# The Fallen The Fallen, known in their own language as the Eliksni, are an insectoid alien species, infamous for being notorious scavengers and raiders. The Fallen are remnants of a mighty civilization that had been flourishing under the grace of a powerful, god-like being until an apocalyptic event called the Whirlwind. The Traveler fled, leaving the survivors behind, but after many centuries, the Fallen found it once again, in the Material Plane and the realms adjacent to it. Seeking to reclaim their glory, the Eliksni decided to explore the newly discovered system and start a war against humanoid society in an attempt to retake control of the "Great Machine". Roving Fallen bands scavenge whatever technology, magic and weapons they can find and rally under the banners of various warring Houses and crime syndicates. ### A Race Made For War The Fallen are a hardy species, and can survive in a wide range of environments without heavy armor or complex modifications to their physiology. Fallen have four arms, partable mandibles and typically wear a helmet with a built-in respiration apparatus. If given a high enough quantity of Ether, the Fallen can molt to regrow their limbs if they are removed from their body, with the quantity of ether directly related to the severity of the reaction. Fallen hatch from eggs and have soft and translucent shells when very young. It is implied that they molt at least once as they grow. Fallen depend on a substance called Ether to survive, which only Servitors can produce. Servitors convert scavenged matter and energy, presented to them ritualistically by the Fallen, directly into ether via unknown processes. While Servitors were revered in ancient times, they have now become a symbol of the degradation of Fallen society and their lost glory. Higher-ranking Fallen get a bigger ration of ether, and more ether allows Fallen to grow in size; this is why Captains are taller than Vandals or Dregs, and why Kells and Archons tower over other Fallen; the Kell of a House controls and distributes ether flow using their own personal Cipher. When a Fallen is killed, a quantity of ether escapes its body and dissipates.
As it turns out, the Captain are actually the true form of the Eliksni. The distribution of Ether is a form social control after the fall of their civilization. ### A Triangle Of Faith Fallen society is divided into a number of Houses, none of which are known to maintain friendly relations with one another, save for the House of Judgment, which was meant to live among the other houses and keep the peace. Each House is ruled by a Kell, who acts as the political leader of a House. Prime Servitors are exalted as gods among the Fallen, inspiring fanatical devotion from the House to which they belong and providing a steady supply of vital ether and new lesser Servitors. Archons serve as both high priests and chief engineers of a House, mediating between the Kell and the Prime Servitor in addition to overseeing maintenance of the House's machines. Houses require all three to be fully stable; without a Kell, a House becomes prone to infighting, without an Archon, a House's Prime Servitor is vulnerable to attack, and without a Prime Servitor, a House cannot produce new Servitors for ether. As such, Fallen do not take the loss of their leaders lightly. If any or all of these leaders were to be killed, then members of the House would panic and scatter, weakening the House to the point of being permanently broken. Below the upper echelon of House leadership are the Captains and the individual crews they command. Captains are Fallen who have managed to gather a following of Vandals and Dregs, who serve as the Captain's crew, commanding respect through brute force. Most Captains swear fealty to a certain House, but some operate independently. \pagebreak
### Types Of Fallen The hierarchy of the Fallen is linear in nature, but prone to being rearranged often as many Fallen are constantly promoted or demoted. **Shanks** are drones that are used as expendable cannon fodder. They are almost never alone, as they are very weak unless backed up by other Fallen units or are in massive numbers. **Exploder Shanks** have an explosive payload strapped where their blaster would be, forcing them to use kamikaze tactics. **Tracer Shanks** have a long-range blaster similar to the wire rifles used by Vandals, but are less accurate and powerful. **Dregs** are the lowest form of Fallen, and are treated as little more than slaves. When a true Fallen dishonors itself or proves untrustworthy, its lower two arms are brutally removed until it can earn enough Ether to regrow them. Recently, a new unit of Dreg called a **Wretch** has surfaced, using spears laced with lightning to skewer their foes from a greater distance. **Vandals** are the most abundant type of Fallen, but tend to stay away from skirmishes, instead making use of their long-range wire rifles that fire slowly but pack a punch. More common are vandals that use standard blasters. **Marauders** seem to be a response to the highly aggressive nature of all creatures the Fallen combat, favouring hit-and-run tactics, aided by their impressive climbing skill and use of cloaking technology. **Servitors** are well armed due to their valuable stores of Ether, and are very rarely found alone. They often position themselves near Fallen to boost them with small amounts of Ether. **Captains** are almost always the commanding force on a battlefield, moving quickly and being able to regenerate its shields if left alone for too long. They can force other Fallen to press on while they flank around using short-range teleportation. **Prime Servitors** the focus of Fallen religion and spiritualism, being the main distilling point of valuable Ether. They are heavily armed, well armoured and are well guarded by other Fallen. **Walkers** are large machines that are used to heavily fortify an area, with a turret capable of piercing most armour and an array of electrified weaponry, as well as the ability to create reinforcements. **Archons** maintain and protect a House's Prime Servitor to ensure the House has a steady supply of Ether. \columnbreak
**Kells** are the highest authority in their House, and command all other Fallen of the House. Kells can distribute Ether at their whim and therefore control the flow of power in their House. ___ > ## Fallen Shank >*Small construct, unaligned* > ___ > - **Armor Class** 13 (natural armour) > - **Hit Points** 11 (2d6 + 4) > - **Speed** 0 ft., fly 20 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|14 (+2)|3 (-4)|7 (-2)|3 (-4)| >___ > - **Skills** Stealth +4 > - **Senses** Darkvision 20 ft., passive Perception 8 > - **Damage Immunities** poison, psychic > - **Languages** understands Eliknsi but can't speak > - **Challenge** 1/4 (50 XP) > ___ > > ***Death Burst.*** When the shank dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one. > > ### Actions > > ***Blaster.*** *Ranged Weapon Attack:* +4 to hit, range 30/45 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. > > ***Self-Destruct (Exploder Only).*** The shank drops itself to 0 hit points. When killed, the shank's Death Burst has an increased range of 10 feet and deals 10 (4d4) fire damage instead. > > ***Tracer Blaster (Tracer Only).*** +5 to hit, range 45/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage, plus 3 (1d4) lightning damage. \pagebreak
___ > ## Fallen Dreg >*Medium humanoid (Fallen), any chaotic or neutral alignment* > ___ > - **Armor Class** 14 (studded leather) > - **Hit Points** 19 (3d8 + 6) > - **Speed** 30 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|14 (+2)|12 (+1)|11 (+0)|8 (-1)| >___ > - **Saving Throws** Dex +4 > - **Skills** Stealth +6 > - **Senses** Darkvision 30 ft., passive Perception 10 > - **Languages** Eliknsi > - **Challenge** 1/2 (100 XP) > ___ > > ***Ambusher.*** In the first round of a combat, the dreg has advantage on attack rolls against any creature it surprised. > > ***Surprise Attack.*** If the dreg surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 5 (2d4) damage from the attack. > > ### Actions > > ***Blaster.*** *Ranged Weapon Attack:* +4 to hit, range 45/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. > > ***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. > > ***Arc Spear (Wretch Only).*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 6 (1d6 + 2) piercing damage plus 3 (1d4) lightning damage. \columnbreak
___ > ## Fallen Vandal >*Medium humanoid (Fallen), any chaotic or neutral alignment* > ___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 22 (3d8 + 9) > - **Speed** 30 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|17 (+3)|16 (+3)|13 (+1)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Stealth +7 > - **Senses** Darkvision 30 ft., passive Perception 11 > - **Languages** Common, Eliknsi > - **Challenge** 1 (200 XP) > ___ > ***Multi-Limbed.*** The vandal has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple. > > ***Steady Hand (Wire Rifle Only).*** The vandal has a +2 bonus to wire rifle attack rolls if it moves less than half its speed on its turn. > > ### Actions > > ***Multiattack (Blaster Only).*** The vandal makes two blaster attacks. > > ***Blaster.*** *Ranged Weapon Attack:* +5 to hit, range 45/60 ft., one target. *Hit:* 6 (1d4 + 3) piercing damage. > > ***Wire Rifle.*** *Ranged Weapon Attack:* +5 to hit, range 60/80 ft., one target. *Hit:* 13 (4d4 + 3) piercing damage. Once the vandal uses this action, it must use a subsequent action to reload the rifle. > > ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 3) piercing damage. \pagebreak ___ > ## Fallen Marauder >*Medium humanoid (Fallen), any chaotic or neutral alignment* > ___ > - **Armor Class** 16 (studded leather) > - **Hit Points** 52 (7d8 + 21) > - **Speed** 35 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|17 (+3)|16 (+3)|13 (+1)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Dex +6, Con +6 > - **Skills** Stealth +9 > - **Senses** Darkvision 30 ft., passive Perception 11 > - **Languages** Common, Eliknsi > - **Challenge** 2 (450 XP) > ___ > > ***Ambusher.*** In the first round of a combat, the marauder has advantage on attack rolls against any creature it surprised. > > ***Multi-Limbed.*** The marauder has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple. > > ***Surprise Attack.*** If the marauder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 11 (3d6) damage from the attack. > > ### Actions > > ***Blade.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 3) slashing damage. > > ***Invisibility.*** The marauder turns invisible until it attacks, takes damage, or until its concentration ends (as if concentrating on a spell). Any equipment the marauder wears or carries is invisible with it. \columnbreak ___ > ## Fallen Servitor >*Large construct, unaligned* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 94 (9d10 + 45) > - **Speed** 0ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|21 (+5)|12 (+1)|10 (+0)|7 (-2)| >___ > - **Saving Throws** Dex +5 > - **Senses** Blindsight 10 ft., darkvision 30 ft., passive Perception 10 > - **Languages** Understands Eliknsi but can't speak > - **Challenge** 3 (700 XP) > ___ > > ***Death Burst.*** When the servitor dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 11 (2d10) fire damage and 11 (2d10) force damage on a failed save, or half as much damage on a successful one. > > ***Immutable Form.*** The servitor is immune to any spell or effect that would alter its form. > > ### Actions > > ***Eyeblast.*** *Ranged Weapon Attack:* +5 to hit, range 30/45 ft., one target. *Hit:* 8 (1d8 + 3) piercing damage plus 10 (2d8) force damage. > > ***Fallen Protector.*** The servitor chooses a creature with the Fallen tag within 30 feet of it. That creature gains resistance to all damage until the start of the servitor's next turn or until it dies. > > ***Teleport.*** The servitor teleports to an unoccupied space within 30 feet of it. \pagebreak ___ > ## Fallen Captain >*Large humanoid (Fallen), any chaotic or neutral alignment* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 95 (10d10 + 40) > - **Speed** 35 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|18 (+4)|15 (+2)|15 (+2)|12 (+1)| >___ > - **Saving Throws** Str +8, Dex +5, Con +7 > - **Skills** Athletics + 8, Perception +5, Stealth +5 > - **Senses** Darkvision 60 ft., passive Perception 12 > - **Languages** Common, Eliknsi > - **Challenge** 5 (1,800 XP) > ___ > > ***Ethereal Step (Recharge 5-6).*** As a bonus action, the captain can teleport to an unoccupied space within 20 feet of it. > > ***Multi-Limbed.*** The captain has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple. > > ***Solar Shield.*** If the captain goes 1 minute without taking damage, it generates a ward around itself. The ward has 20 hit points, vulnerability to fire and radiant damage, and resistance to all other damage. Whenever the captain takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, it take any remaining damage. > > ### Actions > ***Multiattack.*** The captain makes either three blaster attacks or two shock blade attacks. > > ***Blaster*** *Ranged Weapon Attack:* +5 to hit, range 45/60 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. > > ***Shock Blade.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 9 (1d6 + 5) slashing damage plus 3 (1d4) lightning damage. > > ***Rally Fallen (Recharges After A Short Or Long Rest).*** The captain bolsters all creatures with the Fallen tag that can see or hear it and have a Challenge Rating lower than its own. Each affected creature can move up to its speed and make one attack from its statblock. \columnbreak ___ > ## Fallen Prime Servitor >*Huge construct, unaligned* > ___ > - **Armor Class** 17 (natural armour) > - **Hit Points** 175 (14d12 + 84) > - **Speed** 0ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+1)|19 (+4)|23 (+6)|13 (+1)|11 (+0)|8 (-1)| >___ > - **Saving Throws** Str +4, Dex +7 > - **Senses** Blindsight 10 ft., darkvision 45 ft., passive Perception 10 > - **Languages** Understands Eliknsi but can't speak > - **Challenge** 6 (2,300 XP) > ___ > > ***Death Burst.*** When the servitor dies, it explodes in a burst of fire. Each creature within 15 feet of it must make a DC 15 Dexterity saving throw, taking 17 (3d10) fire damage and 11 (2d10) force damage on a failed save, or half as much damage on a successful one. > > ***Immutable Form.*** The servitor is immune to any spell or effect that would alter its form. > > ### Actions > > ***Eyeblast.*** *Ranged Weapon Attack:* +7 to hit, range 30/45 ft., one target. *Hit:* 10 (1d10 + 4) piercing damage plus 17 (3d10) force damage. > > ***Fallen Protector.*** The servitor chooses three creatures with the Fallen tag within 45 feet of it. Those creatures gains resistance to all damage until the start of the servitor's next turn or until it dies. > > ***Teleport.*** The servitor teleports to an unoccupied space within 30 feet of it.
### Lair Actions On initiative count 20 (losing initiative ties), the kell takes a lair action to cause one of the following effects; the kell can't use the same effect two rounds in a row: - The kell summons either 2d4 **Fallen Dregs** or 1d4 **Fallen Vandals** in unoccupied spaces within 30 feet of it. This lair action can only be used again if all summoned units are killed. - The kell empowers all creatures with the Fallen tag that can see or hear it. An affected creature can move up to its speed without provoking opportunity attacks. \columnbreak - The kell emits a pulse of divination magic. The kell learns the current location of all creatures within its lair. - The kell targets a Servitor within 15 feet of it. The Servitor takes 3d6 necrotic damage and the kell regains as many hit points. - The kell casts *wall of force*, requiring no components. The wall lasts until initiative count 20 on the next round. \pagebreak ## Devil Splicers The history of the Devil Splicers is mostly unknown besides belonging to the Fallen House of Devils. They worked like other Splicers of other Fallen Houses; working to improve their houses weapons, technology and evolve their species. The Splicers, like the rest of their House, grew desperate after the loss of their House's Kell, Archon and Prime Servitor at the hands of their enemies. A Captain named Aksis, claiming the title of Archon, finally brought a sense of leadership back to the Devils. With Aksis and his followers in power, the Splicers continued their efforts in pillaging a ruined wasteland called the Cosmodrome to find any piece of magic or technology to hopefully turn the tide of their extinction. Their efforts proved fruitful, as they found SIVA, a technology that was able to reconfigure itself on a whim. ### Rise Of The New Machine God While the conventional leadership believed they have found a new machine to worship as a god, the younger, more ambitious sect of the Splicers saw this technology as something else; a means to transcendence. The Devil Splicers believed they could use SIVA to become the machines they worship. Aksis was the first to do so, reaching apotheosis and becoming more machine than Fallen, achieving what the Splicers had long endeavored, freedom from subsistence on ether. The Splicers under Aksis then used SIVA to bring back the Devil's Prime Servitor, Sepiks, to prove the technology's worth to the rest of their brethren. It is unknown how the Devil Splicers managed to control this technology, but it certainly spells disaster for anyone that finds itself at odds with them. ### Fallen Variant: Devil Splicers Devil Splicers use the same statblocks as regular Fallen, with small modifications listed below. Unless otherwise specified, use the base statblock. All Fallen Devil Splicers have the following trait: ***SIVA Orb.*** If the Devil Splicer is killed by damage that exceeds its Constitution score, it creates a Medium orb in its space with a speed of 20 feet and can hover. On the killed Dreg's initiative, it moves towards the creature that killed it. If the orb takes any damage or ends its movement within 5 feet of its target, it detonates. All creatures within 5 feet of the orb must make a Dexterity saving throw, taking half damage on a successful save. The DC of the saving throw and the damage values change depending on the type of enemy killed, as shown on the table below. ##### SIVA Orb Damage | Fallen Enemy | Fire Damage | Necrotic Damage | Orb DC |:---:|:-----------:|:---:|:---:| | Dreg | 3 (1d4) | 3 (1d4) | 13 | Vandal | 3 (1d4) | 5 (2d4) | 14 | Marauder | 5 (2d4) | 5 (2d4) | 15 | Captain | 5 (2d4) | 8 (3d4) | 16 | Archon | 8 (3d4) | 8 (3d4) | 17 | Kell | 10 (4d4) | 10 (4d4) | 18 Devil Splicers can be identified by their black and red colour scheme, angular armour and mass of techno-organic wires along their bodies. **Shanks** can make an additional Blaster attack using its action. The attack deals radiant damage. **Dregs** have their speed increased to 40 ft. **Vandals** can make two Wire Rifle attacks with one action, although it still needs to reload afterwards. When under half of its maximum health, a Vandal can make two Dagger attacks with one action. If it hits with both, it regains 1d8 + 3 hit points. **Captains** have the vulnerabilities of its Solar Shield ability replaced with force damage. It can also be armed with a scorch cannon, using the following attack profile: ***Scorch Cannon.*** *Ranged Weapon Attack:* +5 to hit, range 30/45 ft., one target. *Hit:* 11 (3d6) fire damage, plus 7 (2d6) fire damage to all creatures within 5 feet of the target. **Servitors (Both Variants)** can make two Eyeblast attacks using its action, and the range of the attack becomes 45/60 ft. **Fallen Walkers** deal radiant damage with its Turret attack instead of force damage, and no longer has the Slow Aim trait. It can also use its action to create 1d4 + 1 *SIVA orbs* in unoccupied spaces within 5 feet of it, targeting creatures of its choosing. Use the **marauder** statistics for these *SIVA orbs*. In addition, Devil Splicers field a Heavy Shank with their troops. ___ > ## Heavy Shank >*Medium construct, unaligned* > ___ > - **Armor Class** 15 (natural armour) > - **Hit Points** 34 (4d8 + 16) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|18 (+4)|3 (-4)|7 (-2)|3 (-4)| >___ > > - **Condition Immunities** charmed, exhaustion, frightened > - **Senses** Darkvision 30 ft., passive Perception 8 > - **Languages** understands Eliknsi but can't speak > - **Challenge** 1 (200 XP) > > ___ > > ***Death Burst.*** When the shank dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 8 (3d4) fire damage on a failed save, or half as much on a successful one. > > ### Actions > ***Multiattack.*** The shank makes two blaster attacks > > ***Blaster.*** *Ranged Weapon Attack:* +5 to hit, range 30/45 ft., one target. *Hit:* 6 (1d4 + 3) piercing damage plus 3 (1d4) lightning damage. > > ***Ram.*** *Melee Weapon Attack* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d4) bludgeoning damage, plus the target is pushed backwards 5 ft. \pagebreak ## House Salvation Following the prison break, the first Barons to join Eramis' crew were her old comrades-in-arms from the House of Devils: Phylaks, the Warrior and Kridis, Dark Priestess. The three of them used to be working as a team and fought together in the Battle of the Twilight Gap. Another addition to the Council, Praksis, the Technocrat, was a former member of the House of Wolves who had been confined in a cell next to that of Eramis in the Prison of Elders. They used to have long nighttime talks that influenced Praksis' way of thinking. Atraks, the Wildcard, was meant to represent the younger generation of the Fallen, those who were born after the Whirlwind and never knew any other home but the Material Plane. Last but not least was the last scribe of the House of Judgment, Variks, The Loyal. While other members of the Dark Council despised Variks for being a traitor, Eramis accepted him as a way to draw more Fallen to her own house. After her failed heist, Eramis became plagued by visions of her past from the Pyramid hidden beneath the Underdark. She visits there herself, fighting her way through the drow in order to commune with "the black arrow", which would respond whispering promises of power to the Baroness. Armed with a vision of their intended destination, Eramis and her crew rallied together a new House of Fallen from the remnants of Devils, Wolves, Dusk, and Kell's Scourge to the frigid wastes. There they built a new home for the Eliksni since the fall of their old homeworld, dismantling multiple Fallen hideouts across the planes and using the ruins of the colony of Eventide as the foundation for their city. ### A Reckoning, Dark And Cold When the Black Fleet finally revealed their presence in the Sol System, Eramis and her council had prepared their House for one to arrive at Europa, which offered them power in the form of Splinters of Darkness. Armed with their newfound power of Stasis, Eramis would subsequently proclaim herself as “Kell of Darkness” and vows to destroy the Traveler with her Fallen empire fully equipped with profane abilities. ### Fallen Variant: House Salvation Fallen of House Salvation use the same statblocks as regular Fallen, with small modifications listed below. Unless otherwise specified, use the base statblock. All Fallen of House Salvation have the following trait: ***Profane Magic.*** The Fallen gains access to minor spellcasting, depending on its statblock. Consult the table below to see what level of spell each Fallen can cast and how many times it can do so. ##### Profane Magic Table | Fallen Enemy | Cantrips Known | Maximum Spell Level | Spell Points |:---:|:-----------:|:---:|:---:| | Dreg | 1 | 1st | 1 | Vandal | 2 | 2nd | 4 | Marauder | 2 | 2nd | 4 | Captain | 3 | 3th | 6 | Archon | 3 | 4th | 9 | Kell | 4 | 4th | 12 \columnbreak A Fallen with this ability can cast any spell that is equal to or lower than the maximum spell level it can cast, as long as the spell meets one of the following conditions: - The spell deals cold damage. - The spell is on the artificer spell list. To cast the spell, it must expend Spell Points equal to the level of the spell it casts. A Fallen regains all expended Spell Points upon finishing a long rest. Members of House Salvation can be identified by their purple fabric and their white fur, made for cold climates. **Kells** can, once per long rest, cast a 6th level spell that deals cold damage without expending any resources. In addition, Fallen of House Salvation can field **Brigs** to defend important areas. ___ > ## Fallen Brig >*Huge construct, unaligned* > ___ > - **Armor Class** 20 (natural armour) > - **Hit Points** 202 (15d12 + 105) > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|11 (+0)|24 (+7)|3 (-4)|7 (-2)|3 (-4)| >___ > - **Saving Throws** Str +11, Con +12 > - **Damage Resistances** Bludgeoning, slashing, piercing > - **Condition Immunities** charmed, exhaustion, frightened > - **Senses** Darkvision 60 ft., passive Perception 8 > - **Languages** understands Eliknsi but can't speak > - **Challenge** 13 (10,000 XP) > ___ > > ***Death Burst.*** When the brig dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 19 Dexterity saving throw, taking 33 (5d12) fire damage on a failed save, or half as much on a successful one. > > ### Actions > ***Multiattack.*** The brig makes three turret attacks and can use either its void cannon or annihilation blaster. Alternatively, it can make two stomp attacks. > > ***Turret.*** *Ranged Weapon Attack:* +11 to hit, range 30/40 ft., one target. *Hit:* 9 (1d4 + 6) lightning damage. > > ***Void Cannon.*** *Ranged Weapon Attack:* +11 to hit, range 20/30 ft., one target. *Hit:* 20 (3d12) force damage, plus 7 (1d12) force damage to all creatures within 5 feet of the target. > > ***Annihilation Blaster (Recharge 5-6).*** The brig creates a line 60 feet long and 10 feet wide. All creatures in the line must make a DC 19 Dexterity saving throw or take 13 (2d12) radiant damage plus 20 (3d12) fire damage on a failed save, or half that on a successful save. \pagebreak ## Player Race: Eliknsi While Fallen generally despise working with other races, there are factions that are neutral towards other races, and even some that even work with them for a common cause. If you wish to play as an Eliknsi, use the following rules. ### Eliknsi Names Favoring hard consonants, Eliknsi names generally include k's, x's and z's as well as numerous vowels. Female names generally have softer consonants but most names can be given to males and females alike. **Eliknsi Names:** Araskes, Bakris, Drevis, Elykris, Hiraks, Kridis, Namrask, Phensis, Ralniks, Siriks, Taldriks, Visik ### Eliknsi Features **Ability Score Increase.** Your Dexterity score increases by 2, and another ability score of your choice increases by 1. **Age.** Eliknsi generally reach maturity after molting as hatchlings several times. As an adult, an Eliknsi's lifespan is technically indefinite, although they require more and more Ether to sustain themselves as they grow older and larger. **Alignment.** Many Eliknsi are raised in a scavenger's environment, making them lean towards chaotic tendencies. Some are raised more in line with tradition, which makes them more likely to be neutral. **Eliknsi Biology.** You have four arms, each of which can hold or interact with items, as well as grapple or make unarmed strikes. This doesn't increase how many attacks you can make on a turn. In addition, you rely on a substance called Ether to survive. Ether can only be manufactured by a Servitor and the amount distributed depends on those more powerful than you. Ether must be consumed like food or water, although only Ether is needed to survive. If you don't recieve at least a half ration of Ether in a 24 hour period, you gain 1 level of exhaustion. This exhaustion can only be removed by receiving a full ration of Ether every day for each level of exhaustion you have. With 7 days of rest and a full amount of Ether for each day, you can recover from any non-fatal wound, including broken bones and severed limbs. **Eliknsi Engineering.** You learn either the *mending* or *prestidigitation* cantrip. In addition, you can cast either the *alarm*, *detect magic* or *snare* spell without expending a spell slot. Once you cast a spell using this ability, you can't use it again until you finish a long rest. Intelligence is your spellcasting ability for these spells. **Skill Proficiency.** You gain proficiency in one of the following skills: Acrobatics, Arcana, Investigation, Sleight of Hand or Stealth. **Size.** At full maturity, an Eliknsi is slightly taller than the average human. Your size is Medium. **Speed.** Adept efficient movement, Eliknsi are effective climbers and fast on their feet. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. **Languages.** You can speak Common and Eliknsi. Eliknsi is a complex language full of insect-like clicking and odd sounds full of harsh consonants and vowels, much like their naming schemes. \columnbreak ### Feat: Greater Eliknsi Engineering *Prerequisite: Eliknsi* Choose one Infusion from the artificer class that has no prerequisites. You learn that infusion and can bestow it upon a suitable item upon finishing a long rest, as described in the "Infusing an Item" section of the artificer class description. Whenever you gain a level, you can change this infusion out for another one that has no prerequisites. In addition, you add the *arcane lock* spell to the list of spells you can cast with your Eliknsi Engineering ability.