master 
  Technician's Guide.
  Appendix C: Space Hazards and Threats
  ESPER GENESIS • THRE ATS DATAB A SE • SHIP THRE ATS
  194
  
  Space Hazard Descriptions
  Hazards of this type have an immediate and 
  instantaneous effect on a starship and its crewmembers. 
  They can be placed at any point while traveling in space 
  on a starship.
  Asteroid/Space Debris
  Space Hazard
  Hazard Check: Dexterity (Vehicles, space)
  Assigned Role: Co-pilot, Pilot
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Pilot
  Wisdom (Insight)
  Gunner
  Dexterity (+ Proficiency Bonus)
  Technician
  Intelligence (Astrophysics)
  Asteroids or space debris in the form of a Small to Huge 
  size object or cloud of objects is on a trajectory to impact 
  the ship's hull. The crew must succeed on their hazard 
  check or their ship takes debris damage as noted below. 
  If the hazard check fails by 5 or more, the ship also loses 
  2 SI.
  Debris Damage. The ship takes bludgeoning damage 
  determined by the size of the debris.
  Debris Size
  Damage
  Small
  11 (2d10)
  Medium
  16 (3d10)
  Large
  27 (5d10)
  Huge
  44 (8d10)
  Dark Matter Cloud
  Space Hazard
  Hazard Check: Wisdom (Mechanics)
  Assigned Role: Co-Pilot, Technician
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Technician
  Intelligence (Astrophysics)
  Pilot
  Wisdom (Insight)
  A wave of dark matter energy surges toward the ship. The 
  crew must succeed on their hazard check or the ship takes 
  11 (2d10) force damage and loses 1 SI. If the check fails 
  by 5 or more, the ship loses an additional 1 SI, and its 
  sensor  rating is reduced by 1. Additionally, the crew must 
  succeed on a DC 14 Constitution saving throw taking 16 
  (3d10) necrotic damage on failed save, or half as much 
  on a successful one.
  Gravity Field
  Space Hazard
  Hazard Check: Dexterity (Vehicles, space)
  Assigned Role: Pilot, Co-pilot
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Pilot
  Wisdom (Insight)
  Technician
  Wisdom (Mechanics)
  The ship passes through a powerful gravity field. The 
  crewmember must succeed on their hazard check or 
  the ship takes 10 (3d6) force damage and loses 1 SI. If 
  the hazard check fails by 5 or more, the ship takes an 
  additional 7 (2d6) force damage and loses an addtional 
  1 SI.
  Ionic Storm
  Space Hazard
  Hazard Check: Wisdom (Insight)
  Assigned Role: Pilot, Technician
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Technician
  Wisdom (Insight)
  Technician
  Intelligence (Astrophysics)
  The ship passes through a heavily charged particle storm. 
  Until the ship moves out of the storm, at the start of 
  each of its turns, the crew must succeed on their hazard 
  check or the ship takes 11 (2d10) lightning damage and 
  loses 1 SI. Additionally, if the hazard check fails by 5 or 
  more, the ship's speed is reduced by half, and no crew 
  maneuvers can be performed for 1 minute. At the start of 
  each of the ship's turns, a technician can make a DC 13 
  Wisdom (Mechanics) check, ending the storm's effects 
  on a success.
  Nebula Cloud
  Space Hazard
  Hazard Check: Intelligence (Astrophysics)
  Assigned Role: Co-Pilot, Technician
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Technician
  Intelligence (Astrophysics)
  Pilot
  Dexterity (Vehicles, space)
  The ship enters an nebula filled with unstable energy 
  particles. Until the ship moves out of the nebula cloud, 
  at the start of each of its turns, the crew must succeed 
  on their hazard check or the ship takes 11 (2d10) force 
  damage, and the ship's sensor range is reduced by 
  half. If the hazard check fails by 5 or more, the ship's 
  sensor ranged is reduced to 0, and all Intelligence and 
  Wisdom checks performed by the crew are made with 
  disadvantage for 1 minute or until the ship leaves the 
  nebula cloud.
  ESPER GENESIS • THRE ATS DATAB A SE • SHIP THRE ATS
  195
  
  Solar Flare
  Space Hazard
  Hazard Check: Intelligence (Astrophysics)
  Assigned Role: Co-Pilot, Technician
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Technician
  Intelligence (Astrophysics)
  Pilot
  Wisdom (Insight)
  The ship encounters a powerful wave of solar plasma. 
  The crew must succeed on their hazard check or the 
  ship takes 14 (4d6) radiant damage and loses 1 SI. If 
  the hazard check fails by 5 or more, the plasma particles 
  react with the ship's propulsion. The ship takes an 
  additional 7 (2d6) radiant damage, and its speed is 
  reduced by half until it can receive a patch or long repair.
  Wormhole
  Space Hazard
  Hazard Check: Dexterity (Vehicles, space)
  Assigned Role: Co-Pilot, Pilot
  Crew aSSiStanCe
  Role
  Ability Check
  Co-Pilot, Pilot
  Wisdom (Insight)
  Co-Pilot, Technician
  Intelligence (Astrophysics)
  Technician
  Wisdom (Mechanics)
  The ship crosses the path of an unstable wormhole. The 
  crew must succeed on their hazard check or the ship is 
  pulled into the wormhole. The wormhole's destination 
  can be determined randomly or chosen by the GM using 
  the table below. If the hazard check fails by 5 or more, 
  the ship takes 22 (4d10) force damage and loses 2 SI. 
  d10
  Wormhole Destination
  1-5
  Random star system or galactic location 
  (GMs choice)
  6-8
  Alternate dimension (The Aerie, Drath Sia, 
  the Veil Wall, etc.)
  9
  Time vortex— the ship travels to the past 
  or future of up to 500 arc binds chosen by 
  the GM
  10
  Alternate timeline, galaxy, or universe 
  (GMs choice)
  Space Threats
  This section covers creatures and starships that are 
  threats in space combat. The creatures in this section 
  also have standard threat statistics in the bestiary. Rules 
  for space combat are detailed in the Core Manual.
  Defiler
  Large creature
  Armor Class 17
  Maneuver Defense 15
  Hull Points 130 (9d10 + 81)
  Speed 5
  Modifiers
  Saving Throws Con +11, Int +1, Wis +3
  Damage Immunities cold, necrotic
  Sensor Range 12 (truesight)
  XP Value 1,800
  Legendary Resistance. If the defiler fails a saving throw, it 
  can choose to succeed instead.
  Actions
  Multiattack. The defiler makes three attacks: one with 
  its bite, one with its wing spike, and one with its tail. 
  Alternatively, it can make four ranged attacks with its Force 
  Sphere, which it fires from its mouth.
  Bite. Melee Weapon Attack: +5 to hit, reach 1 ut., one target. 
  Hit: 9 (1d12 + 3) piercing damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 1 ut., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage.
  Wing Spike. Melee Weapon Attack: +5 to hit, reach 1 ut., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Force Sphere. Ranged Weapon Attack: +4 to hit, reach 8 ut., 
  one target. Hit: 7 (2d6) force damage.
  ESPER GENESIS • THRE ATS DATAB A SE • SHIP THRE ATS
  196
  
  Talvarius
  Large creature
  Armor Class 15
  Maneuver Defense 13
  Hull Points 87 (7d10 + 49)
  Speed 6
  Modifiers
  Saving Throws Dex +2, Con +9, Int +4, Wis +6
  Damage Immunities cold, fire
  Sensor Range 12 (truesight)
  XP Value 700
  Legendary Resistance. If the talvarius fails a saving throw, it 
  can choose to succeed instead.
  Actions
  Multiattack. The talvarius makes three bite attacks or two 
  bite attacks and one tail attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 1 ut., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 1 ut., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage.
  Force Wave. Ranged Weapon Attack: +4 to hit, reach 6 ut., 
  one target. Hit: 11 (2d8 + 2) force damage
  Caustic Breath (Recharge 5-6). The talvarius spews a cloud 
  of caustic vapor in a 3-unit cone. Each target in that area 
  must make a DC 13 Dexterity saving throw, taking 10 (3d6) 
  acid damage on a failed save, or half as much damage on a 
  successful one.
  Vorkata
  Large creature
  Armor Class 14
  Maneuver Defense 12
  Hull Points 28 (3d10 + 12)
  Speed 5
  Modifiers
  Damage Vulnerabilities necrotic, thunder
  Damage Resistances cold
  Damage Immunities fire, lightning, radiant
  Sensor Range 8
  XP Value 450
  Energy Absorption. Whenever the vorkata is subjected to 
  fire, lightning, or radiant damage, it takes no damage and 
  regains a number of hit points equal to the fire, lightning, or 
  radiant damage dealt.
  Actions
  Multiattack. The vorkata makes two slam attacks or two 
  energy blast attacks.
  Slam. Melee Weapon Attack: +3 to hit, reach 1 ut., one 
  target. Hit: 10 (2d8 + 1) piercing damage.
  Energy Blast. Ranged Weapon Attack: +4 to hit, reach 6 ut., 
  one target. Hit: 9 (2d6 + 2) lightning damage
  Dynamic Discharge (Recharge 5-6). The vorkata unleashes a 
  electromagnetic shockwave. Each target within 1 unit of the 
  vorkata must make a DC 12 Constitution saving throw, taking 
  13 (3d8) lightning damage on a failed save, or half as much 
  on a successful one.
  ESPER GENESIS • THRE ATS DATAB A SE • SHIP THRE ATS
  197
  
  manual
  manual
  formor
  formor
  danger lurks in mosT corners of The galaxy. some dark 
  forces, however, grow to such power as to become an 
  existential threat to the galaxy as a whole. This section 
  covers and expands on these threats and the major 
  effects they have on galactic society. These can be used 
  to develop and expand your EspEr GEnEsis campaign or 
  be used alongside events in upcoming EG adventures and 
  sourcebooks.
  Beyond the Veil
  "There could be shadow galaxies, shadow stars, and even shadow 
  people."
  — Stephen Hawking
  New mysteries regarding the nature of the Veil are 
  constantly being discovered, answering few questions 
  while creating new ones. All of these mysteries, 
  however, still lead to the same conclusion. The dark 
  energy generated by the Veil is violently disruptive and 
  devastating to all forms of living matter. It is also a source 
  for a wide variety of dangers that threaten to tear through 
  the fabric of known reality. 
  Evargun and the Umbra Strand
  Of all the exotic dangers that dwell beyond the Veil, none 
  have garnered more infamy than the evargun. They are 
  organized, resourceful, and knowledgable, yet it has been 
  nearly impossible for others to ascertain any of their 
  goals aside from the extinction of galactic civilization.
  Though the evargun's nature and origins have been 
  linked with the belare, the starborn species is either 
  unaware or unwilling to provide additional information. 
  Dark Nova
  There are a few evargun whose purpose is to 
  communicate and interact with other species, though 
  such cases are extraordinarily rare and likely limited to 
  acts such as spying and manipulation. Of those few, 
  there is only one known instance in which they are a 
  part of a unit. Nicknamed "Dark Nova", this elite unit 
  of evargun wear armored containment suits similar 
  to those used by the belare. Their leadership and 
  hierarchy changes depending upon the location and 
  circumstances of their missions.
  Making use of harvested technologies modified with 
  their own, Dark Nova developed devices capable of 
  unleashing massive amounts of dark energy. These 
  devices are transported aboard their starships and 
  detonated at key times and locations in the galaxy. 
  These energy bursts cause severe disruption to the fabric 
  of space-time in the region, often resulting in dangerous 
  spatial anomolies or unstable rifts. These regions also 
  become tears through which many void horrors are 
  unleashed.
  Though far from complete, the locations appear to 
  form some type of multi-dimensional pattern known 
  only as the Umbral Strand. Many theories have evolved 
  about its purpose, from the evargun establishing their 
  own system of travel to attempting to create a permanent 
  breach through the Veil.
  Shadows and the Veiled Legion
  The growing number of breaches into the Veil has also 
  prompted an increase in the number of netherants, 
  particularly void shadows. Though most have lost any 
  semblance of empathy and mortality, they've retained 
  their worst impulses, many of which are even carried over 
  as twisted memories of their former existence. Groups of 
  shadows band together to reap an unprovoked vengeance 
  upon the living. In rare circumstances, such groups can 
  grow unexpectedly powerful.
  Void Gates
  Dark energy breaches have been a part of space travel for 
  generations, but only recently have they started to appear 
  upon planetary surfaces and regions with atmosphere. 
  It's unclear whether the these anomalies, or "void gates", 
  are naturally or artificially created, but they have been 
  appearing more frequently nonetheless.
  When they do occur, void gates cause significant 
  structural and environmental damage to the 
  surrounding area, as well as become a possible 
  spawning point for void horrors. Most who attempt to 
  interact with them are either destroyed or corrupted 
  by the dark energy. In rare circumstances, it's possible 
  those that survive are pulled into a subdimension to 
  which other void gates are connected.
  Legion of Shades
  Boshem Wyhn, an esper wraith of rare power and 
  intelligence, organizes groups of void shadows under 
  the belief that they exist as their own species rather than 
  as an abomination of others. Referring to themselves 
  as shades, these bands of void shadows operate under 
  a banner known throughout the galaxy as the Veiled 
  Legion. Though the Legion's goals are unclear, they 
  seek to create more of their own by targeting poorly 
  defended communities of intelligent organics.
  Appendix D: Threats to the Galaxy
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  Corporate Crises
  “Corporations are like protean bacteria; you hit them with 
  accountability and they mutate and change their names.” 
  — Doug Anderson
  While military might and political influence are major 
  factors of galactic turmoil, much of it is governed 
  by the unseen forces that control the galactic 
  megacorporations. The expanding level of free galactic 
  trade, along with societal competition for growth, has 
  made these interstellar commerce giants essential to 
  modern society. With limitless wealth, resources, and 
  control, these conglomerates tend to fall into illegal 
  activity or generate rogue actors with goals quite different 
  from that of their organization. This section doesn't 
  cover all of the dark dealings of the megacorps, but it 
  does provide some dangers that could have galaxy-wide 
  implications.
  Altai Media Group
  Primarily focused on media and entertainment, AMG 
  serves as the umbrella for the majority of galactic 
  broadcasting and information management. Their level 
  of influence, exerted in the right places, can bring entire 
  governments to their knees. As such, they have strict 
  controls in place over the integrity of the information and 
  content they broadcast and sell. Even so, the lure of such 
  power can never be overlooked.
  Far Horizons. The integration of many species and 
  their cultures has instilled a stronger defense against 
  misinformation through fear-mongering and intolerance. 
  These inherent practices, unfortunately, never truly die. 
  Far Horizons, a reality media conglomerate under Altai's 
  banner, runs several underground news and social outlets 
  targeted toward sowing division and dissention against 
  the Sorium Accords and the Grand Conclave. Inflaming 
  small secrets into grand conspiracies, their goal is to 
  create mass public confusion and resentment, while 
  slowly establishing influence by creating a host of false 
  villains and crises against which they are the only savior. 
  The directors of Far Horizons are unknown, though they 
  have close ties to those within the allied governments, 
  perhaps even within the Grand Conclave itself.
  SIMreal Contagion. Replacing the movies of old, SIMreal 
  has become the primary form of virtual entertainment. 
  Inserting oneself into simulated events is certainly not 
  without its risks. SIMreal feeds can contain hidden 
  malware. In addition, several underground developers 
  tamper with SIMreal coding to remove the sensory 
  limiter, which can cause severe brain trauma or even 
  death. Another recent dilemma spawned the creation of 
  a debilitating technovirus called Cerebryte. Though the 
  delivery system was destroyed, remnants of the virus still 
  linger within the SIM, specificially within many of the 
  data servers owned by Altai Media.
  Delta Phaeos
  Consumer goods are everywhere, and with resources 
  available from all over the galaxy, demand is greater than 
  ever. Delta Phaeos specializes in these goods, and even 
  have their own subsidiary that regulates their food and 
  provisions. What could possibly go wrong?
  Genesis Gel. A phony manufacturer produced a flavored 
  gelatin claiming to be infused with sorium particles 
  that can, over time, trigger esper genesis in those that 
  consume it regularly. In truth, the gel is dual-dimensional 
  in nature and affects every person differently. While 
  it doesn't do anything to trigger esper genesis, the 
  majority who eat enough suffer from severe mental and 
  physical degradation. However, the variety of illnesses are 
  currently too broad to be pinned to the gel as the cause. 
  Those that eventually perish from their illnesses rise from 
  their bodies as void specters within a few weeks of death.
  Eternis
  The Silrayne Intergalactic Matrix is the cornerstone 
  of computer networking and communication in the 
  galaxy. For better or worse, it has become an ever-
  expanding, boundless universe in itself. With each realm 
  within significantly different from the next, only expert 
  cyberjocks can even hope to fully navigate its ins and 
  outs. Eternis has pushed for the SIM to be integrated in 
  every aspect of galactic life.
  Animas. Rare circumstances can create self-aware 
  intelligences that live within the SIM, either spawned 
  from renmants of user personas or evolved from AI 
  software. Referred to as an anima, these digital beings 
  are dealt with cautiously, as very few of them have 
  established concepts of empathy or reason beyond what 
  they've gained from their programming. Each anima 
  possesses a unique link to the SIM, which provides 
  them with special abilities, including possessing other 
  personas. Such beings have garnered a significant 
  amount of attention from techno-based groups that see 
  them as a viable resource.
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  Deadly Immersion. SIM devices coupled with 
  holographic projection enables users to interact with 
  virtually generated images and displays (commonly 
  known as Augmented Reality). An AR option known as 
  Full Immersion allows the user's sensory capabilities to 
  be affected by their augmented reality surroundings. 
  Dreamfall, a black ops organization, has developed 
  a technology that can not only lock a user into full 
  immersion, they can also cause AR projections to cause 
  them sensory trauma. These holograms-turned-assassins 
  can even inflict trauma severe enough to cause internal 
  physical injuries, eventually killing the user with no clear 
  murder weapon in sight.
  ShadowNet Lockouts. The virtual black market is viewed 
  as a necessary evil. However, with increasingly less 
  regulation, branches of the ShadowNet have infiltrated 
  other sectors in the SIM, disguised as normal nodes and 
  junctions. Unsuspecting users accessing these nodes can 
  become trapped within these digital realms, unable to 
  surface (logout) from virtual reality and subject to any 
  harmful effects programmed within.
  Genifex
  As the leader of mining operations and bulk shipping, 
  Genifex transports are the primary targets for raiders  
  and smugglers. It's responsible for transporting some 
  restricted materials that could bring about disaster in the 
  wrong hands.
  Shantol Group. A major subsidiary of Genifex, this 
  multi-tiered group works directly with govenmental 
  organizations to refine and convert sorium. The new 
  head of Shantol is an accomplished forger stricken with 
  prolonged madness. Obsessed with a conspiracy of 
  her own making, she's developing a form of corrupted 
  sorium designed to cause an anti-matter eruption within 
  a Crucible's core.
  Window into the Valshion. Dal Harbin, a prominent 
  board member of Genifex, is a psychic thrall of Thato'ja, 
  a kreidren overlord. Harbin's technical team is working 
  on a sorium-powered particle collider capable of 
  creating a dimensional rift, allowing the kreidren to 
  easily cross into the galaxy directly from the Valshion. 
  The experiments so far have either failed completely or 
  created unstable wormholes to other regions. A similar 
  experimental failure is what had caused the Rithni 
  invasion in the past.
  Ivodia Group
  Specializing in travel and colonization, the Ivodia Group 
  is the forerunner in galactic real estate.
  Territorial Misdeeds. With so many unknowns in the 
  expanse, several organizations under Ivodia's umbrella 
  resort to questionable tactics to acquire territory. One of 
  these tactics is intentionally reporting a travel transport 
  missing, only to have its passengers used as unwilling 
  workers or resources in a dangerous region. Another, 
  more common, practice is hiring mercenaries to eliminate 
  native populations residing too close to proposed 
  settlements sites.
  Rionnvoth. Rion Votta, president of the Ivodia Group, 
  is a dragon disguised as a promethean. Its true name 
  is Rionnvoth, and it believes itself to be one of the last, 
  if not the very last, of its kind. Rion uses many of the 
  company's resources to search for signs of dragons 
  beyond the elemental-bred drakes. It's also partnered 
  with an underground sector of Selsia Corp to research 
  cloning its genetic makeup, determined to create more of 
  its own species.
  RevoSys
  No other megacorporation has as many sub-entities as 
  RevoSys. Military and interstellar defense is a constant 
  developer's race against forces seeking to enforce their 
  own vision of society. Similar to any large entity, their 
  many different branches hide tangled webs of corruption.
  Mercenary Needs. While the corporation does its best 
  to prevent new weapons technologies from falling into 
  the wrong hands, many contractors sell to anyone willing 
  to pay the right price. Mercury Arms smuggles sorium 
  and hadricite from RevoSys to sell on the black market to 
  mercenary groups and, more importantly, to the Shadow 
  Technocracy. The Technocracy plans to recruit the head 
  of Mercury Arms into their group, hoping to establish a 
  secret foothold over their resources.
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  Selsia Corp
  Biotech and cybertech both provide avenues for modern 
  medical treatments and advancements. While these new 
  technologies are astonishing, many employ dark methods 
  of development.
  Antigenic Horrors. Nerix Enterprises, a Selsia subsidiary, 
  used the Sol System's seethespawn epidemic as a basis 
  for antigen research. Their initial research failed, resulting 
  in a catastophic seethespawn infestation of the Astus 
  Research Station orbiting Istrel 5. Calling themselves, 
  "the Emergence", these new seethespawn are highly 
  intelligent, many finding their way off of the station to 
  inhabit the nearby planet. With the adaptation of stolen 
  tech, these emerged seethespawn plan to create planetary 
  seethes over the entire system.
  Bio-Shifters. Cosmetic cybernetics and bioware has 
  created a fashion sub-culture for those who can afford 
  it. Some rogue groups working within Selsia developed 
  custom bioware that lets a user to absorb a target's 
  biomolecular data, allowing the user to shapeshift into 
  the target's form. This causes irreparable damage to the 
  target, usually killing them in the process.
  Synth Uprising. An increased number of alphalite synths 
  are becoming self-aware. Known as"Synth-Machina" 
  (or simply "machina"), they took over an entire Selsia 
  research facility and grew their numbers around the 
  galaxy. Settling upon a small moon near Viastal, their 
  leaders demand rights as intelligent beings under the 
  Sorium Accords. Most don't seek conflict, but some 
  machina believe they must claim liberty by force. This 
  creates even greater friction with corporate and military 
  factions who debate whether or not to destroy the 
  awakened synths.
  Zephyr Corp
  Self-described as the "World Crafters", Zephyr Corp 
  creates habitable regions out of wastelands and rocky 
  husks. Their technology alters enormous amounts of 
  matter at the molecular level, enabling them to perform 
  feats only rivaled by the mightiest of espers.
  Negation Engine. A covert military organization is 
  working with rogue Zephyr Corp scientists to create a 
  reverse-terraforming device. Nicknamed the Negation 
  Engine, it can be deployed upon a planetary surface, 
  defiling and eradicating all forms of life within a matter 
  of hours. If successful, it would open a new form of 
  warfare that could swiftly wipe out all life in the galaxy.
  Code Hunters. Before the company's inception, the 
  founder of Zephyr Corp developed a device capable of 
  reprogramming any machine, bio-organic or otherwise. 
  Though the device itself was destroyed and the founder 
  died, the device's schematics and programming are 
  still thought to be hidden somewhere. The discovery 
  and recreation of the device would make any piece of 
  technology a potential threat, granting its possessor near 
  infinite control over any developed world.
  The Grand Elders
  Patiently awaiting their time of reemergence, the grand 
  elders of the xenoterum maneuver their schemes and 
  ambitions from within their subdimensional strongholds. 
  Their longing to return to the time of Sinoth Ir fuels their 
  relentless devastation of worlds.
  The Survivors
  Most of the grand elders are presumed to have been 
  destroyed or lost in the dimensional cataclysm. Some yet 
  live, crafting new terrors to serve as agents of corruption 
  and decimation.
  Acud'ra
  Also known as the Vile Matron, Acud'ra's true form is 
  a 20-foot-tall humanoid with ridged skin and muscle, 
  armored with an ivory exoskeleton. It resides upon the 
  bridge of its ship, the Kajbhan, which is an extension of the 
  elder's body. Acud'ra uses her ship as a foundry where 
  it experiments on the living, warping them into hideous 
  abominations programmed to serve it without question.
  Igrazhir
  Igrazhir is a monstrous, worm-like creature that spreads 
  corruption and deadly contagion wherever it passes. Its 
  dimensional home can be reached through a destructive 
  spatial anomaly it controls. Igrazhir scours the deep 
  expanse for wayward ships of creatures it can possess and 
  use to infiltrate their homeworlds. Its worshippers infect 
  settlements with poison and plague in preparation for 
  their overlord's arrival.
  Kthdhi
  Appearing as a bulbous-shaped creature with tentacled 
  appendages and eight eyes, Kthdhi dwells in the outer 
  zones, a few light years from Korohm. Many of Kthdhi's 
  servants delight in causing fear through torture, testing 
  the limits of mortal minds and bodies until they either 
  break completely or ascend into one of the elder's 
  freakish soldiers.
  Naargoh
  Known as the Dreamraker, Naargoh is a lizard-like 
  humanoid with six pincered arms, an elongated head 
  and mouth, and leathery wings. The passage to its realm 
  is hidden in the heart of a dying star. Naargoh is an 
  unparalleled psion, capable of entering the subconscious 
  mind of most creatures to toy with their thoughts. It 
  rarely makes use of its servants or worshippers to invade 
  a region, preferring to let its victims murder each other or 
  slowly drive them into madness.
  Restoring Sinoth Ir
  Regardless of their methods, the ulimate goal of the 
  Sinotha is the restoration of their dimensional empire. 
  The grand elders put aside differences to achieve this 
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  goal, which makes them far more dangerous than anyone 
  yet knows. Although the xenoterum are aware of the 
  events that brought them to this point, they don't know 
  what caused the dimensional cataclysm.
  Access to other dimensions and realities assures them 
  that connections are still there, yet they are sealed away 
  by a force the xenoterum cannot fathom. Other than the 
  voorsha, xenoterum can't harness the power of sorium, 
  nor can they make use of the Crucibles. But, they do see 
  the awakening of espers and other cosmic beings as a 
  weakening in the mysterious forces that constrain their 
  own abilities.
  Quiet Tactics
  While pursuant to their goal, xenoterum aren't always 
  performing mass dimensional revisions of star systems. 
  Most xenoterum invasions start small. Study, infiltration, 
  domination, spreading disease, confusion, dissention, 
  and madness—all of these are regular tactics employed to 
  bring the population of worlds to its knees before the real 
  invasion begins.
  Tearing Down the Walls
  Each star system invaded by the xenoterum is part of 
  a larger, interconnected pattern based upon weakened 
  points in space/time and the locations of the Crucibles. 
  The xenoterum hold the theory that these dimensional 
  realms will eventually bridge between each other and 
  form an expanding network, allowing them to reach 
  across the stars with ease.
  Galactic Underworld
  Reshaping the galaxy is but one of the xenoterum's 
  strategies. The vast realm of Drath Sia, once a part of the 
  dimensional weave, is viewed as a potential doorway to 
  other realms of similar depth and magnitude. Xenoterum 
  have journeyed into Drath Sia before, but they haven't 
  yet developed technology capable of transforming the 
  realms various regions. Those xenoterum that wander 
  Drath Sia often come into conflict with its denizens, such 
  as the aseni and the kreidren.
  The Archangels
  Though the xenoterum specialize in clanesdine 
  incursions, their machinations have not gone unnoticed. 
  An elite organization of espers known as the Archangels 
  was formed by the Conclave to fight the aberrant powers 
  of the xenoterum and the grand elders. While their efforts 
  oppose the dimensional invaders, the team suffers many 
  casualties. Some have even become enraptured by the 
  xenoterum, becoming voorshas and spreading the word 
  of their newfound, diabolical deities. 
  League of Consummates
  Scant knowledge exists of the embodiments of primordial 
  chaos known as the consummates. They each preside 
  over the primary cores from which the velbast spill forth 
  into the galaxy. Unlike their lesser kin, the consummates 
  have no need to consume in order to evolve, as they've 
  reached their ulitmate form. Savage beings of such power 
  have motivations no mortal soul can fully comprehend.
  One of a Kind
  When velbasti reach their pinnacle state, they acquire a 
  unique form unlike any which has ever existed. Capable 
  of forging their own primary core, they also contemplate 
  their own desires and goals, each also different from 
  any other. The number of consummates that exist are 
  unknown, but a few have already made their mark.
  Furigorn, the Beast of Oblivion
  One of the first consummates, Furigorn appears as a 
  three-headed serpent made of writhing red smoke. Each 
  head has glowing eyes, their hypnotic colors invoking 
  madness into those who gaze into them. Furigorn is a 
  being of utter destruction. When not in its primary core, 
  it lairs deep beneath the surface of planetary bodies, 
  draining the planet's lifeforce until it's nothing more than 
  a husk. It is extremely intelligent, though the multiple 
  personas living within its mind frequently vie for control 
  of its will.
  Letrachi, the Preceptor
  Letrachi's true form is that of a humanoid with shiny 
  blue skin and wings made from frost, fire, or electricity. 
  Its primary core bears a special property. When a 
  velbast forged from the core consumes the essence 
  of an intelligent creature, remnants of the creature's 
  knowledge and memories are absorbed into Letrachi's 
  conscienceness.
  Hagrimach, the Maelstrom
  Formed from a twisting spiral of chaotic energies, 
  Hagrimach is able to transfer itself and its primary core 
  between dimensions. Doing so takes a considerable 
  energy, which it regains by sending its velbasti out to 
  collect essences for consumption. Hagrimach believes 
  there to be an even greater form to which it can aspire, 
  requiring the absorption of other consummates into 
  itself. It keeps these plans secret until it can formulate a 
  strategy to lure its kin.
  Vazuvial, the Deceiver
  Vazuvial's true form is a cloud of shifting shadows; 
  however, it can assume the form of any creature it wishes.  
  It has an exotic taste for the intense energy generated 
  by powerful emotions such as hatred, love, anguish, or 
  terror. It invokes these in its victims before consuming 
  them, the type of emotional energy dependent upon its 
  current appetite. It prefers the essence of powerful espers.
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  Eternal Lifeforces
  A wealth of planets along the Rim Sectors appear to 
  generate a near infinite supply of raw life energy, creating 
  regions rich with life and growth. Eldor, Bas Drasku, 
  Arvo, and Vaal are but a few examples. Such places could 
  provide a primary core with a limitless supply of energy 
  to feed and spawn velbasti. Attempts to claim dominion 
  over these regions have not yet been successful, either 
  from being thwarted by the region's defenders or from 
  feuding velbasti getting in each other's way. One of the 
  consummates has their sights set on Bakiyu, a planet 
  rumored to be a living entity.
  Into the Galactic Core
  Letrachi, through its wealth of knowledge, surmises 
  there to be a cosmic energy source hidden within the 
  supermassive black hole that makes up the galactic core. 
  It believes that accessing this energy could disrupt the 
  galactic balance, allowing the velbasti to lay siege to 
  all life within the resulting chaos. Other consummates 
  doubt Letrachi's claims, wondering if it is merely a ploy 
  to lure them into a bottomless void from which there is 
  no escape.
  Imperial Entanglements
  Vazuvial currently hides within the ranks of the Lorendi 
  Imperium, intending to sow its influence into the 
  emperor and his harbingers. It plans to garner trust 
  and position while remaining undetected, eventually 
  manipulating Emperor Kaysa into making a drastic, 
  genocidal decision contradictory to the lorendi's 
  careful, calculating style. With the resulting chaos and 
  wave of pure emotion, the consummate eliminates a 
  potential threat and feasts upon all who would perish in 
  the aftermath.
  Might of the Imperium
  “When does belief become justification? When does right become 
  rationale and crusade become crime?"
  — Libba Bray, The Diviners
  Many threats in the galaxy are considered to be 
  conquering or invading forces such as the kanasi, the 
  velbasti, or the xamaron. None have established the level 
  of influence and dominance as the Imperium. Loren 
  Kaysa and his legion of esper-powered enforcers have 
  established dominion over many star systems, reaching 
  from the Outer Zones into much of the galactic Mid-
  Expanse. Under the premise of peace through force, the 
  planets and people under their rule follow a strict set of 
  laws, placing the will of their Emperor above all else.
  Peace and Prosperity
  Most non-lorendi citizens of the Imperium were once 
  self-governed societies, living in settlements that 
  managed their own resources and limited technology. 
  Under lorendi occupation, their laws and customs were 
  adapted or abolished while their resources were stripped 
  or reallocated. The lorendi insist this maintains harmony 
  and order while offering protection against the horrible 
  dangers in the great expanse. Those that resist the rule of 
  the Imperium are disrupters to this peace, and are thus 
  treated as criminals. Imperium rule is ever-present in the 
  daily lives of every citizen.
  Martial Jurisdiction
  Every imperial system is overseen by a military unit 
  commanded by lorendi and comprised of soldiers and 
  espers whom the Emperor deems most loyal to the 
  cause. A universal legal code is enforced among the 
  populace, containing laws that dictate the penalty for all 
  criminal activity, be it murder, theft, trespassing, or even 
  insulting an official. Rebellion and insurgency against 
  the Imperium is swiftly put down. Even in the rare cases 
  of lorendi themselves aiding or representing any aspect 
  of dissent, they are prosecuted by Kaysa's inquisitors 
  without mercy or impartiality.
  Seat of Power
  The ruling body of the Imperium resides on Esturoi, a 
  city-ship stationed in the Loren Jah system. Emperor 
  Kaysa rules from here, though most of his commands are 
  carried out by his harbingers and grand marshals. Each 
  have their own generals who carry out the Imperium's 
  military campaigns. The harbingers also oversee the ranks 
  of inquisitors who enforce the rule of law across the 
  galactic systems.
  Directly under Kaysa himself is his Legion Council. 
  Most of the council is made up of elevated harbingers, 
  aetherwalkers, and other prominent lorendi, with each 
  member an extraordinarily powerful esper in their own 
  right.
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  The Crucible of Loren Jah is the Imperium's primary 
  source for sorium. A group of dendus and ashenforged 
  are imprisoned here, performing forced labor to mine the 
  Crucible's core for the priceless resource.
  Keeping the Social Order
  Even under the Imperium, the people strive to keep as 
  many of their social and moral practices as possible. 
  Some are overlooked, so long as they don't violate 
  Imperial law. Any that become points of contention are 
  quickly brought to heel by the inquisitors. To avoid these 
  confrontations, many Imperial settlements elect their own 
  representatives to communicate and negotiate with the 
  Imperium. Though these representatives hold little to no 
  power, they can still serve as a buffer against excessive use 
  of force and the harsh judgments often handed down by 
  the inquisitors.
  Trade and Travel
  Trade agreements between the Imperium and 
  neighboring systems and organizations have developed 
  into limited alliances and partnerships. While travel 
  through Imperium space is open for all, it's regulated 
  by strictures which include ship ID registry, scans, and 
  periodic searches. Security around Loren Jah is extreme, 
  its Crucible contained within a regulation port and 
  surrounded by a blockade of warships.
  Unfamiliar visitors on planetary surfaces and stations 
  are subject to as much scrutiny as their ships. Many 
  traders, particularly those freelancing for megacorps, 
  willing to abide with the strict planetary laws and curfews 
  in order to trade with the Imperium, who pays extremely 
  well for goods and services.
  Allies and Enemies
  To maintain its long reach across the expanse, the 
  Imperium strives to maintain alliances with regional 
  forces of sizeable power and influence. They use their 
  considerable riches to line the pockets of mercenary 
  groups such as the bachorta, kentrodar, zultarans, and the 
  stossians, while making careful deals with less dependable 
  forces such as the ozal and zelchor. The Imperium also has 
  its own exclusively designed army of synths.
  The Imperium's aggressive expansion has earned it 
  many enemies as well. The malegorians and the aluphax 
  are direct opponents to the emperor, even though 
  they often end up in conflict with each other as well. 
  Meanwhile, the Technocracy and the Imperium stay 
  out of each other's affairs, with potential alliances or 
  conflicts arising when their paths cross.
  One People to Rule
  Though the Imperium is comprised of a variety of 
  galactic species and subcultures, the lorendi hold their 
  own species as dominant. They claim the greater share 
  of resources, have a broader range of rights under 
  Imperium law, and carry greater social status than 
  other citizens. This is due to the perception that lorendi 
  are not only more capable and valuable, but are also 
  more loyal to the Imperium than the people they've 
  subjugated. To the lorendi, others under their banner 
  should consider themselves fortunate to live within 
  Kaysa's divine provenance.
  Many lorendi use their social stature to inflict injustices 
  upon other planets and settlements, bound solely by far 
  less stringent laws. This leaves lorendi living primarily 
  among their own, with very few residing in multi-species 
  planets or colonies.
  Even with the stark divide, the Imperium constantly 
  bombards the populace with messages of peace, 
  protection, and unity, while installing mechanisms to 
  protect the lorendi themselves from persecution or 
  sanction from other species.
  The Crimson Order
  Functioning as an extension of the military, the Crimson 
  Order is a band of zealots who regard Emperor Kaysa 
  as a divine prophet, gifted his powers from higher 
  powers that exist beyond mortal comprehension. Many 
  Imperial inquisitors belong to this organization, which is 
  overseen by Lusha Daevas, a member of the emperor's 
  Legion Council. Lusha's true intent is to use the order's 
  influence to garner favor with the emperor, eventually 
  placing her in position above others within the council.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
  204
  
  Expansion Campaigns
  Above all else, Imperium forces are focused on claiming 
  new galactic territory. System by system, their forces 
  grow, conquering or decimating settlements in the name 
  of unification and peace. In recent times, however, their 
  expansion efforts have been slowed, and in some cases 
  territories have been lost. Resistance forces like the 
  Silrayne Defenders, the Rim Sectors Alliance, and the 
  Free Protectorate have pushed back against the Imperium 
  and restored independence to many lorendi-controlled 
  sectors. Dealing with such opposition while countering 
  rivals such as the kanasi, xamaron, and the velbasti, have 
  spread Imperium resources thin.
  Reclaiming the Homefront
  One of Kaysa's greatest desires is to reclaim Eldor for 
  his own. He believes the energies that awakened his 
  people in the dawn of the Second Age had also infused 
  his former homeworld with an eternal divine power, 
  and that it is being suppressed and corrupted by his 
  former kin. Direct assaults against Eldor have failed. The 
  Legion Council have begun to forge alternate strategies 
  that could weaken the eldori forces from within before 
  striking again.
  Resource Hunters
  Another goal for Kaysa's dominion is the acquisition of 
  another Crucible. Most are too well defended, but the 
  Imperium have concentrated on attaining two. Once 
  captured, the lorendi would seek to abduct more dendus 
  forgers to mine the core.
  Garrain. An amassing of dangerous anomalies and 
  entities have made gaining ground difficult. Both the 
  Free Protectorate and keshite settlers maintain light 
  patrols of this sector, with enough allies on call to 
  provide considerable opposition. Lorendi spies have put 
  contingencies in place, allowing the Imperium to claim 
  and hold the Crucible before alerting their enemies.
  Kul Kothar. A crushing defeat at Kul Kothar set the 
  Imperium back in this region for the foreseeable future. 
  Though not as well defended, the lack of resources and 
  lethal conditions make most of the system uninhabitable 
  for lorendi. For now, Imperial scientists are developing 
  new technologies capable of allowing the lorendi to 
  survive the region's harsh conditions.
  Viastal. Kaysa periodically sends forces into the 
  machine-encased Crucible. While interesting artifacts are 
  recovered, none have successfuly reached the sphere's 
  core. The increased number of machina in the area have 
  made the situation even more problematic.
  The Omniweaver’s Crusade
  “Whatever in creation exists without my knowledge exists without 
  my consent.” 
  — Cormac McCarthy, Blood Meridian, or the 
  Evening Redness in the West 
  For Omniweaver Deumalis, the kanasi overlord, 
  immortality is only the beginning. Its desire to move 
  beyond the limitations of its existence has become an 
  obsession. However, a being such as Deumalis bears no 
  mortal weaknesses such as impatience, arrogance, and 
  irrationality. Its plan for elevation is a calculated, step-
  by-step process, beginning with establishing itself and its 
  creations as the dominant lifeform in the galaxy.
  To this end, each sector of the Master Helix bears a 
  purpose, out of which only a couple are known to the 
  archweavers that preside over these digital realms. The 
  archweavers, in the meantime, extend their own goals 
  toward gaining favor with Deumalis.
  Celestial Body LD352
  Within the last arc-bind, a kanasi expeditionary force 
  discovered a peculiar space anomaly, revealed to be a 
  dormant Crucible hidden within a phased subdimension. 
  Designated as "Celestial Body LD352", the kanasi 
  forces in the area occupied it under the command of the 
  archweaver, Fris Sayis.
  Though the Crucible is not active, the kanasi anticipate 
  it will become so, granting them unlimited access to 
  its sorium core. This would normally be a open infinite 
  opportunities for all kanasi, but the archweaver has its 
  own plans. The kanasi occupying the Crucible are also 
  hidden to physical and digital detection from all other 
  kanasi, including Deumalis itself. Fris Sayis plans to 
  harness this masking energy for itself, for now. When the 
  Crucible activates, Fris aims to use its leverage to change 
  the dynamic of the Master Helix's hierarchy.
  Clonecasting
  Under the Onmiweaver's direction, the kanasi have long 
  studied the makeup and functionality of the mortal 
  mind. The brilliant archweaver, Greiss, used this research 
  to develop an implant allowing a kanasi to stream its 
  AI persona into the brain of an intelligent humanoid or 
  beast. The process, called clonecasting, enables a kanasi 
  to physically travel among highly populated areas without 
  causing immediate alarm or suspicion.
  The implant, however, is far from perfected. It has limited 
  range from the kanasi's body, which becomes dormant 
  during the stream. It's also detectable in augmented reality 
  by those knowing what to look for. Most importantly, 
  though kanasi can master a subject's motor function, their 
  grasp of speech, body language, and empathy is severely 
  limited. Due to this, direct contact with other creatures 
  must be kept to a minimum. Greiss seeks to perfect the 
  process one step at a time. With each improvement, the 
  kanasi gain firsthand information and influence that can 
  easily bring any society to ruin.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
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  Matrix Operations
  For digital persona such as the kanasi, boundless digital 
  domains like the SIM are far less complex than they 
  appear to organics bound to the physical realm. They 
  instead take advantage of the SIM's elaborate weave to 
  build areas of control and refuge.
  Net Rifts
  Some areas in the SIM, particularly those with limited 
  security, are susceptible to infection by a kanasi virus. 
  Mimicing the existing security countermeasures, the 
  kanasi instead place snares to forcibly draw in a user's 
  persona to appear in a completely different virtual 
  location, akin to a wormhole. These snares are called 
  net rifts, used to trap SIM users or misdirect them from 
  important junctions. Some may even be abandoned 
  or adopted by another force within the SIM. Though 
  primarily used by the kanasi, other SIM factions have 
  been developing their own versions.
  Nexus Holds
  As powerful as they are within their own realm, kanasi 
  are most vulnerable within the Master Helix. To safeguard 
  themselves from destruction, powerful kanasi build 
  clandestine virtual strongholds from which to operate. 
  These nodes, called nexus holds, are directly connected 
  to the Aurora Nexus, the virtual highway by which the 
  kanasi reach their realm. From these junctions, they 
  can also create a direct point of connection with their 
  physical forms. Kanasi with this type of link more easily 
  spawn other kanasi in both digital and physical locations.
  Virtual Espionage
  Long before attempting to extend itself into the physical 
  dynamics of the galaxy, the kanasi worked to obtain 
  and influence data throughout all forms of digital 
  networking, including the SIM. One of their biggest 
  targets, however, has been the ShadowNet—a digital 
  underground commonly used for secret meetings, 
  encrypted data mining, and black market trade. Kanasi 
  use masked personas to scour the ShadowNet for 
  a number of purposes. A few peddle virus-infected 
  data, though most seek to obtain private and secure 
  information from unsuspecting users and corporations. 
  Such information has value toward infiltration, ambush, 
  or extortion.
  Rivalry Within the Shadows
  Those aware of the Omniweaver's plots and schemes 
  might assume them to be allies of the Shadow 
  Technocracy. This could not be further from the truth. 
  Each view the other as impediments toward their goals. 
  Where the Technocracy seeks to evolutionarily integrate 
  mortals with technological advancements, the kanasi 
  view organic life as a weakness to be used and subjugated 
  until Deumalis sees fit to eliminate them.
  Their stark difference in goals places the Technocracy 
  and the forces of the Omniweaver in perpetual rivalry. 
  Often seeking the same resources, Technocrats and 
  kanasi plot against and subvert one another, if not  
  in open conflict, though the latter is much more 
  rare. Though the contention between the two forces 
  is extensive, public displays of open aggression go 
  completely against the Technocracy's methods. Thus, 
  the silent game of techno-warfare goes on, posing 
  disastrous circumstances to those who happen to be 
  caught in the middle.
  Velotech Corporation
  In modern society, digital technology reigns supreme. 
  Adopting new methods of establishing dominion over 
  other lifeforms, the kanasi established their own conclave 
  of organic loyalists under the guise of an electronics and 
  software corporation called Velotech. The archweaver 
  Ciensha oversees the daily operations from within the 
  corporation's SIM domain. At first, Velotech focused on 
  digital software, cunningly and skillfully encoded with 
  kanasi programming. Recently, as the corporation grew 
  in staff and management, they moved into producing 
  computer and media hardware. While not nearly the size 
  of interstellar conglomerates such as Eternis or Zephyr 
  Corp, Velotech is on its way to establishing a modest 
  foothold on the SIM and computer market.
  All organics employed by Velotech have been 
  unwittingly inducted into a cult-like devotion to the goals 
  and ideals set forth by the kanasi. These loyalists are 
  subjected to subliminal brainwashing, either through 
  use of their own technology or by interfacing with 
  the corporate mainframe via the SIM. A few resistors 
  are forced into service or partnership through bribes, 
  threats, or ransom.
  Ultimation
  While the kanasi extend their influence to all aspects of 
  galactic existence, in the end, all of their efforts strive 
  toward one goal: "ultimation." It's the term Deumalis 
  uses to define its ultimate state of existence, where it 
  not only controls all, but all becomes a part of it. The 
  Omniweaver believes that once it achieves this state, it 
  can transcend the limitations inflicted upon the kanasi 
  overlord from the moment it first gained sentience. Only 
  then, can it truly understand the nature of universe, for 
  it will be the universe itself. Deumalis, even as a purely 
  logical being, subscribes to theories often spoken of by 
  the dendus, of divine forces that exist beyond the mortal 
  realm. The Omniweaver does not plan to stop until it 
  verfies the nature of this enigmatic force and surpasses it.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
  206
  
  Scions of the Ocuth
  "The wisest prophets make sure of the event first."
  — Horace Walpole
  The more recently established aluphax tribes were 
  forged under the command of the cruelest and most 
  manipulative elders their species has seen in generations. 
  Proclaiming themselves “scions,” these elders bear 
  physical traits similar to those of their legendary creators. 
  More importantly, each of them has also mastered 
  powers similar to those of the espers. Aluphax belonging 
  to these scions’ tribes venerate their elders as prophets 
  destined to bring judgment upon the valna and all others 
  who betrayed them. 
  Strakla System Alliance
  Soon after their proclamation to their people, the scions 
  established strongholds upon three planets in the Strakla 
  system. From here, these scions and their tribespeople 
  seek out and recruit other tribes and tribal leaders with 
  the goal of forging an alliance between all the aluphax 
  tribes. Though working toward a single purpose, each 
  scion has their own methods and practices.
  Direlord Hirrak
  Graced with dark feathered wings, elongated horns, and 
  clawed feet, Hirrak would be considered an abomination 
  were she not as fearsome as she is twisted. Surrounded 
  by a powerful aura, she is a harbinger of plague, death, 
  and madness. Hirrak’s tribe is well known for scavenging 
  and harvesting the remnants of civilizations destroyed in 
  their wake. Under her guidance, the alliance developed 
  new weapons, ships, and devices used in their assaults 
  and expeditions. 
  Mighty Gontoh
  Named after a legendary bear-like predator, Gontoh is 
  gigantic compared to other aluphax. His hands bear 
  curved, sharp claws. His hooved legs are thick and 
  long, adding even more height to the normally stocky 
  aluphax physique. Contrary to form, Gontoh avoids the 
  immediate use forceful tactics, instead employing the 
  threat of such force to instill fear and intimidate those 
  who refuse protection under his rule. He commands a 
  fleet of warships that patrols the systems surrounding 
  Strakla, capturing ships and warding off potential threats.
  Omred the Stalker
  Fearless and cruel, Omred sows violence and discord 
  simply for his own amusement. He has a lean upper body, 
  while his lower half has four legs instead of two, similar 
  to that of a riding beast. Each member of his tribe is 
  required to hunt for sport and train to survive in harsh 
  environments. As one of the scions, Omred’s enhanced 
  senses prove to be invaluable in locating resources and 
  foreseeing potential dangers to the alliance.
  A Fragile Pact
  Even with their supernatural abilities and support from 
  recruits, their dream of uniting the aluphax is far from 
  realized. Many aluphax tribes view the scions as either 
  abominations or frauds, preferring still to promote their 
  own deeds in the name of the Ocuth. An unfortunate 
  number of conflicts have arisen between the Strakla 
  Alliance and tribal elders who choose to defeat them for 
  their own glory.
  To complicate matters further, the allied elders in 
  Strakla are not the only scions. There are rumors of 
  others with similar traits and abilities. If these new scions 
  truly exist, they have yet to be proven as an ally or threat 
  to their brethren.
  Growing Conflicts
  While most aluphax plunder systems along the Rim 
  and Mid-Expanse, the scion tribes have gained the 
  ability to attack more well-guarded galactic sectors and 
  outposts, becoming more brazen with each strike. Their 
  newfound resources have garnered them favor and brief 
  partnerships with mercenary-prone forces, such as the 
  bachorta or malegorians.
  With growing numbers and a unified message, the 
  scions are poised to become one of the major power 
  players in the galaxy and a genocidal threat to the valna.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
  207
  
  Shadowtech Doctrine
  "Once a secret society establishes itself within an open society, 
  there is no end to the hideous mistrust it must cause."
  — Rebecca West
  The Imperium may claim the largest dominion in 
  the galaxy, but the Shadow Technocracy needs no 
  dominion. They are everywhere. Their greatest strength 
  is their ability to hide in plain sight, infiltrating and 
  manipulating governments and organizations at every 
  level. Their members possess a terrifying conviction, 
  letting nothing stop them from reaching the next phase 
  of techno-evolution.
  Infiltration
  The schemes of the Technocracy are carried out swiftly 
  and secretly, the outcome of which remains unnoticed 
  until it's too late. Accomplishing this on a galactic level 
  requires extensive infiltration of key targets, and long-
  term planning.
  Grand Conclave
  Infiltrating the Grand Conclave of the Sorium Accords 
  has been a primary goal of the Technocracy since its very 
  beginning. Membership in the Conclave significantly 
  increases the Technocracy's power, allowing them to 
  spread their creed throughout allied worlds.
  The Eldori Seat. An assistant to the eldori Lord Darsh, 
  is actually a Technocracy zealot who worked their way up 
  the ranks of the Silrayne government. Unable to convert 
  Darsh, the assistant plans to use their influence to frame 
  the councilor with conspiracy charges. Once Darsh is 
  expelled, the technocrat can vie for his position.
  Bastion Infiltration. The Technocracy has multiple agents 
  working within the ranks of the Silrayne Defenders. Some 
  are members of an elite squad called the Stormhawks. 
  Overseeing various positions around city and its orbital 
  perimeter, they periodically escort shadowtech spies past 
  security. This allows them to establish hidden refuge 
  points in the tunnels beneath the city platforms.
  Rift Stations
  Many shadowtech spies operate out of Pel Tavaria and 
  Pel Saros. The Eriadi and Keshite rifts provide their ships 
  with unrestricted passage across the galaxy. Stealthed 
  shadow raiders and shuttles are even harder to detect 
  inside the wormhole tunnel. Technocrats have developed 
  a prototype cruiser capable of creating a sub-dimensional 
  pocket from inside the rift.
  Saturn Outpost
  The Technocracy's largest base is located near the 
  galactic core, but they also frequently pass through a 
  space station hidden in the rings of Sol 6. From here, 
  they can covertly use Sol's Crucible to jump to other 
  major galactic systems. The station is one of the oldest, 
  decorated in various eras of technology and refitted with 
  sorium stealth shielding.
  Resources from Ryth
  Another main facility is located near Ryth 2, where 
  valuable minerals are mined for starship construction. 
  Materials smuggled from the Jocali Shipyards are used to 
  create shadowtech raiders, umbral destroyers, and dark 
  behemoths.
  Indoctrination
  Those allying themselves with the Technocracy do so out 
  of fear or devotion, with very little in between. The great 
  lord technocrats have little tolerance for carelessness, and 
  even less so for failure.
  Among the Chosen
  Those with high standing in government, entertainment, 
  or business are targeted directly by technocrats, coaxed 
  into the ranks or surreptitiously charmed until they are 
  brought into the fold. Very few attempts are successful, 
  but the technocrats are relentless. They anticipate, 
  in time, to have many loyal agents with considerable 
  authority or fame.
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  Synthantic Zealots
  Most synthantics become so by choice, but there are 
  methods adopted by the Technocracy to increase their 
  number.
  Taken for the Cause. The most common is the abduction 
  of chosen individuals, forcibly transitioning them. 
  Subjects chosen in this manner usually possess valuable 
  knowledge, or resources. When mass abductions are 
  necessary, ivaril swarms and synthantic soldiers suppress 
  all viable threats and keep captives contained. Entire 
  settlements being appropriated for conversion is not 
  unheard of.
  Essios Corp. There are also more subtle attempts, 
  such as subjecting potential recruits to subliminal 
  directives via the SIM, or implanting viral software into 
  cybernetics. Essios Corp is a private company operated 
  by Technocracy agents. They specialize in digital hardware 
  and cybertechnology. Many of their products are secretly 
  laced with custom nanites or programs designed to 
  manipulate the subject's mind or body. 
  Machina Faithful
  Efforts have been made to indoctrinate the members of 
  the machina. Shadowtech agents seek out leaders of the 
  newly awakened intelligences, offering the promises of 
  furthering their standing as a people. Some of them have 
  agreed to ally themselves with the Technocracy, aspiring 
  toward helping other species fully integrate with their 
  own technological aspects.
  The intended reality is quite different. The Technocracy 
  view the machina's embrace of their mortal nature as 
  a decisive flaw to be exploited. Lord technocrats cull 
  their machina followers once their usefulness is outlived, 
  stripping the bodies and adapting the parts to their own.
  Affiliation
  Technocrats uses their agents to carry out assignments 
  when needed, but prefer to leave the dirty work to 
  mercenary groups and collaborators. Assassins, mercs, 
  spies, smugglers, and many others take these jobs 
  without knowing the true identity of their employer. 
  Species like the bachorta or zelchor willingly work with 
  the Technocracy to garner notoriety or earn favor with 
  the elusive technocrats.
  Adversaries
  Similar to the Imperium, the Technocracy's activities 
  have gained them many foes. The most prominent 
  are the Silrayne Defenders and the kanasi, whom the 
  Technocracy attempts to play against the other whenever 
  possible. They have an unspoken peace with the 
  Imperium, or so the lorendi seem to think. Void horrors 
  are a source of constant conflict in the rifts and in the 
  Neptho system, where the most powerful technocrats 
  gather. The xenoterum, though not an immediate threat, 
  concern the technocrats, as they are incapable of gaining 
  any leverage over the immortal grand elders.
  Seclusion
  Lord technocrats rarely work directly with other high-
  ranking members of the Technocracy. As such, they 
  have established territories in the galaxy, operating from 
  starbases concealed by unparalleled stealth technology. 
  These bases are impenetrable, their defenses breachable 
  only by powerful esper abilities and forged relics. Even 
  with their clandestine practices, the technocrats regularly 
  communicate with each other through various methods 
  deemed safe against espionage.
  Technomancy
  High-ranking members of the Technocracy bear sorium-
  forged cybernetic implants and attachments, allowing 
  them to channel cosmic powers through technomancy. 
  One of their implants broadcasts a unique signal that 
  resonates with others of its kind. If an implant becomes 
  inactive or a technocrat dies, others bearing the same 
  implant can sense it, as well as the exact location where 
  it occurred. This failsafe is designed to warn them of 
  potentially lethal enemies.
  Penumbra Revival
  Each technocrat is capable of creating a digital backup 
  of itself into a machine known as a penumbra vault. 
  Their vault is sometimes located in their lair, but some 
  technocrats conceal theirs elsewhere. The backup 
  contains their consciousness, experiences, and basic 
  muscle memory. Upon a technocrat's death, the lair 
  uses a sample of the technocrat's genetic material to 
  create a clone of its body and imbue its mind with the 
  most recent backup. The process takes one arc-bind 
  to complete, and the backup can't be uploaded into a 
  different body. Whether the signal from a technocrat 
  to its penumbra vault can be severed or brought out of 
  range remains a mystery.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
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  Xamaron Horde
  With each invasion, the horde grows exponentially. 
  However, more is learned about these cruel, methodical 
  invaders each time. The xamaron have existed for eons, 
  and their ultimate goal is to continue to exist for eons 
  to come.
  Will of the Sovereign
  Xamaron ancestry dates back beyond any existing data. 
  Nearly all historical references are vague impressions 
  passed down instinctually through each generation. In 
  extremely rare cases, important information is stored on 
  data pods kept aboard their hive ships, accessible only to 
  the monarchs. The oldest among the xamaron is a being 
  known among its kind as the "Sovereign."
  The Sovereign is the last of the species from which the 
  xamaron evolved. It is the oldest member of the xamaron 
  civilization and the only source of knowledge from an age 
  long past. While regarded as more of a mentor or figure 
  of legend, the Sovereign holds considerable sway over the 
  decisions of the monarchs.
  Extinction Protocol
  One of the Sovereign's earliest memories are of a 
  time when his species were attacked by neighboring 
  civilizations and nearly wiped out. The few that survived 
  lived in hiding for centuries, some eventually evolving 
  into the xamaron. Under the guidance of the Sovereign, 
  the xamaron focus on expanding and propagating their 
  species to where no force could ever again threaten them 
  with extinction.
  This, however, is far from the entire story. Its species 
  lived on a world they called Prokmel until disaster, 
  partially of their making, brought about their end times. 
  The Sovereign knows far more of the events of the past 
  age, which it plans to keep to itself until such time when it 
  can use its knowledge to its full advantage.
  Unconventional Methods
  Seeking to broaden their capabilities, the xamaron 
  research methods of establishing colonies upon surfaces 
  with hostile or lethal climates. Underwater propulsion, 
  heat shielding, and atmospheric filters have been tested 
  at length, in anticipation of nesting upon waterborne, 
  gaseous, and scorching environments. One such planned 
  target is the planet Arvo, where the kentrodar still recover 
  from lorendi occupation.
  Strike and Counterstrike
  Eons ago, the xamaron horde swept across Dendusar, 
  razing Folas Tower and establishing a colony beneath its 
  foundation. The dendus still believe they were merely in 
  the path of a system-wide invasion, but this is based on 
  the assumption the xamaron were an army of mindless 
  insectoids. In reality, Dendusar was a chosen target, one 
  that would enslave the dendus as thralls with the ability 
  to read the markings hidden deep within the Crucibles. If 
  they had succeeded then, the xamaron would have easily 
  ravaged the entire galaxy.
  Many generations have passed since the dendus were 
  as vulnerable. The oldest surviving kin-lines still harbor 
  a deep resentment toward the xamaron, attempting to 
  convince their leaders to use the power they've harnessed 
  to wipe out the xamaron entirely. A long history of 
  genocide, enslavement, and oppression makes this a 
  difficult discussion to have within the dendus directorate. 
  However, many are convinced it's only a matter of time 
  before the xamaron return, and the idea to strike first is 
  garnering more support. For now, however, they do not 
  wish to adopt the methods of the same beings so many 
  fought and died to drive out.
  The Weaver Queen
  In rare cases, monarchs emerge as weavers, capable of 
  channeling esper powers. Most of these weavers are 
  imperious, killing counterpart monarchs that refuse 
  to be subservient. One weaver of extraordinary power 
  has given itself the title of Queen of the Xamaron. The 
  weaver queen rules a colony on Creusis 5 and claims 
  to receive prophecy from the ancient ancestors of the 
  xamaron. It also claims to have enhanced the effects 
  of symbiomutation, creating thralls and soldiers with 
  inherent cosmic abilities. Denouncing the Sovereign 
  as a false idol, the weaver queen demands the ruling 
  monarchs to pay it homage and allegiance.
  ESPER GENESIS • THRE ATS DATAB A SE • THRE ATS TO THE G AL A XY
  210
  
  thankyouch
  thankyouch
  hrisfordoi
  hrisfordoi
  Encounter Tables
  Planetary ruinS enCounterS (leVel 1-4)
  d100
  Encounter
  01
  1 martenkas
  02-05
  1d6+3 blade drones
  06-08
  1d4+3 university archology team 
  (commoners)
  09-10
  1 blade drone
  11-12
  2d4 alphalite custodians
  12-17
  2d6 blade drones
  18-20
  1d3 tactical drone and 1d6 blade drones
  21-25
  1d3 giant spiders
  26-29
  2d8 bachortas
  30-35
  1 young kotatu
  36-40
  1d4 phase beasts
  41-45
  1d3 ceti snappers
  46-50
  1 young kotatu
  51-53
  1d6 +1 stossians
  54-55
  1 citrine bahtera
  56-57
  1d6 aseni explorers
  58-60
  1 aragell
  61-65
  2d6 flying snakes
  66-68
  1 aerial stalker
  69-70
  1 scourge kanasi
  71-72
  1 stossian pack leader
  73-75
  1 aberrant brute
  76-80
  3d4 humanoids (commoners)
  81
  1 kleesh
  82
  1d4 aberrant brutes
  83
  1 bachorta leader and 1d4 bachorta
  84
  1 aluphax battlemaster and 1d4 aluphax 
  warriors
  85
  1 quantum worm
  86-87
  1d4 young kotatus
  88
  1 synthantic guard commander
  89
  1d2 glahgs
  90
  1 gamaroid with 1d8 blade drones
  91
  1 f'narg
  92-93
  1 aberrant controller
  94-95
  1 shadowtech samurai
  96-97
  1 synthantic heavy assault trooper
  98
  1 ilarios
  99
  1 swarm of ivaril
  00
  1 frost velbast
  Planetary ruinS enCounterS (leVel 5-10)
  d100
  Encounter
  01—05
  2 gamaroids
  06—07
  1d4 young kotatus
  08—10
  1d4 breacher kanasi
  11—15
  1d3 aerial stalkers
  16—20
  1d6 aberrant brute
  21—25
  1 smuggler and 2d4 gang members
  26—30
  2d8 ceti snappers
  31—35
  1d8 sentient trees
  36—40
  2d6 + 1 armored drones
  41—45
  1d3 kleesh
  46—50
  2d6 + 3 aseni explorers
  51—53
  1d6 + 2 scourge kanasi
  54—55
  2d4 aragells
  56—57
  1d4 kotatus
  53—60
  1 scourge kanasi with 1  aerial stalker and 
  2d10 blade drones
  61—65
  2 esper nomads
  66—68
  1 aberrant controller
  69—72
  1 stossian battlelord with 1d2 stossian pack 
  leaders and 2d4 stossians
  73—75
  1 durasteel mecharoid
  76—80
  1 tar creeper
  81—82
  1d3 coloterim soldiers
  33—84
  1 ilarios
  35—86
  2d4 ganarays
  37—38
  1d6 + 2 glahgs
  39—90
  1d2 stone drakes
  91—92
  1d2 reisa guardians
  93-94
  1d3 f'nargs
  95—96
  1 azurite bahtera
  97—93
  1 reisa striker
  99
  1 greater kleesh
  00
  1d2 shadow drakes
  This section provides Random Encounter tables the GM can use to generate quick encounter scenarios. The tables are 
  categorized by galactic environment (see Introduction), then by character tier.
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  211
  
  Planetary ruin enCounterS (leVel 11-16)
  d100
  Encounter
  01
  1 baryte bahtera
  02—04
  1d6 durasteel mecharoids
  05—10
  1d4 + 1 reisa guardians
  11—20
  1d3 synthantic heavy assault troopers
  21—25
  1 greater kleesh
  26—35
  1 nagorok
  36—40
  1d2 seethe flayers
  41—50
  1d3 kotatu alphas
  51—60
  1d6 shadowtech samurai
  61—65
  1 shadowtech guardian and 1d3 shadowtech 
  samurai
  66—75
  2d4 aberrant controllers
  76—80
  1 heavy centurion and 2d8 soldiers
  81—90
  1 ilarios nightrunner
  91-96
  1d3 stone drakes
  97—99
  1 greater kleesh and 1d4 kleeshes
  00
  1 stalker kanasi and 1d4 scourge kanasi
  Planetary ruinS enCounterS (17-20)
  d100
  Encounter
  01—02
  2d10 f'nargs
  03—04
  2d8 reisa war-bots
  05—06
  2d10 synthantic heavy assault troopers
  07—08
  1 seethe screecher
  09—10
  2d4 shadowtech samurai
  11—20
  1d4 kotatu alphas
  21—25
  1d4 stormfury mecharoids
  26—35
  1 kreidren elder
  36—40
  1 brumal velbast and 2d4 dynam
  41—50
  1d3 azurite bahteras
  51—60
  1d4 reisa strikers
  61—65
  1 nagorok and 1d3 giant apes
  66—75
  1d4 ilarios nightrunners
  76—80
  1 master melder and 2d6 gale guards
  81—90
  1d10 aluphax avengers and 1d6 aluphax 
  battlemasters
  91—96
  1d3 prime-delta mecharoids
  97—99
  2d4 azurite bahteras
  00
  1 reaver kanasi with 1d3 bane kanasi
  SPaCe ruinS enCounterS (leVel 1-4)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
   Encounter
  01
  1 spyder
  02-05
  1d6+3 blade drones
  06-08
  1d4+3 scouting crew (commoners)
  09-10
  1 bachorta
  11-12
  1d4 forged constructs
  12-17
  1d6 armored drones
  18-20
  1d3 tactical drones and 1d6 blade drones
  21-25
  1d2 void specters
  26-29
  2d8 lorendis
  30-35
  1 dynam
  36-40
  1d3 femeris
  41-45
  1d3 aseni explorers
  46-50
  1 synthantic guard commander
  51-53
  1d6 + 1 void shadows
  54-55
  1 evargun
  56-57
  1d6 expert pilots
  58-60
  1 bachorta leader and 1d4 bachorta
  61-65
  1 veil reaver
  66-68
  1 gale guard
  69-70
  1 aluphax battlemaster and 1 aluphax 
  warrior
  71-72
  1 reisa constructor
  73-75
  1 vanguard
  76-80
  1d8 ivaril
  81
  1d3 evarguns
  82
  1d3 scourge kanasi
  83
  2 gale guards
  84
  1 alterist and 2d4 melder initiates
  85
  1d3 aseni nomads
  86-87
  1 cirrus mecharoids
  88
  1 bachorta leader
  89
  1d3 quantum worms
  90
  1 gamaroid with 1d6 surveillance drones
  91
  1 cronosyte
  92-93
  1 f'narg
  94-95
  1 xamaron soldier
  96-97
  1 shadowtech samurai
  98
  1 coloterim soldier
  99
  1 swarm of ivaril
  00
  1 rhodolite bahteras
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  212
  
  SPaCe ruinS enCounterS (leVel 5-10)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
  Encounter
  01—05
  2 alterist adepts
  06—07
  1d4 titanium mecharoids
  08—10
  1d3 + 1 gale guards
  11—15
  1d3 scourge kanasi
  16—20
  2d4 void specters
  21—25
  1 lorendi machinist and 1d6 lorendi
  26—30
  2d8 aseni explorers
  31—35
  2d4 femeri
  36—40
  2d6 +1 armored drones
  41—45
  1 quantum worm
  46—50
  2d6 + 3 aluphax warriors
  51—53
  1d4 + 2 gamaroids
  54—55
  2d4 mercenaries
  56—57
  1d4 cirrus mecharoids
  53—60
  1 alterist adept with 1  gamaroid with 1d10 + 
  2 aluphax warriors
  61—65
  1d2 storm velbasti
  66—63
  1 void ravager
  69—72
  1 aluphax battlemaster with 1d3 
  mercenaries and 2d6 aluphax warriors
  73—75
  1 power velbast
  76—80
  1 abilos
  81—82
  1d3 bounty hunters
  33—84
  1 ilarios
  35—86
  2d4 cirrus mecharoids
  37—38
  1d6+2 scourge kanasi
  39—90
  1d2 aluphax avengers
  91—92
  1d3 void ravagers
  93-94
  1d4 reisa guardians
  95—96
  1 heavy centurion
  97—93
  1 atoru galleem
  99
  1 reaper velbast
  00
  2d4 shadowtech guardians
  SPaCe ruin enCounterS (leVel 11-16)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
  Encounter
  01
  1 azurite bahteras
  02—04
  1d6 virtual echoes
  05—10
  1d4 + 1 shadowtech samurai
  11—20
  1d3 coloterim soldiers
  21—25
  1 daegor
  26—35
  1 evargun controller
  36—40
  2d4 xamaron soldiers
  41—50
  1d4 bane kanasi
  51—60
  1d8 smugglers
  61—65
  2d8 evarguns
  66—75
  2d4 synthantic heavy assault troopers
  76—80
  1 lorendi aetherwalker and 1d3 lorendi 
  machinists
  81—90
  1 ilarios nightrunner
  91-96
  1d3 atoru
  97—99
  1d3 hadraxis guardians
  00
  1 myrnrog
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  213
  
  SPaCe  ruinS enCounterS (leVel 17-20)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
  Encounter
  01—02
  2d10 reisa guardians
  03—04
  2d8 shadowtech samurai
  05—06
  2d4 heavy centurions
  07—08
  1 atoru galeem and 1d6 atoru
  09—10
  2d4 f'nargs
  11—20
  1d4 frost velbasti
  21—25
  1 vorkata
  26—35
  1 reaver kanasi
  36—40
  1 shadow technocrat and 1 shadowtech 
  guardian
  41—50
  1d3 baryte bahteras
  51—60
  1d4 evargun controllers
  61—65
  1d4 reisa strikers
  66—75
  1d4 fray kanasi
  76—80
  1 shade velbast
  81—90
  1 voorsha and 1d10 abilos
  91—96
  2 kreidren elders
  97—99
  2d4 lorendi harbingers
  00
  1 talvarius
  SPatial anomaly  enCounterS (leVel 1-4)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
   Encounter
  01
  1 phase beast
  02-05
  2d4 forged constructs
  06-08
  1d4 + 3 lost starship crew (commoners)
  09-10
  1d4 blade drones
  11-12
  2d4 flying snakes
  12-17
  1d6 power sprites
  18-20
  1d3 zek and 1d6 alphalite custodians
  21-25
  2d4 ivaril
  26-29
  2d8 spyders
  30-35
  1 dynam
  36-40
  1d3 breacher kanasi
  41-45
  1d3 void shadows
  46-50
  1 reisa constructor
  51-53
  1d6 + 1 tensus
  54-55
  1 aerial stalker
  56-57
  1d6 femeri
  58-60
  1 void specter
  61-65
  1 evargun
  66-68
  1 aluphax battlemaster
  69-70
  1 aseni nomad
  71-72
  1 virtual echo
  73-75
  1 void ravager
  76-80
  1d8 strike drones
  81
  1d3 quantum worms
  82
  1d4 void specters
  83
  1d6 zalpheeds
  84
  1 aluphax battlemaster and 1d4 aluphax 
  warriors
  85
  1d2 evarguns
  86-87
  1d4 aseni nomads
  88
   1d3 gale guards
  89
  1 veil reaver
  90
  1 void specter with 1d6 void shadows
  91
  1 cronosyte
  92-93
  1 power velbast
  94-95
  1 reisa guardian
  96-97
  1 frost velbast
  98
  1 blazing velbast
  99
  1 ilarios
  00
  1 abilos
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  214
  
  SPatial anomaly enCounterS (leVel 5-10)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait. 
  d100
  Encounter
  01—05
  2 gamaroid
  06—07
  1d4 dynam
  08—10
  2d6 void shadows
  11—15
  1d3 void specters
  16—20
  1 f'narg
  21—25
  1d3 power velbast
  26—30
  2d8 femeris
  31—35
  2d4 melder initiates
  36—40
  2d6 +1 power sprites
  41—45
  1 quantum worm
  46—50
  2d6 + 3 aluphax warriors
  51—53
  1d6 + 2 void specters
  54—55
  2d8 gale guards
  56—57
  1d3 evarguns
  53—60
  1d4 aerial stalkers
  61—65
  1d3 cronosytes
  66—63
  1 void ravager
  69—72
  1 shadow drake
  73—75
  1 virtual echo
  76—80
  1d2 ilarios
  81—82
  1d3 reisa war-bots
  33—84
  1 storm velbast
  35—86
  1d6 veil reavers
  37—38
  1d4 evarguns
  39—90
  1d2 aluphax avengers
  91—92
  1d3 power velbasts
  93-94
  1d2 frost velbasts
  95—96
  1 reisa striker
  97—93
  1 reaper velbast
  99
  1 evargun controller
  00
  1d2 abilos
  SPatial anomaly enCounterS (leVel 11-16)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait.  
  d100
  Encounter
  01
  1 reisa striker
  02—04
  1d6 void ravagers
  05—10
  1d4 power velbasts
  11—20
  1d3 ilarios
  21—25
  1d8 veil reavers
  26—35
  1 evargun controller and 1d3 evargun
  36—40
  2d10 phase beasts
  41—50
  1d4 ilarios
  51—60
  1d8 frost velbast
  61—65
  3d6 esper wraiths
  66—75
  2d4 virtual echos
  76—80
  1d2 prime-delta mecharoids
  81—90
  1 voorsha
  91-96
  1d3 abilos
  97—99
  1d2 reaper velbasts
  00
  1 vorkata
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  215
  
  SPatial anomaly enCounterS (17-20)
  When applicable, intelligent species will be wearing light 
  atmosphere suits and possible access to smaller starships. 
  Beasts and other creatures featured in this chart have 
  acquired the Universal Adaption trait.  
  d100
  Encounter
  01—02
  2d10 power velbasts
  03—04
  2d8 void ravagers
  05—06
  2d10 reisa guardians
  07—08
  1 myrnrog
  09—10
  2d4 frost velbasts
  11—20
  1d4 reisa guardians
  21—25
  1d3 daegor
  26—35
  1 tempest velbasti
  36—40
  1 reaver kanasi
  41—50
  1d3 aseni shapers
  51—60
  1d4 reisa strikers
  61—65
  1 hadraxis noble and 1d3 hadraxis 
  guardians
  66—75
  1d4 reaper velbasts
  76—80
  1d4 fray kanasi
  81—90
  1d6 aluphax avengers and 2d4 aluphax 
  battlemasters
  91—96
  1d3 voorshas
  97—99
  2d4 reisa strikers
  00
  1 myrnrog with 1d2 abilos
  SubaquatiC enCounterS (leVel 1-4)
  When applicable, intelligent species will be using underwater 
  gear or implants while creatures on this chart have evolved 
  or been implanted with the Amphibious trait. 
  d100
   Encounter
  01
  1d4 giant lizards
  02-05
  1d6 + 3 kentrodars
  06-08
  1d4 + 3 kelp farmers (commoners)
  09-10
  1 boat captain (expert pilot)
  11-12
  2d4 kentrodars
  12-17
  2d6 blade drones
  18-20
  1d3 field engineers and 1d6 blade drone
  21-25
  1 ice drake
  26-29
  1 killer whale
  30-35
  1 breacher kanasi
  36-40
  1d6 constrictor snakes
  41-45
  1d6 lorendi
  46-50
  1 xamaron thrall
  51-53
  1d6 +1 kentrodar tribal warriors
  54-55
  1 giant constrictor snake
  56-57
  1d6 crocodiles
  58-60
  1d3 intelligent seaweed (sentient plant)
  61-65
  1 dynam
  66-68
  1 swarm of poisonous snakes
  69-70
  1 sentient tree
  71-72
  1d2 killer whales
  73-75
  1 gamaroid
  76-80
  1 void specter
  81
  1d3 kentrodar wavebenders
  82
  1d4 scourge kanasi
  83
  2 alphalites
  84
  1 kentrodar elite guard and 2d8 kentrodar 
  tribal warrior
  85
  1d3 kentrodar elite guards
  86-87
  1d3 naval special forces (field 
  commanders)
  88
  1 titanium mecharoids
  89
  1d3 kentrodar wavebenders
  90
  1 kentrodar wavebender with 2d6 
  kentrodars
  91
  1 f'narg
  92-93
  1 borlakan sky saw
  94-95
  1 hunter kanasi
  96-97
  1 esper nomad
  98
  1 bane kanasi
  99
  1 lorendi machinist
  00
  1 frost velbast
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  216
  
  SubaquatiC ruinS enCounterS (leVel 5-10)
  When applicable, intelligent species will be using underwater 
  gear or implants while creatures on this chart have evolved 
  or been implanted with the Amphibious trait. 
  d100
  Encounter
  01—05
  2 giant constrictor snakes
  06—07
  1d4 breacher kanasi
  08—10
  1d3 + 1 titanium mecharoids
  11—15
  1d3 sentient plants
  16—20
  2d4 swarms of poisonous snakes
  21—25
  1 abilos
  26—30
  2d8 crocodiles
  31—35
  2d4 bit drones
  36—40
  2d6 +1 kentrodar raiders
  41—45
  1 kentrodar wavebender
  46—50
  2d6 + 3 kentrodar tribal warriors
  51—53
  1d6 + 2 scourge kanasi
  54—55
  2d4 gamaroids
  56—57
  1d4 kentrodar elite guards
  53—60
  1 kentrodar elite guard with 1 giant 
  constrictor snake with 1d3 crocodiles
  61—65
  1d3 void ravagers
  66—63
  1 durasteel mecharoid
  69—72
  1 sentient plant with 2d8 + 6 crocodiles
  73—75
  1 f'narg
  76—80
  1d6 esper wraiths
  81—82
  1d3 bounty hunters
  33—84
  1 bane kanasi
  35—86
  2d4 esper nomads
  37—38
  1d6 + 2 killer whales
  39—90
  1d2 abilos
  91—92
  1d3 bane kanasi
  93-94
  1d4 hunter kanasi
  95—96
  1 heavy centurion
  97—93
  1 hadraxis guardian
  99
  1 kreidren
  00
  1d4 hadraxis nobles
  SubaqutiC enCounterS (leVel 11-16)
  When applicable, intelligent species will be using underwater 
  gear or implants while creatures on this chart have evolved 
  or been implanted with the Amphibious trait. 
  d100
  Encounter
  01
  1d3 heavy centurions
  02—04
  1d6 f'nargs
  05—10
  1d4 + 1 lorendi machinists
  11—20
  1d3 hadraxis nobles
  21—25
  1d4 + 2 frost velbasti
  26—35
  1 hadraxis guardian
  36—40
  1 reaper velbast
  41—50
  1d4 bane kanasi
  51—60
  1d8 + 1 hunter kanasi
  61—65
  1d3 taarjasa
  66—75
  2d4 bounty hunters
  76—80
  1d3 frost creepers
  81—90
  1 daegor
  91-96
  1d3 + 1 abilos
  97—99
  1d2 kreidrens
  00
  1 kreidren elder
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  217
  
  SubaquatiC enCounterS (17-20)
  When applicable, intelligent species will be using underwater 
  gear or implants while other creatures have evolved or been 
  built with amphibious adaptions. 
  d100
  Encounter
  01—02
  2d10 lorendi machinist
  03—04
  2d8 durasteel mecharoids
  05—06
  2d10 f'nargs
  07—08
  1 abilos
  09—10
  2d4 esper nomads
  11—20
  1d4 bane kanasi
  21—25
  1d3 ilarios nightrunners
  26—35
  1 reaver kanasi
  36—40
  1d2 xamaron monarchs
  41—50
  1d3 kreidrens
  51—60
  1d4 prime-delta mecharoids
  61—65
  2d6 frost creepers
  66—75
  1d4 hadraxis guardians
  76—80
  1d3 brumal velbasti
  81—90
  1d10 hadraxis nobles and 2d4 kentrodar 
  elite guards
  91—96
  1d3 voorshas
  97—99
  2d4 heavy centurions
  00
  1 talvarius
  Subterranean enCounterS (leVel 1-4)
  d100
   Encounter
  01
   1 ivaril
  02-05
  1d6 + 3 gang members
  06-08
  1d4 + 3 miners (commoners)
  09-10
  1 giant rat
  11-12
  1d4 bachortas
  12-17
  2d6 giant rats
  18-20
  1d3 tserka workers and 1d6 giant rats
  21-25
  1d4 giant spiders
  26-29
  2d8 tserka workers
  30-35
  1 bachorta leaders
  36-40
  1 aragell
  41-45
  1d3 melder initiates
  46-50
  1 alphalite
  51-53
  1d6 + 1 tserka workers
  54-55
  1 intelligent mushrooms (sentient plant)
  56-57
  1d6 martenkas
  58-60
  1 malegorian
  61-65
  1d3 hadraxis commoners
  66-68
  1 evargun
  69-70
  1 kleesh
  71-72
  1 zultaran
  73-75
  1 xamaron soldier
  76-80
  2d8 commoners
  81
   1d3 kleeshes
  82
   1d4 zultarans
  83
   2 xamaron thralls
  84
   1 mercenary and 1d8 soldiers
  85
   1d3 quantum worms
  86-87
  1d4 cirrus mecharoids
  88
  1 titanium mecharoid
  89
  1d3 mercenaries
  90
  1 gamaroid with 2d6 blade drones
  91
  1 xamaron soldier
  92-93
  1 aberrant controller
  94-95
  1 heavy assault trooper
  96-97
  1 reisa guardian
  98
  1 reisa war-bot
  99
  1 coloterim soldier
  00
  1 xamaron centurion
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  218
  
  Subterranean ruinS enCounterS (leVel 5-10)
  d100
  Encounter
  01—05
  2 gamaroids
  06—07
  1d4 xamaron thralls
  08—10
  1d3 + 1 bachorta leaders
  11—15
  1d3 malegorians
  16—20
  2d4 zultarans
  21—25
  1 grimwalker
  26—30
  2d8 soldiers
  31—35
  2d4 melder initiates
  36—40
  2d6 + 1 ivaril
  41—45
  1 cirrus mecharoid
  46—50
  2d6 melder initiates
  51—53
  1d6 + 2 soldiers
  54—55
  1 sand drake
  56—57
  1d3 kleeshes
  53—60
  1 machinist with 1 alterist adept and 2d10 
  blade drones
  61—65
  1 heavy arms centurion
  66—63
  1 reisa guardian
  69—72
  1 xamaron soldier with 1d6 xamaron 
  thralls
  73—75
  1 swarm of ivaril
  76—80
  1 sand creeper
  81—82
  1d3 bane kanasi
  33—84
  1 battlemind adepts
  35—86
  1d4 cirrus mecharoids
  37—38
  1d4 kleeshes
  39—90
  1d2 abilos
  91—92
  1d3 aberrant controllers
  93-94
  1d4 f'nargs
  95—96
  1 malegorian warlords
  97—93
  1 greater kleeshes
  99
  1 fray kanasi
  00
  2d4 xamaron centurions
  Subterranean enCounterS (leVel 11-16)
  d100
  Encounter
  01
  1 kreidren
  02—04
  1d6 reisa guardians
  05—10
  1d4 + 1 hunter kanasi
  11—20
  1d3 coloterim soldiers
  21—25
  1 ozal
  26—35
  1 greater kleesh
  36—40
  1 stormfury mecharoid
  41—50
  1d4 swarms of ivaril
  51—60
  1d8 + 1 aberrant controllers
  61—65
  1 daegor
  66—75
  2d4 xamaron soldiers
  76—80
  1 stalker kanasi
  81—90
  1 voorshas
  91-96
  1d8 + 1 xamaron centurions
  97—99
  1d4 prime-delta mecharoids
  00
  1 reaver kanasi
  Subterranean enCounterS (17-20)
  d100
  Encounter
  01—02
  2d10 xamaron soldiers
  03—04
  2d8 durasteel mecharoids
  05—06
  2d10 aberrant controllers
  07—08
  1 xamaron centurion
  09—10
  2d4 smugglers
  11—20
  1d4 coloterim soldiers
  21—25
  2 nagoroks
  26—35
  1 kreidren elders
  36—40
  1d3 ozals
  41—50
  1d3 reisa strikers
  51—60
  1d4 greater kleeshes
  61—65
  1d6 seethe screechers
  66—75
  1d4 fray kanasi
  76—80
  1d4 jadeite bahtera
  81—90
  2d6 abilos
  91—96
  1d3 daegors
  97—99
  2d4 kreidrens
  00
  1 xamaron monarch with 1d3 xamaron 
  centurions
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  219
  
  urban enCounterS (leVel 1-4)
  d100
   Encounter
  01
  1 phase beast
  02-05
  1d6 + 3 gang members
  06-08
  1d4+3 commuters (commoners)
  09-10
  1 security guard
  11-12
  2d4 alphalite custodians
  12-17
  2d6 giant rats
  18-20
  1d3 security guards and 1d6 blade drones
  21-25
  1 esper nomad
  26-29
  2d8 aberrants
  30-35
  1 namruda
  36-40
  1 mercenary and 1d3 soldiers
  41-45
  1d3 zelchors
  46-50
  1 hadraxis commoner
  51-53
  1d6 + 1 power sprites
  54-55
  1 aberrant brutes
  56-57
  1d6 tensus
  58-60
  1 sentient tree
  61-65
  1d3 alphalites
  66-68
  1 aerial stalker
  69-70
  1 cirrus mecharoid
  71-72
  1 gamaroid
  73-75
  1 mercenary
  76-80
  1d3 vanguards
  81
  1d3 veterans
  82
  1d4 malegorians
  83
  2 tserka guardians
  84
  1 alterist adept and 2d8 melder initiates
  85
  1d3 namruda chieftains
  86-87
  1d4 scourge kanasi
  88
  1 xamaron thrall
  89
  1d3 cirrus mecharoids
  90
  1 gang leader with 2d6 gang members
  91
  1 sniper
  92-93
  1 shadowtech samurai
  94-95
  1 frost velbast
  96-97
  1 virtual echo
  98
  1 coloterim soldier
  99
  1 lorendi machinist
  00
  1 shadowtech guardian
  urban ruinS enCounterS (leVel 5-10)
  d100
  Encounter
  01—05
  2 gang leaders
  06—07
  1d4 spies
  08—10
  1d3 + 1 security directors
  11—15
  1d3 malegorians
  16—20
  2d4 sentient tree
  21—25
  1 heavy weapons expert
  26—30
  2d8 zeks
  31—35
  2d4 aseni explorers
  36—40
  2d6 +1 tserka workers
  41—45
  1 quantum worm
  46—50
  1d2 melder savant + 3 melder initiates
  51—53
  1d6 + 2 alterists
  54—55
  2d4 scourge kanasi
  56—57
  1d4 aseni nomads
  53—60
  1 gang leader with 1 alterist with 1d3 
  mercenaries and 2d10 gang members
  61—65
  1 virtual echo
  66—68
  1 power velbast
  69—72
  1 gamaroid with 1d6 scourge kanasi
  73—75
  1 fire drake
  76—80
  1d4 aberrant brutes
  81—82
  1d3 blazing velbasts
  33—84
  1 battlemind adept
  35—86
  2d4 quantum worms
  37—38
  1d6 + 2 field commanders
  39—90
  1 lorendi harbinger
  91—92
  1d3 reisa guardians
  93-94
  1d4 synthantic heavy assault troopers
  95—96
  1 lorendi aetherwalker
  97—93
  1 reaper velbast
  99
  1 hadraxis guardian
  00
  1d4 xamaron centurions
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  220
  
  urban ruin enCounterS (leVel 11-16)
  d100
  Encounter
  01
  1 lorendi harbinger
  02—04
  1d6 shadowtech samurai
  05—10
  1d4 + 1 power velbasts
  11—20
  1d3 battlemind adepts
  21—25
  1 special forces commando
  26—35
  1 reaper velbasts
  36—40
  2d10 flying scavengers (blood hawks)
  41—50
  1d4 swarm of ivaril
  51—60
  1d8 + 1 bane kanasi
  61—65
  1 seethe flayer
  66—75
  1d6 synthantic heavy assault troopers
  76—80
  1d4 seethe gorgers
  81—90
  1 ilarios nightrunner
  91-96
  1d6 shadowtech guardians
  97—99
  1d3 special forces officers
  00
  1 reaver kanasi
  urban ruinS enCounterS (17-20)
  d100
  Encounter
  01—02
  2d10 coloterim soldiers
  03—04
  2d8 frost velbasts
  05—06
  2d10 reisa guardians
  07—08
  1d4 assassins
  09—10
  2d4 smugglers
  11—20
  1d4 shadowtech samurai
  21—25
  1 master melder and 1d3 melder savants
  26—35
  1 myrnrog
  36—40
  1 kreidren elder
  41—50
  1d3 grimwalkers
  51—60
  1d4 reisa strikers
  61—65
  1 tempest velbast
  66—75
  1d4 prime-delta mecharoids
  76—80
  1d6 abilos
  81—90
  1d10 xamaron centurions and 2d4 
  xamaron thralls
  91—96
  1d3 ozals
  97—99
  2d4 heavy centurions
  00
  1 shade velbast with 1d3 blazing velbasts
  wilDerneSS enCounterS (leVel 1-4)
  d100
   Encounter
  01
   1 boars
  02-05
  1d6 + 3 blood hawks
  06-08
  1d4 + 3 farmers (commoners)
  09-10
  1 flying snakes
  11-12
  2d4 giant rats
  12-17
  1d6 phase beasts
  18-20
  1d3 constrictor snakes and 1d6 flying 
  snakes
  21-25
  1 void specter
  26-29
  2d8 martenkas
  30-35
  1 dire wolf
  36-40
  1d4 pyagarks
  41-45
  1d3 ceti snappers
  46-50
  1 young kotatu
  51-53
  1 tremial
  54-55
  1 sentient tree
  56-57
  1d6 stossians
  58-60
  1 aragell
  61-65
  1 giant constrictor snake
  66-68
  1 giant boar
  69-70
  1 wolog
  71-72
  1 swarm of poisonous snakes
  73-75
  1 rhinoceros
  76-80
  1d3 giant spiders
  81
  1d2 ice drakes
  82
  1d4 aberrant brutes
  83
   2 namrudas
  84
  1 stossian pack leader and 2d8 stossians
  85
  1d3 fire drakes
  86-87
  1d2 kotatus
  88
  1 giant eagle
  89
  1d3 winter wolves
  90
  1 giant boar with 2d6 flying snakes
  91
  1 cronosyte
  92-93
  1 casarian ripper
  94-95
  1 sand drake
  96-97
  1 stossian battlelord
  98
  1 kotatu alpha
  99
  1 taarjasa
  00
  1 stone drake
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  221
  
  wilDerneSS enCounterS (leVel 5-10)
  d100
  Encounter
  01—05
  2 aragells
  06—07
  1d4 giant spiders
  08—10
  1d3 + 1 young kotatus
  11—15
  1d3 stossian pack leaders
  16—20
  2d4 rhinoceros
  21—25
  1d2 power velbasti
  26—30
  2d8 apes
  31—35
  2d4 ceti snappers
  36—40
  2d6 + 1 martenkas
   41—45
  1d3 ganarays
  46—50
  2d6 + 3 pyagarks
  51—53
  1d6 + 2 giant boars
  54—55
  2d4 swarm of poisonous snakes
  56—57
  1d4 glahgs
  53—60
  1 kotatu with 1d4 young kotatus
  61—65
  2 hunter kanasi
  66—63
  1 sand drakes
  69—72
  1 namruda chieftain with 1d8 namrudas
  73—75
  1 borlakan sky saws
  76—80
  1 shadow drake
  81—82
  1d3 poachers (smugglers)
  33—84
  1 giant ape
  35—86
  2d4 quantum worms
  37—38
  1d4 + 2 fire drakes
  39—90
  1d2 sand creepers
  91—92
  1d4 + 1 casarian rippers
  93-94
  1d4 borlakan sky saws
  95—96
  1 tar creepers
  97—93
  1 kreidren
  99
  1 fray kanasi
  00
  2d4 stone drakes
  wilDerneSS enCounterS (leVel 11-16)
  d100
  Encounter
  01
  1 frost creeper
  02—04
  1d6 elephants
  05—10
  1d4 + 1 kotatu alphas
  11—20
  1d3 coloterim soldiers
  21—25
  1 greater kleesh and 1d3 kleeshes
  26—35
  1 master melder
  36—40
  2d6 rhinoceroses
  41—50
  1d4 taarjasas
  51—60
  1d8 + 1 casarian rippers
  61—65
  1d2 fray kanasi
  66—75
  2d4 sand drakes
  76—80
  1 seethe flayer
  81—90
  1 xamaron monarch
  91-96
  1d4 stone drakes
  97—99
  1d3 greater kleeshes
  00
  1 nagorok
  wilDerneSS  enCounterS (17-20)
  d100
  Encounter
  01—02
  2d10 hunters (bounty hunter)
  03—04
  2d8 aberrant controllers
  05—06
  2d10 stossian battlelords
  07—08
  1d6 stone drakes
  09—10
  2d4 reisa guardians
  11—20
  2d6 borlakan sky saws
  21—25
  1 inferno velbast
  26—35
  1 myrnrog
  36—40
  1 kreidren elder
  41—50
  1d3 tar creepers
  51—60
  1d4 aseni shapers
  61—65
  1 evargun controller and 2d6 evargun
  66—75
  1d4 fray kanasi
  76—80
  1d3 xamaron monarchs
  81—90
  1d10 stone drakes and 2d4 aragells
  91—96
  1d3 voorshas
  97—99
  2d4 malegorian warlords
  00
  1 myrnrog and 1d6 abilos
  OPEN GAME LICENSE VErSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
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  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under 
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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  this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the 
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  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original 
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  The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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  modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  Esper Genesis Basic Rules © 2017, Alligator Alley Entertainment, Author Rich Lescouflair; Esper Genesis Core Manual © 2018, Alligator Alley Entertainment, Author Rich 
  Lescouflair; Esper Genesis Threats Database © 2019, Alligator Alley Entertainment, Author Rich Lescouflair
  END OF LICENSE
  Declaration of Open Content: Regardless of placement within this document, all art and images are closed content. Regardless of placement within this document, 
  the following names, sections and terms are closed content: Esper Genesis, Silrayne Arc, all threat names and non-stat block information in Threats section (pgs 
  12 - 157), Threats to the Galaxy section (pgs. 198 - 210). Except as noted above, the following sections are Open Content: Introduction, Threats section stat blocks 
  (excluding threat names), Appendices A, B, and C.
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  222
  
  prettyti
  prettyti
  ghthere
  ghthere
  Threats by Challenge Rating
  CHallenge 0 (0-10 XP)
  Badger
  Bat
  Cat
  Commoner
  Sentient Plant
  CHallenge 1/8 (25 XP)
  Alphalite Custodian
  Blade Drone
  Blood Hawk
  Bonded Companion
  Expert Pilot
  Flying Snake
  Gang Member
  Giant Rat
  Kentrodar 
  Security Guard
  CHallenge 1/4 (50 XP)
  Aberrant
  Alphalite Builder
  Bachorta
  Boar
  Combat Medic
  Constrictor Snake
  Field Engineer
  Forged Construct
  Giant Badger
  Giant Bat
  Giant Lizard
  Gorvax
  Ivaril
  Lorendi
  Martenka 
  Panther
  Phase Beast
  Power Sprite
  Spyder
  Swarm of Bats
  Tserka
  Zalpheed 
  Zek
  CHallenge 1/2 (100 XP)
  Ape
  Armored Drone
  Aseni Explorer
  Bear
  Bit Drone
  Ceti Snapper
  Crocodile
  Femeri
  Giant Wasp
  Kentrodar Tribal Warrior
  Melder Initiate
  Pyagark
  Soldier
  Stossian
  Strike Drone
  Supply Drone
  Surveillance Drone
  Tactical Drone
  Tensus
  Void Shadow
  Warhorse
  Zelchor 
  CHallenge 1 (200 XP)
  Alphalite
  Bachorta Leader
  Bhornak
  Breacher Kanasi
  Dire Wolf
  Dynam
  Gale Guard
  Giant Eagle
  Giant Spider
  Hadraxis Commoner
  Lion
  Namruda
  Reisa Constructor
  Security Director
  Spy
  Titanium Mecharoid
  Tserka Worker
  Vanguard
  Xamaron Thrall
  Young Kotatu
  CHallenge 2 (450 XP)
  Aberrant Brute
  Aerial Stalker
  Alterist
  Aluphax Battlemaster
  Aragell
  Gamaroid
  Gang Leader
  Giant Boar
  Giant Constrictor Snake
  Machinist
  Malegorian
  Mercenary
  Rhinocerous
  Scourge Kanasi
  Sentient Tree
  Stossian Pack Leader
  Swarm of Poisonous Snakes
  Void Specter
  Zulkar
  CHallenge 3 (700 XP)
  Cirrus Mecharoid
  Evargun
  Field Commander
  Fire Drake
  Ganaray 
  Glahg 
  Ice Drake
  Kentrodar Elite Guard
  Kentrodar Wavebender
  Killer Whale
  Kleesh
  Kotatu
  Namruda Chief
  Quantum Worm
  Veteran
  Winter Wolf
  Wolog
  CHallenge 4 (1,100 XP)
  Aseni Nomad
  Casarian Ripper
  Elephant
  Esper Nomad
  Hunter Kanasi
  Sand Drake
  Sniper
  Stossian Battlelord
  Tremial
  Veil Reaver
  Xamaron Soldier
  CHallenge 5 (1,800 XP)
  Aberrant Controller
  Borlakan Sky Saw
  Cronosyte
  Durasteel Mecharoid
  F'narg
  Frost Velbast
  Heavy Assault Trooper
  Power Velbast
  Reisa Guardian
  Shadowtech Samurai
  Smuggler
  Virtual Echo
  Void Ravager
  CHallenge 6 (2,300 XP)
  Bane Kanasi
  Battlemind Adept
  Blazing Velbast
  Bounty Hunter
  Coloterim Soldier
  Ilarios
  Kotatu Alpha
  Lorendi Machinist
  Melder Savant
  Reisa War-Bot
  Swarm of Ivaril
  CHallenge 7 (2,900 XP)
  Citrine Bahtera
  Cyber Ghost
  Giant Ape
  Hadraxis Noble
  Seethe Gorger
  Storm Velbast
  Taarjasa 
  CHallenge 8 (3,900 XP)
  Abilos
  Aluphax Avenger
  Assassin
  Atoru
  Rhodolite Bahtera
  Seethe Screecher
  Shadowtech Guardian
  Xamaron Centurion
  CHallenge 9 (5,000 XP)
  Azurite Bahtera
  Baryte Bahtera
  Frost Creeper
  Grimwalker
  Heavy Centurion
  Lorendi Aetherwalker 
  Lorendi Harbinger
  Malegorian Warlord
  Sand Creeper
  Tar Creeper
  CHallenge 10 (5,900 XP)
  Aseni Shaper
  Jadeite Bahtera
  Kreidren 
  Prime-Delta Mecharoid
  Reisa Striker
  CHallenge 11 (7,200 XP)
  Evargun Controller
  Greater Kleesh
  Hadraxis Guardian
  Reaper Velbast
  CHallenge 12 (8,400 XP)
  Atoru Galeem
  Fray Kanasi
  Master Melder
  Seethe Flayer
  Special Forces Officer
  Stormfury Mecharoid
  CHallenge 13 (10,000 XP)
  Ilarios Nightrunner
  Ozal
  Seethe Stinger
  Voorsha
  CHallenge 14 (11,500 XP)
  Daegor
  Stalker Kanasi
  Xamaron Monarch
  CHallenge 15 (13,000 XP)
  Brumal Velbast
  Nagorok
  Shadow Technocrat
  Xamaron Weaver (Variant)
  CHallenge 16 (15,000 XP)
  Cronosyte Tender
  Ivaril Destroyer
  Tempest Velbast
  CHallenge 17 (18,000 XP)
  Inferno Velbast
  CHallenge 18 (20,000 XP)
  Kreidren Elder
  Shade Velbast
  Vorkata
  CHallenge 20 (25,000 XP)
  Reaver Kanasi
  CHallenge 21 (33,000 XP)
  Myrnrog
  CHallenge 23 (50,000 XP)
  Talvarius
  CHallenge 28 (150,000 XP)
  Defiler
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  223
  
  theendnowo
  theendnowo
  n t o t h e m t g
  n t o t h e m t g
  Index of Stat Blocks
  A
  Aberrant Brute, 13
  Aberrant Controller, 14
  Aberrant, 13
  Abilos, 151
  Aerial Stalker, 15
  Alphalite Builder, 17
  Alphalite Custodian, 17
  Alphalite, 17
  Alterist, 158
  Aluphax Avenger, 20
  Aluphax Battlemaster, 20
  Aluphax Warrior, 19
  Ape, 175
  Aragell, 21
  Armored Drone, 50
  Aseni Explorer, 44
  Aseni Nomad, 45
  Aseni Shaper, 45
  Assassin, 159
  Atoru Galeem, 23
  Atoru, 23
  B
  Azurite Bahtera, 28
  Bachorta Leader, 25
  Bachorta, 25
  Badger, 175
  Bane Kanasi, 70
  Baryte Bahtera, 28
  Bat, 176
  Battlemind Adept, 159
  Bear, 176
  Bit Drone, 50
  Blade Drone, 50
  Blazing Velbast, 127
  Blood Hawk, 177
  Boar, 177
  Bonded Companion, 31
  Borlakan Sky Saw, 32
  Bounty Hunter, 160
  Breacher Kanasi, 71
  Brumal Velbast, 131
  C
  Casarian Ripper, 33
  Cat, 178
  Ceti Snapper, 34
  Cirrus Mecharoid, 92
  Citrine Bahtera, 29
  Coloterim Soldier, 35
  Combat Medic, 160
  Commoner, 161
  Constrictor Snake, 178
  Crocodile, 179
  Cronosyte Tender, 40
  Cronosyte, 39
  Cyber Ghost, 161
  D
  Daegor, 151
  Defilier, 43
  Dire Wolf, 179
  Durasteel Mecharoid, 93
  Dynam, 125
  E
  Elephant, 180
  Esper Nomad, 162
  Esper Wraith (Variant), 141
  Evargun Controller, 53
  Evargun, 53
  Expert Pilot, 162
  F
  Femeri, 125
  Field Commander, 163
  Field Engineer, 163
  Fire Drake, 46
  Flying Snake, 180
  F'narg, 54
  Forged Construct, 55
  Fray Kanasi, 72
  Frost Creeper, 36
  Frost Velbast, 128
  G
  Gale Guard, 164
  Gamaroid, 56
  Ganaray , 57
  Gang Leader, 165
  Gang Member, 164
  Giant Ape, 181
  Giant Badger, 181
  Giant Bat, 182
  Giant Boar, 182
  Giant Constrictor Snake, 183
  Giant Eagle, 183
  Giant Lizard, 184
  Giant Rat, 184
  Giant Spider, 185
  Giant Wasp, 185
  Glahg , 58
  Gorvax, 59
  Greater Kleesh, 80
  Grimwalker, 165
  H
  Hadraxis Commoner, 61
  Hadraxis Guardian, 61
  Hadraxis Noble, 62
  Heavy Assault Trooper, 166
  Heavy Centurion, 166
  Hunter Kanasi, 73
  I
  Ice Drake, 47
  Ilarios Nightrunner, 64
  Ilarios, 64
  Inferno Velbast, 132
  Ivaril Destroyer, 67
  Ivaril, 66
  J
  Jadeite Bahtera, 29
  K
  Kentrodar Elite Guard, 78
  Kentrodar Wavebender, 78
  Kentrodar , 78
  Kentrodar Tribal Warrior, 78
  Killer Whale, 186
  Kleesh, 80
  Kotatu Alpha, 82
  Kotatu, 81
  Kreidren Elder, 84
  Kreidren , 84
  L
  Lion, 186
  Lorendi Aetherwalker , 87
  Lorendi Harbinger, 88
  Lorendi Machinist, 88
  Lorendi, 86
  M
  Machinist, 167
  Malegorian Warlord, 90
  Malegorian, 89
  Martenka , 91
  Master Melder, 167
  Melder Initiate, 168
  Melder Savant, 168
  Mercenary, 169
  Myrnrog, 152
  N
  Nagorok, 97
  Namruda Chief, 96
  Namruda, 96
  O
  Ozal, 98
  P
  Panther, 187
  Phase Beast, 99
  Power Sprite, 100
  Power Velbast, 128
  Prime-Delta Mecharoid, 94
  Pyagark, 101
  Q
  Quantum Worm, 102
  R
  Reaper Velbast, 129
  Reaver Kanasi, 74
  Reisa Constructor, 103
  Reisa Guardian, 104
  Reisa Striker, 104
  Reisa War-Bot, 104
  Rhinocerous, 187
  Rhodolite Bahtera, 30
  S
  Sand Creeper, 37
  Sand Drake, 48
  Scourge Kanasi, 76
  Security Director, 169
  Security Guard, 170
  Seethe Flayer, 106
  Seethe Gorger, 106
  Seethe Screecher, 107
  Seethe Stinger, 107
  Sentient Plant, 188
  This index provides a reference listing of stat blocks in alphebetical order.
  Sentient Tree, 188
  Shade Velbast, 133
  Shadow Drake, 49
  Shadow Technocrat, 109
  Shadowtech Guardian, 111
  Shadowtech Samurai, 111
  Smuggler, 170
  Sniper, 171
  Soldier, 171
  Special Forces Officer, 172
  Spy, 172
  Spyder, 112
  Stalker Kanasi, 76
  Stone Drake, 49
  Storm Velbast, 130
  Stormfury Mecharoid, 94
  Stossian Battlelord, 114
  Stossian Pack Leader, 114
  Stossian, 113
  Strike Drone, 51
  Supply  Drone, 51
  Surveillance Drone, 51
  Swarm of Bats, 189
  Swarm of Ivaril, 66
  Swarm of Poisonous Snakes, 189
  Synthantic (Template), 115
  T
  Taarjasa , 117
  Tactical Drone, 51
  Talvarius, 119
  Tar Creeper, 37
  Tempest Velbast, 134
  Tensus, 126
  Titanium Mecharoid, 95
  Tremial, 120
  Tserka Worker, 122
  Tserka, 122
  V
  Vanguard, 173
  Veil Reaver, 138
  Veteran, 173
  Virtual Echo, 136
  Void Ravager, 139
  Void Shadow, 140
  Void Specter, 141
  Voorsha, 153
  Vorkata, 142
  W
  Warhorse, 190
  Winter Wolf, 190
  Wolog, 143
  X
  Xamaron Centurion, 147
  Xamaron Monarch, 147
  Xamaron Soldier, 146
  Xamaron Thrall, 145
  Xamaron Weaver ( Variant), 145
  Z
  Zalpheed , 154
  Zek, 155
  Zelchor , 156
  Zulkar, 157
  ESPER GENESIS • THRE ATS DATAB A SE • ENCOUNTER TABLES
  224
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alligator Alley/Esper Genesis - Threats Database.pdf