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# Metroid 5e ## Enjoy the universe of Metroid in this 5e conversion. This packet contains: * 2 Playable Races * Over 10 Creature Stat Blocks * 2 Creature Templates, as well as rules for Terrain and Diseases going with these templates Have fun filling your game with horrors from beyond the cosmos!
Official art from game 'Metroid Prime' Owned by Nintendo and Retro Studios
\pagebreakNum # Playable Races ## Chozo When playing as a Chozo, you gain the following benefits: ***Ability Score Increase.*** One of your ability scores increases by 1, and another one of your ability scores increases by 2. ***Age.*** Chozo are long lived people, maturing at around 30 years of age, and living for about 500 years. ***Size.*** Chozo are tall and mighty, being usually around 7 feet tall, and weighing about 350 to 450 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Flight.*** As an action, you can gain a flying speed equal to your walking speed, which lasts until the start of your next turn. By using this action every turn, you can seamlessly fly turn after turn. Upon reaching Level 5, you gain a constant flying speed equal to your walking speed, and no longer need to use this action to fly. ***Subrace.*** There two known Chozo tribes, the Thoha and Mawkin. You gain one of them as a subrace, listed below. ***Languages.*** You can speak, read, and write two languages of your choice, typically Common and Chozo. ### Thoha When you select the Thoha subrace, you gain the following benefits: ***Thoha Magic.*** You are naturally gifted in magic. You know one of the following spells: *druidcraft*, *prestidigitation*, or *thaumaturgy*. ***Limited Magic Resistance.*** Before making a saving throw against a spell or another magical effect, you can choose to give yourself advantage on the saving throw. You can do this a number of times equal to your Proficiency bonus, and regain all uses of this trait upon finishing a long rest. ### Mawkin When you select the Mawkin subrace, you gain the following benefits: ***Powerful Build.*** Your carrying capacity is doubled. ***Mighty Attacks.*** Whenever you deal damage with an attack, you can reroll any damage dice that results in 1. You must use the rerolled damage, even if it is a 1 again. \columnbreak ## Space Pirate When playing as a Space Pirate, you gain the following benefits: ***Ability Score Increase.*** One of your ability scores increases by 1, and another one of your ability scores increases by 2. ***Age.*** Space Pirates live quick and brutal lives, maturing at around 10 years of age, and living for about 50 years. ***Size.*** Space Pirates are slightly larger than humans, usually standing a little over 6 feet tall, and weighing about 300 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Climber.*** You have a climbing speed equal to your walking speed. ***Darkvision.*** You have Darkvision to a range of 60 feet. ***Natural Weapon: Claws.*** Your claws can act as both melee and ranged weapons. When used as a melee weapon, they deal 1d8 piercing damage. When used as a ranged weapon, they have a range of 60/300 feet and deal 1d8 lightning damage. This weapon has the Finesse property, and you are Proficient with it. This weapon requires no ammo. ***Languages.*** You can speak, read, and write two languages of your choice, typically Common and Space Pirate. \pagebreakNum # Creatures ## There are many creatures and to discover in the vast universe. In this packet, statistics are laid out for the following:
Official art from game 'Metroid: Samus Returns' Owned by Nintendo and MercurySteam \columnbreak * E.M.M.I.s * Ings * Metroids * Larva * Omega * Metroid Prime * Ridley * Space Pirates * Standard * Power Troopers * Zoomers
\pagebreakNum ## E.M.M.I.s The Extraplanetary Multiform Mobile Identifiers (EMMIs) are some of the most dangerous machines to have ever been built, being practically indestructible, and also being able to kill even the most dangerous creatures in the galaxy. The EMMIs, due to their extreme durability and near perfect offensive abilities, are ideal machines to be sent to hostile planets for research purposes. They are mindless in their drive to fulfill their programming, and to seek out the DNA of alien life. ***Narrow Focus.*** EMMIs scout and monitor small sections of planets. Typically an EMMI scours and understands a few square miles of land. They almost never leave this assigned location, even if the creature they were tracking is only a few feet outside of the designated area.
Official art from game 'Metroid Dread' Owned by Nintendo and MercurySteam ___ ___ > ## EMMI >*Medium Construct, unaligned* > ___ > - **Armor Class** 24 (natural armor) > - **Hit Points** 285 (30d8 + 150) > - **Speed** 30 ft., climb 30 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|25 (+7)|23 (+6)|20 (+5)|3 (-4)|22 (+6)|14 (+2)| >___ > - **Saving Throws** Dex +13, Con +12, Int +3 > - **Skills** Acrobatics +13, Athletics +14, Intimidation +9, Investigation +10, Perception +13 > - **Damage Immunities** all (See Nearly Indestructible Trait); poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, unconscious > - **Senses** darkvision 120 ft., passive Perception 23 > - **Languages** understands any 3, but cannot speak > - **Challenge** 22 (41,000 XP) **Proficiency Bonus** +7 > ___ > > ***Nearly Indestructible.*** The EMMI is covered in heavy shielding that cannot easily be broken. While this shielding is in tact, the EMMI is immune to all forms of damage, and it cannot die. > > Whenever the EMMI would have taken damage if not for this damage immunity, besides from poison or psychic damage, the EMMI begins to glow red, and the amount of damage it would have taken is stored in a counter. At the start of the EMMI's turn, this counter resets to 0 damage. If this counter ever reaches 100 damage, the EMMI's shielding breaks, and the EMMI loses its immunity to all damage besides poison and psychic damage. Once this shielding has broken, nothing short of a *wish* spell can bring it back. > > ***Legendary Resistance (3/Day).*** If the EMMI fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** The EMMI has advantage on saving throws against spells and other magical effects. > > ***Magic Attacks.*** The EMMI's weapon attacks are considered magical. > > ### Actions > ***Multiattack.*** The EMMI makes three attacks: Two with its claws, and one with its spike. > > ***Claws.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, and the target is grappled if it is Medium or smaller. While grappled, the target is restrained. > > ***Spike.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) piercing damage, or 49 (12d6 + 7) if the target is grappled by the EMMI. Creatures that fall to 0 hit points from this attack must succeed a DC 21 Constitution saving throw or instantly die. > > ***Electro-Shock.*** A pulse of electricity shoots from the EMMI to a point it can see within 120 feet. All creatures within 15 feet of that point must make a DC 21 Dexterity saving throw. On a failure, a creature takes 36 (8d8) lightning damage and becomes stunned until the end of its next turn. On a success, a creature takes half damage and suffers no additional effects. > > ### Bonus Actions > > ***Locate.*** The EMMI emits a pulse of sound around itself. If the EMMI is unable to hear, this bonus action fails. Otherwise, the EMMI learns the exact location of all creatures within 300 feet of itself, and it instantly learns the true nature of any illusions within 300 feet of itself. Creatures and illusions under the effect of a *silence* spell, or under similar effects that stop sound, are undetected by this bonus action. \pagebreakNum ## Ing The Ing, also known as the shadowlings, are creatures of the night, born from a parallel universe made of living darkness. The Ing detest light, and wish to see shadows overtake reality. ***Dark Mirrors.*** The universe which the Ing came from did not always exist. It was created from a burst of powerful Phazon energy, and was created to reflect the normal universe. The Ing, likewise, are in a way a dark, twisted reflection on reality. Perhaps this explains their odd and malign behavior, as it is only the dark half of a singular whole. ***Absorbers of Energy.*** The Ing have a curious ability to drain magical energy from around the world. They can take and replicate magic and technology, and harness it into themselves. It is said that powerful Ing warriors have harnessed the technology of space travelers, and used this technology to further their endless war on all that shines light.
Art for Videogame 'Metroid Prime 2: Echoes' Owned by Nintendo and Retro Studios \columnbreak ___ > ## Ing Warrior >*Large Ooze, typically chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 136 (16d10 + 48) > - **Speed** 40 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|21 (+5)|16 (+3)|16 (+3)|11 (+0)|12 (+1)|8 (-1) | >___ > - **Skills** Stealth +6 > - **Damage Resistances** necrotic, poison > - **Senses** darkvision 600 ft., passive Perception 11 > - **Languages** - > - **Challenge** 5 (1,800 XP) **Proficiency Bonus** +3 > ___ > > ***Immutable Form.*** The warrior is immune to any spell or Effect that would alter its form. > > ***Born From Darkness.*** The warrior regains 5 hit points at the start of its turn if it has at least 1 hit point and it is within darkness. If the warrior is within bright light at the start of its turn, it instead takes 5 radiant damage. > > ***Light Aversion.*** The warrior has disadvantage on attack rolls and saving throws while it is within bright light. > > ### Actions > ***Multiattack.*** The warrior makes two stomp attacks. > > ***Stomp.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit 14 (2d8 + 5) piercing damage, and if the target is Medium or smaller it must succeed a DC 14 Strength saving throw or be knocked prone. > > ***Shadow Shift.*** If the warrior is within darkness, it can teleport to an unoccupied location within 120 feet that is also within darkness that it can see. > > ### Reactions > > ***Discharge.*** When the warrior takes non-radiant damage from a spell, it can force a creature within 30 feet of itself to succeed a DC 14 Dexterity saving thrown or take damage equal to half the damage dealt to the warrior. The damage type is the same as the damage that the warrior took from the spell. \pagebreakNum ## Metroids These strange life draining entities were created by the Chozo in order to help eradicate the X-Parasites. Even the word "Metroid" comes from the Chozo phrase for "ultimate warrior". However, the Chozo underestimated the power of these energy draining creatures, and the Metroids became a danger to the very universe which they were created to save from the X. ### Larva The most well known form of Metroids, the larval form are jellyfish like creature which fly from prey to prey, feeding on any life they can get their teeth on. ___ > ## Metroid (Larva) >*Medium Aberration, typically neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 127 (15d8 + 60) > - **Speed** 0 ft., fly (hover) 40 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|21 (+5)|22 (+6)|18 (+4)|9 (-1)|19 (+4)|16 (+3)| >___ > - **Saving Throws** Str +9, Dex +10, Con +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks; acid, fire, lightning, poison, psychic, thunder > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** - > - **Challenge** 9 (5,000 XP) **Proficiency Bonus** +4 > ___ > > ***Cold Weakness.*** If the metroid takes any cold damage, it has disadvantage on all of its attack rolls, its flying speed lowers by 10 ft., and it loses resistances and immunities to all damage types. These effects last until the end of its next turn. > > ***Magic Resistance.*** The metroid has advantage on saving throws against spells and other magical effects. > > ***Magic Attacks.*** The metroid's weapon attacks are considered magical. > > ### Actions > ***Multiattack.*** The metroid makes three leech attacks. > > ***Leech.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 6) piercing damage, the target's maximum hit points is reduced by an amount equal to the damage dealt, and the metroid regains hit points equal to the damage dealt. This reduction to maximum hit points lasts for 8 hours. > \columnbreak ### Omega The oldest phase of the standard Metroid lifeline, besides the rare Queen Metroid. Omega Metroids are tall, vaguely humanoid monsters. The Omegas not only contain the life draining property of their larval forms, but also have grown new and even deadlier weapons. ___ > ## Metroid (Omega) >*Huge Aberration, typically neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 299 (26d12 + 130) > - **Speed** 50 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|26 (+8)|13 (+1)|21 (+5)|10 (+0)|20 (+5)|18 (+4)| >___ > - **Saving Throws** Str +14, Con +13, Wis +11 > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks; acid, fire, lightning, poison, psychic, thunder > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** - > - **Challenge** 17 (18,000 XP) **Proficiency Bonus** +6 > ___ > > ***Lesser Cold Weakness.*** If the metroid takes any cold damage, it loses resistances and immunities to all damage types until the end of its next turn. > > ***Magic Resistance.*** The metroid has advantage on saving throws against spells and other magical effects. > > ***Magic Attacks.*** The metroid's weapon attacks are considered magical. > > ### Actions > ***Multiattack.*** The metroid makes four attacks: one with its bite, and three with its claws. > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage, the target's maximum hit points is reduced by an amount equal to the damage dealt, and the metroid regains hit points equal to the damage dealt. This reduction to maximum hit points lasts for 8 hours. > > ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. > > ***Energy Wave (Recharge 5-6).*** A beam of plasma energy shoots from the metroid for 60 feet in a straight line. All creatures within this line must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire and 28 (8d6) radiant damage on a failure, or half as much on a success. \pagebreakNum ### Metroid Prime Metroid Prime is a highly mutated entity, created from an ordinary Metroid being warped and distorted by Phazon energy. From this otherworldly radiation, Metroid Prime was born. So powerful was this creature that the Chozo were forced to seal it away within the Phazon filled comet where it grew. ***Eternal Hunger.*** Metroid Prime hungers for endless energy. No amount of energy, be it life energy or Phazon energy, is enough to satisfy it. If left unchecked, Metroid Prime would drain the entire universe dry until there was nothing left. ***Mutated Soul.*** Phazon radiation is so powerful that it can even distort the very core of an entity. Metroid Prime's titanic outer shell is only the first thing something sees when encountering the beast. Deeper within its shell is the Metroid's true, ghostly form. Its very soul which has been warped beyond repair from the effects of Phazon.
Art for Videogame 'Metroid Prime' Owned by Nintendo and Retro Studios
\columnbreak #### Metroid Prime's Lair Metroid Prime's lair is a crashed Leviathan comet, which is filled with mutated Metroids, and covered in Phazon. ***Lair Actions.*** On initiative count 20 (losing initiative ties), Metroid Prime can take a lair action to cause one of the following effects; it cannot take the same effect two rounds in a row: * Phazon radiation fills an area filling a cube 20 feet on all sides centered on a point within 120 feet of Metroid Prime. All creatures within that cube must succeed a DC 22 Constition saving throw or take 11 (2d10) force damage. If a creature fails by 5 or more, they also gain 1 level of exhaustion. * A bolt of energy erupts on a creature within 120 feet of Metroid Prime. The creature must succeed a DC 22 Dexterity saving throw, or take 14 (4d6) damage. The damage type equals Metroid Prime's current Key Element. * A patch of ground, up to 30 feet on all sides centered on a point within 120 feet of Metroid Prime, becomes covered in Phazon until the next Lair action. ***Regional Effects.*** The region of Metroid Prime's lair is effected by Phazon, which creates one or more of the following effects: * Small pockets of Phazon appear within 10 miles of the lair. * Plants have trouble growing and often die unnaturally within 10 miles of the lair. * Spirits and undead within 10 miles of the lair are more overtly hostile than normal. If Metroid Prime dies, the Leviathan crumbles, and these effects fade over the course of 1d10 days.
\pagebreakNum ___ ___ > ## Metroid Prime >*Gargantuan Aberration, lawful evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 231 (14d20 + 84) > - **Speed** 40 ft., climb 40 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|26 (+8)|18 (+4)|22 (+6)|21 (+5)|22 (+6)|20 (+5)| >___ > - **Saving Throws** Str +16, Con +14, Int +13 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** truesight 60 ft., passive Perception 16 > - **Languages** - > - **Challenge** 25 (75,000 XP) **Proficiency Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Metroid Prime fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** Metroid Prime has advantage on saving throws against spells and other magical effects. > > ***Key Element.*** Metroid Prime has one of four damage types selected as its Key Element: acid, cold, fire, or lightning. It selects this when it finishes a long rest, or whenever it uses its Element Swap Legendary Action. Metroid Prime is immune to the chosen Key Element damage type, and some of its actions deal Key Element damage. Metroid Prime slightly changes color based on its choice, becoming slightly green, blue, red, or yellow if it chose acid, cold, fire, or lightning respectively. > > ***Phazon Body.*** Metroid Prime is immune to all negative effects of Phazon. > > ***Magic Attacks.*** Metroid Prime's weapon attacks are considered magical > > ***Shed Shell (Mythic Trait; Recharges after a Short or Long Rest).*** When Metroid Prime is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, its shell breaks apart releasing its true form, its hit points reset back to maximum, it gains a fly (hover) speed of 40 ft, and it automatically recharges its Elemental Laser action. > > ### Actions > ***Multiattack.*** Metroid Prime makes three claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 11 (2d10) Key Element damage. > > ***Charge.*** Metroid Prime moves up to its speed in a straight line. All creatures within 5 feet of Metroid Prime as it moves must succeed a DC 22 Strength or Dexterity saving throw or take 13 (3d8) bludgeoning damage and fall prone. > > ***Elemental Laser (Recharge 5-6).*** A beam of elemental energy shoots from Metroid Prime for 120 feet in a straight line. All creatures within that line must make a DC 22 Dexterity saving throw, taking 61 (6d6 + 40) Key Element damage on a failure, or half as much on a success. > > ### Legendary Actions > > Metroid Prime can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Metroid Prime regains spent legendary actions at the start of its turn. > > **Claw.** Metroid Prime makes one claw attack. > > **Charge.** Metroid Prime uses its Charge action. > > **Element Swap.** Metroid Prime chooses one of the following damage types: acid, cold, fire, or lightning. That damage type becomes its Key Element. > > ### Mythic Actions > If Metroid Prime's mythic trait is active, it can use the options below as legendary actions for 1 hour after using *Shed Shell*: > > **Shockwave.** All creatures within 30 feet of Metroid Prime must make a DC 22 Strength or Dexterity saving throw, taking 21 (6d6) Key Element damage on a failure, or half as much on a success. > > **Create Phazon.** An area of ground, up to 10 ft. on all sides, that Metroid Prime touches becomes covered in Phazon for the next hour. > > **Spawn Larva (Costs 2 Actions).** Metroid Prime creates a Metroid (Larva) in an unoccupied location it can see within 30 feet. The Larva acts as Metroid Prime's ally, and takes its turn immediately after Metroid Prime's. The Larva's Cold Weakness trait is based on taking force damage, instead of cold damage. > > Metroid Prime cannot use this Legendary Action if it has 2 or more living Larva created at once. If Metroid Prime dies, all of its created Larva instantly die. The Larva also die after 8 hours. \pagebreakNum ## Ridley Ridley is one of the highest commanders of the Space Pirate army. He is a terrifying killing machine, known to some as the "Cunning God of Death" due to both destroying several civilizations, and due to him dying and returning to life over and over again. ***Intelligent Malice.*** Ridley is a cunning and crafty individual. However, he only uses these thoughts to find ways to better kill and torture all he ever meets. It is said that Ridley lives for the sadistic glee of killing others.
Official art for 'Super Metroid' Owned by Nintendo and Intelligent Systems
___ ___ > ## Ridley >*Huge Dragon, chaotic evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 322 (28d12 + 140) > - **Speed** 40 ft., fly 80 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|25 (+7)|24 (+7)|20 (+5)|24 (+7)|13 (+1)|26 (+8)| >___ > - **Saving Throws** Str +13, Dex +13, Wis +7 > - **Skills** Athletics +13, Insight +9, Intimidation +22 > - **Damage Resistances** necrotic, radiant > - **Damage Immunities** fire > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** - > - **Challenge** 18 (20,000 XP) **Proficiency Bonus** +6 > ___ > ***Legendary Resistance (3/Day).*** If Ridley fails a saving throw, he can choose to succeed instead. > > ***Magic Resistance.*** Ridley has advantage on saving throws against spells and other magical effects. > > ***Hard To Kill.*** No material components are needed to bring Ridley back from the dead. In addition, Ridley can be brought back from the dead even if he is outside of the spell or effects designated time frame. > > ***Aura of Fear.*** Creatures that start their turn within 30 feet of Ridley or enter into this range for the first time on their turn must make a DC 20 Wisdom saving throw or be Frightened by Ridley until the start of their next turn. Creatures that succeed this saving throw become immune to this trait for the next 8 hours. > > ***Magic Attacks.*** Ridley's weapon attacks are considered magical > > ### Actions > ***Multiattack.*** Ridley makes two Tail attacks, and either one Bite or one Talon attack. > > ***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 11 (2d10) fire damage. > > ***Talon.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage and the target is grappled. While grappled, the target is restrained. > > ***Breathe Fire (Recharge 5-6).*** Ridley shoots out flames from his mouth. All creatures within a 60-foot-cone starting from Ridley must make a DC 20 Dexterity saving throw. On a failure, a creature takes 65 (10d12) fire damage damage, or half as much on a success. > > ### Legendary Actions > > Ridley can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ridley regains spent legendary actions at the start of his turn. > > **Tail.** Ridley makes one Tail attack. > > **Move.** Ridley moves up to his speed. > > **Fireball (Costs 2 Actions).** Ridley shoots a ball of flames from his mouth. All creatures within 20 feet of a point within 150 feet of Ridley must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failure, or half as much on a success. > \pagebreakNum ## Space Pirates Space Pirates are intergalactic raiders who kill and pillage around the universe, seeking out new technology to help them kill and pillage even better. ***Might Makes Right.*** Only the strong rule in Space Pirate society. This is at the cornerstone of the entire Space Pirate society. Be it a powerful AI, a space dragon, or an bioengineered elite warrior, a Space Pirate leader is always physically powerful. This does not mean the Space Pirates lack intelligence. Much the opposite, they are remarkably intelligent and creative. A Space Pirate simply believes that the weak do not deserve to live. This includes even other Space Pirates. To avoid this fate, many Space Pirates undergo procedures to transform their own bodies. Indeed, so many of these transformed and mutated Space Pirates exist that no one is even sure if there is a single Space Pirate race, or if "Space Pirate" is instead a collection of many races working together. ___ > ## Space Pirate >*Medium Humanoid (Pirate), typically neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 51 (6d8 + 24) > - **Speed** 30 ft., climb 20 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|17 (+3)|15 (+2)|18 (+4)|18 (+4)|9 (-1)|14 (+2)| >___ > - **Skills** Athletics +5, Survival +1 > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** space pirate > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Revenge.*** If the pirate has been damaged by a creature since the start of its last turn, it has advantage on all attack rolls against the creature that damaged it. > > ### Actions > ***Multiattack.*** The pirate shoots two Lasers, or makes two pincer attacks. > > ***Laser.*** *Ranged Weapon Attack:* +4 to hit, range 60/300 ft., one target. Hit: 6 (1d8 + 2) lightning damage. > > ***Pincer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is Medium or smaller it must succeed a DC 12 Strength saving throw or be either grappled or knocked prone (the pirate decides). > \columnbreak ___ > ## Space Pirate Power Trooper >*Medium Humanoid (Pirate), typically lawful evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 102 (12d8 + 48) > - **Speed** 30 ft., climb 30 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|19 (+4)|16 (+3)|19 (+4)|20 (+5)|13 (+1)|15 (+2)| >___ > - **Skills** Athletics +6, Survival +3 > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** space pirate > - **Challenge** 3 (700 XP) **Proficiency Bonus** +2 > ___ > > ***Revenge.*** If the pirate has been damaged by a creature since the start of its last turn, it has advantage on all attack rolls against the creature that damaged it. > > ### Actions > ***Multiattack.*** The pirate shoots three Lasers, or makes three pincer attacks. > > ***Laser.*** *Ranged Weapon Attack:* +5 to hit, range 60/300 ft., one target. Hit: 7 (1d8 + 3) lightning damage. > > ***Pincer.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and if the target is Medium or smaller it must succeed a DC 13 Strength saving throw or be either grappled or knocked prone (the pirate decides). > > ***Rally Cry (1/Day).*** All Space Pirate allies within 60 feet of this pirate that can hear it can use their reaction to either move up to their speed or make a single weapon attack. \pagebreakNum ## Zoomers Despite their names, Zoomers are slow moving creatures which can, somehow, be found on many different planets around the universe. They are simple minded entities, which often times find themselves aimlessly walking in circles for hours on end, during which times they are usually left alone, as their quilled backs are hard to break. Zoomers come in two typical forms: Yellow and Red. While not much different than each other, the bright red Zoomers are slightly stronger and more aggressive than their yellower cousins, but also more head strong and less aware of their environments. ***Unwitting Instigators.*** Zoomers are able to live in a large variety of climates, including multiple planets. Due to this, they are also highly resistant to many diseases. Many diseases that Zoomers casually resist are still held within their systems. It is said that these simple, unassuming creatures actually are the cause of untold destruction, due to their nature to spread diseases wherever they go, or whatever planet they visit.
Art for Videogame 'Metroid Prime' Owned by Nintendo and Retro Studios \columnbreak ___ > ## Zoomer (Yellow) >*Small Monstrosity, unaligned* > ___ > - **Armor Class** 14 (natural armor), 10 when prone > - **Hit Points** 10 (3d6) > - **Speed** 20 ft., climb 20 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|5 (-3) |10 (+0)|10 (+0)|2 (-4)|8 (-1)|6 (-2)| >___ > - **Damage Vulnerabilities** bludgeoning, piercing, and slashing if prone > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** - > - **Challenge** 0 (10 XP) **Proficiency Bonus** +2 > ___ > > ***Strong Grip.*** The zoomer has advantage on ability checks made to either hold its balance or not fall when climbing. > > ***Disease Resistant.*** The zoomer has advantage on saving throws against diseases. > > ### Actions > ***Quill.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 1 (1d1) piercing damage. > ___ > ## Zoomer (Red) >*Small Monstrosity, unaligned* > ___ > - **Armor Class** 15 (natural armor), 11 when prone > - **Hit Points** 24 (7d6) > - **Speed** 20 ft., climb 20 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|6 (-2) |12 (+1)|11 (+0)|1 (-5)|7 (-2)|4 (-3)| >___ > - **Damage Vulnerabilities** bludgeoning, piercing, and slashing if prone > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** - > - **Challenge** 1/8 (25 XP) **Proficiency Bonus** +2 > ___ > > ***Strong Grip.*** The zoomer has advantage on ability checks made to either hold its balance or not fall when climbing. > > ***Disease Resistant.*** The zoomer has advantage on saving throws against diseases. > > ### Actions > ***Quill.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. > \pagebreakNum # Templates ## Phazon Phazon is a highly dangerous, semi-living material that spreads from planet to planet. It is highly radioactive, and dangerous to be near even for short periods of time. ### Phazon Template If a creature has been radiated by Phazon, its statistics change slightly. It retains its normal statistics, except described below. ***Damage Resistance.*** This creature gains resistance to a single damage type, usually poison or force damage. If it gains resistance to bludgeoning, piercing, or slashing damage, magical attacks can bypass the damage reduction. ***Phazon Death.*** This creature cannot regain hit points by any means. ***Phazon Radiation.*** Any creature that starts its turn within 30 feet of this creature or which enters into this range for the first time on their turn takes 6 (1d12) force damage. Creatures with this trait do not take this damage, and neither do creatures which have adapted to Phazon. ***Phazon Body.*** This creature is immune to all negative effects of Phazon.
> #### Phazon Ground > As Phazon is so toxic of a material, it warps the ground itself that it touches. Ground covered by Phazon changes in the following ways: > > * The ground is considered difficult terrain. > * Creatures touching the ground cannot regain hit points. > * Creatures that start their turn touching the ground or that begin to touch the ground for the first time on their turn take 6 (1d12) force damage. > > Creatures with the *Phazon Body* trait can ignore these negative effects. \columnbreak ___ > ## Radiated Space Pirate >*Medium Humanoid (Pirate), typically neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 51 (6d8 + 24) > - **Speed** 30 ft., climb 20 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|17 (+3)|15 (+2)|18 (+4)|18 (+4)|9 (-1)|14 (+2)| >___ > - **Skills** Athletics +5, Survival +1 > - **Damage Resistances** force > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** space pirate > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Revenge.*** If the pirate has been damaged by a creature since the start of its last turn, it has advantage on all attack rolls against the creature that damaged it. > > ***Phazon Death.*** The pirate cannot regain hit points by any means. > > ***Phazon Radiation.*** Any creature that starts its turn within 30 feet of the pirate or which enters into this range for the first time on their turn takes 6 (1d12) force damage. Creatures with this trait do not take this damage, and neither do creatures which have adapted to Phazon. > > ***Phazon Body.*** The pirate is immune to all negative effects of Phazon. > > ### Actions > ***Multiattack.*** The pirate shoots two Lasers, or makes two pincer attacks. > > ***Laser.*** *Ranged Weapon Attack:* +4 to hit, range 60/300 ft., one target. Hit: 6 (1d8 + 2) lightning damage. > > ***Pincer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is Medium or smaller it must succeed a DC 12 Strength saving throw or be either grappled or knocked prone (the pirate decides). > \pagebreakNum ## X-Parasites The X are the scourge of the universe. They are microscopic creatures which have the ability to duplicate any creature they come into contact with. As long as the X exist in the universe, they are a threat to the existence of all life everywhere. ### X-Parasite Template If a creature has been duplicated by the X, its statistics change slightly. It retains its normal statistics, except described below. ***Creature Type.*** The creature becomes an Ooze, and gains the X-Parasite tag. ***Alignment.*** The creature's alignment almost always becomes chaotic evil. ***X Telepathy.*** The creature gains telepathy to a range of 60 feet, but can only communicate to other X-Parasite tagged creatures with it. ***New Trait: X-Death.*** The creature releases X-Parasites around itself when it dies. All creatures within 20 feet of the creature when it dies must make a Constitution saving throw (DC = 11 + Proficiency Bonus). On a failure, the creature becomes inflicted by the *X-Marked* disease. If the creature fails the saving throw by 5 or more, it becomes inflicted with the *X-Infested* disease instead. ***Core X.*** When the creature dies, if the GM deems it to be suitably strong enough, it transforms into a Core-X (See next page). \columnbreak ___ > ## Space Pirate-X >*Medium Ooze (X-Parasite), typically chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 51 (6d8 + 24) > - **Speed** 30 ft., climb 20 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|17 (+3)|15 (+2)|18 (+4)|18 (+4)|9 (-1)|14 (+2)| >___ > - **Skills** Athletics +5, Survival +1 > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** space pirate, telepathy 60 ft. (Only to other X-Parasites) > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Revenge.*** If the pirate has been damaged by a creature since the start of its last turn, it has advantage on all attack rolls against the creature that damaged it. > > ***X-Death.*** The pirate releases X-Parasites around itself when it dies. All creatures within 20 feet of the pirate when it dies must make a DC 13 Constitution saving throw. On a failure, the creature becomes inflicted by the *X-Marked* disease. If the creature fails the saving throw by 5 or more, it becomes inflicted with the *X-Infested* disease instead. > > ### Actions > ***Multiattack.*** The pirate shoots two Lasers, or makes two pincer attacks. > > ***Laser.*** *Ranged Weapon Attack:* +4 to hit, range 60/300 ft., one target. Hit: 6 (1d8 + 2) lightning damage. > > ***Pincer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is Medium or smaller it must succeed a DC 12 Strength saving throw or be either grappled or knocked prone (the pirate decides). > \pagebreakNum ___ > ## Core-X >*Large Ooze (X-Parasite), typically chaotic evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 45 (8d10) > - **Speed** 30 ft., swim 30 ft., fly (hover) 30 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|10 (+0)|10 (+0)|10 (+0)|1 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 > - **Languages** telepathy 60 ft. (Only to Other X-Parasites) > - **Challenge** 1 (200 XP) **Proficiency Bonus** +2 > ___ > > ***Emit X.*** The Core-X releases X-Parasites around itself whenever it takes damage. All creatures within 20 feet of the Core-X when this happens must make a DC 13 Constitution saving throw. On a failure, the creature becomes inflicted by the *X-Marked* disease. If the creature fails the saving throw by 5 or more, it becomes inflicted with the *X-Infested* disease instead. > > ### Actions > ***Ram.*** The Core-X moves its speed in a straight line. Any creatures within 5 feet of it during this movement must succeed a DC 13 Strength or Dexterity saving throw or take 11 (2d10) bludgeoning damage.
\columnbreak > #### X Diseases > Coming into contact with the X-Parasites is a death sentence. The X attack and destroy creatures on a cellular level. > > At the end of every hour that a creature is in contact with an X-Parasite, it must make a DC 13 Constitution saving throw. On a failure, it gains the *X-Marked* disease. If it fails by 5 or more, it gains the *X-Infested* disease. The GM may decide the DC of this to be higher if the location the creature is in is highly filled with X-Parasites, or if the creature has made this saving throw multiple times in a single day. > > Creatures with the X-Parasite tag, as well as any Metroid, are immune to these diseases. > > ##### X-Marked > You have X-Parasites living within you, but you are not yet experiencing any negative effects of the X. You can spread this disease to other creatures if they spend at least 1 hour with you, as explained above. > > In addition, at the end of every hour, you must make a DC 13 Constitution saving throw. On a failure, this disease is replaced with the *X-Infested* disease. > > This disease is fought off if you do not fail a single one of these saving throw for 24 hours, or if you are treated with an Anti-Venom potion created with the DNA of a Metroid. > > ##### X-Infested > Your body has become swarmed with the X. You are incapacitated for as long as you have this disease, and you lose the ability to regain hit points by any means. You can spread this disease to other creatures if they spend at least 1 hour with you, as explained above. > > At the end of every hour, your current hit points decrease by half. If you drop to 0 hit points while under this disease, you die, and you cannot be brought back to life as long as your body is still effected by this disease. > > This disease cannot be effectively removed. Only a *greater restoration* spell or being treated with an Anti-Venom potion created with the DNA of a Metroid can remove it. > > Creatures that die with this disease can be recreated by the X, and become valid creatures to have the X-Parasite template attached to them.
Official Art for game 'Metroid Fusion' Owned by Nintendo \pagebreakNum # See You Next Mission ## \columnbreak
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