CONCLUSION OUTCOME #1
After the battle with the drones and the tense If the loss of life is three or more innocent during
bomb defusal the characters are in a tight spot. the mission, the news reports take on an
The DRT Troopers ship is about to land outside aggressive stance against vigilante intervention.
bank area. If the characters didn’t discover the This pushes the political agenda of several
Bright Bomber’s charade and identify her. She factions within the city, and world. The belief
uses her acclivity boots to escape the scene. that vigilantes are more of a hinderance than
Launching herself into the air once outside and help. The news broadcasts try to push the
uses optical camouflage to disappear from sight narrative that they only make the situations
and escape. The characters won’t be able to give worse. Vigilantes should join a certified policing
chase as they likely don’t have the means yet. force to ensure they are held accountable for
Additionally, the DRT Troopers are beginning to their actions. If the characters have revealed
drop in. their hero names to anyone during the
encounters. Their name is published for the city
If the characters manage to identify the Bright and world to hear for their heinous and
Bomber, she is captured and arrested when she dangerous activities.
tries to escape with her acclivity boots.
OUTCOME #2
The characters are approached by
Commissioner Jordan. She says to them “That If the loss of life is kept to a minimum of one
was very reckless. You certainly could have made innocent life, the news reports the benefit of
the situation much worse.” At this point, if it is vigilantes, and the worlds need of their help.
revealed that any loss of life was the result of the They site that the slow response of the DRT and
characters she sighs in exasperation and ineptitude of CCPD only makes situations worse.
mentions it probably couldn’t be helped. “You’re Especially when deviants and innocence are at
lucky I don’t arrest you right here and now. But I stake. The self-sacrificing heroes using their
understand the need is great for those who want gifts to aid the world should be explored and
to help. Go, quickly!” expanded upon. Not arrested and punished for
wanting to help. If the characters have revealed
The DRT Troopers have surrounded and began their hero names to anyone during the
entering the building. The characters must encounters. Their name is published for the city
escape notice to the best of their ability. The best and world to hear for their heroic activities.
way to do this is to utilize their Alter-Ego
personas. As Overseer, we recommend keeping REWARDS/XP
track of how many times the DRT encounter the
characters either in their hero suits, or outside The characters each earn 300 XP. This is enough
them. The DRT have a hivemind database. As the to take them to 2nd level. In addition to that, if
characters start to be spotted, regularly, they they managed to capture the Bright Bomber,
become the targets of the DRT and their they gain her Acclivity Boots and Optical Camo
investigation into illegal deviant activity. If the Belt.
characters are captured by the DRT
Commissioner Jordan intervenes and claims they
are to be interrogating by the CCPD before being
turned over to the DRT. As Overseer, you can
decide what all that entails. Leading to another
grander adventure for our heroes.
Below is a list of potential outcomes that can
arise depending on the actions and rolls of the
characters.
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CROOKS & MONSTERS BRIGHT BOMBER
Crooks, villains, and monsters come in all shapes Medium human, any alignment
and sizes. In Capes and Crooks there are two
special types of enemies. The Crony and Armor Class 15
Henchmen. These two special monsters don’t Hit Points 34 (4d8 +8)
have hit points. Instead, Cronies die after a single Speed 30 ft., fly 50 ft.
blow and henchmen are a bit more durable and
die after two attacks. If they are subject to certain STR DEX CON INT WIS CHA
area effects, such as explosion or flamethrower 16(+3)
that allow them to make a saving throw to take 11(+0) 16(+3) 10(+0) 18(+4) 14(+2)
only half damage, they instead take no damage if
they succeed on the saving throw. Additionally, a Condition Immunities charmed
henchman with a vulnerability will die after Skills Investigation +6, Insight +4, Persuasion +5,
taking a single hit from the damage type they are
vulnerable too. Likewise, a crony hit with a technology +6
damage type that it is resistant to will remain Damage Vulnerabilities lightning
standing after the initial blow. Meaning they will Senses darkvision 60 ft., passive Perception 12
take an additional blow before they fall. Languages Terran, Binary
Challenge 1 (200 XP)
Any creature of your choice can be a crony or a
henchman. When converting a creature to a Cunning Action. On each of its turns, the bright bomber
henchman. It’s recommended to not use creatures can use a bonus action to take the Dash, Disengage, or Hide
whose CR is higher than the party’s average level. action.
The damage output can lead to some characters
being taken out in a single hit, even if they are Optical Camo. As an action you activate her optical camo
easier to drop in one or two attacks. Additionally, belt. The bomber becomes invisible for up to 1 hour.
its CR is halved. Likewise, a creature that becomes Anything she is wearing or carrying is invisible as long as it
a crony or henchman has its CR reduced to one is on their person. The power ends if they attack or use a
quarter its normal rating. For example. A CR 4 power. This feature cannot be used again until the next
henchmen actually has a CR 2 for the purposes of dawn.
calculating experience.
ACTIONS
While there are a few crooks, monsters, and
villains here. You can expand your options by Blaster. Ranged Weapon Attack: +4 to hit, range 60/120
using the Wizards of the Coast SRD or other 5e ft., one target. Hit: 6 (2d4 +1) radiant damage.
compatible monsters to further flesh out the
world. Homing Missiles (Recharge 6). The bright bomber
releases a barrage of three small homing missiles. Each
missile hits a creature of its choice that it can see within
120 feet. A missile deals 1d4+1 fire damage to its target.
The missiles all strike simultaneously, and the bomber can
direct them to hit one creature or several.
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BRUTE, BRUTE CARNIVOROUS PLANT
Large humanoid, any alignment Medium plant, unaligned
Armor Class 13 Armor Class 10
Hit Points 39 (6d10 +6) Hit Points 24 (4d6 +12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10(+0) 13(+1) 14(+2) 12(+1) 10(+0) 16(+3) 7(-2) 10(+0) 4(-3)
16(+3) 11(+0) 12(+1)
Saving Throws Wis +3 Damage Vulnerabilities fire
Skills Intimidation +4 Damage Resistances poison
Senses passive Perception 11 Damage Immunities poison
Languages Common Condition Immunities blinded, charmed, deafened,
Challenge 2 (450 XP) poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius),
Indomitable Defense. The brute has advantage on passive Perception 10
Strength checks and Strength saving throws. When it Languages -
makes an attack, it gains a +2 bonus to damage roll. Challenge 1 (100 XP)
Additionally, the brute has resistance to bludgeoning,
piercing, and slashing damage. The brute can’t use this Constrict. Creatures grappled by the plant take 2 (1d4)
feature again until it finishes a short or long rest. bludgeoning damage at the start of their turn.
ACTIONS False Appearance. While the plant remains motionless,
they are indistinguishable from normal plants.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 +3) bludgeoning damage. If the target ACTIONS
is a Large or smaller creature, it is grappled (escape DC
13). The brute has advantage on attack rolls against the Bite. Melee Weapon Attack: +2 to hit, reach 5 feet, one
grappled creature. target. Hit: 5 (2d4 +1) piercing damage.
Debris Toss (Recharge 6). The brute throws a random Vine Whip. Melee Weapon Attack: +2 to hit, reach 15 ft.,
piece of nearby debris in a line that is 30 feet long and 5 one target. Hit: 4 (1d6 +1) bludgeoning damage plus 7 (2d6)
feet wide, provided it has no creature grappled. Each poison damage. Additionally, the target is grappled (escape
creature in that line must make a DC 13 Dexterity saving DC 12). Until this grapple ends, the creature is restrained,
throw, taking 10 (3d6) bludgeoning damage on a failed save, and the vines can’t constrict another target.
or half as much damage on a successful one.
REACTIONS
REACTIONS
Devour. While the plant has a creature grappled, it can use
Counter Grapple. When the brute takes damage from a its reaction to make a bite attack against the creature so
creature within its reach, it can use its reaction to attempt long as it is within 5 feet of the carnivorous plant.
to grapple the creature.
LEGENDARY ACTIONS
The carnivorous plant can take 2 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 carnivorous plant regains spent
legendary actions at the start of their turn.
Daunting Figure. The carnivorous plant releases a
terrifying shriek. Any creature within 30 feet of the plant
that can see and hear it must make a DC 12 Wisdom saving
throw or be frightened of the plant until the end of their
next turn.
Drag. The carnivorous plant can drag a creature that it
has grappled up to 10 feet toward itself.
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CHIMERA Power Resistance. The codfather has advantage on saving
throws against powers and other magical effects.
Large monstrosity, unaligned
Amphibious. The codfather can breathe air and water.
Armor Class 13 Powers. The codfather can use the following powers at 5th
Hit Points 104 (16d8 +32) level. Its power ability is Wisdom (power save DC 17, +9 to
Seed 30 ft., fly 60 ft. hit with power attacks).
STR DEX CON INT WIS CHA 2/day. control water
18(+4) 11(+0) 19(+4) 3 (-4) 14(+0) 10 (+0)
ACTIONS
Skills Perception +6
Senses darkvision 60., passive Perception 16 Multiattack. The Codfather can use its Dreadful Glare and
Languages - makes one attack with its rotting fist.
Challenge 5 (1,800 XP)
Splash Fist. Melee Weapon Attack: +9 to hit, reach 10 ft.,
ACTIONS one target. Hit: 114 (3d6 + 4) bludgeoning damage plus 21
(6d6) cold damage. If the target is a creature, it must
Multiattack. The chimera makes three attacks: one with succeed on a DC 16 Strength saving throw or be knocked
its bite, one with its horns, and one with its claws. When its prone.
fire breath is available, it can use the breath in place of its
bite or horns. Dreadful Glare. The codfather targets one creature it can
see within 60 feet of it. If the target can see the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one codfather, it must succeed on a DC 16 Wisdom saving
target. Hit: 11 (2d6 + 4) piercing damage. throw against this power or become frightened until the
end of the codfather’s next turn. If the target fails the
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one saving throw by 5 or more, it is also paralyzed for the same
target. Hit: 8 (1d10 + 3) piercing damage and the target duration. A target that succeeds on the saving throw is
must succeed on a DC 15 Strength saving throw or be immune to the Dreadful Glare for the next 24 hours.
knocked prone.
LEGENDARY ACTIONS
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage. The mummy lord can take 3 legendary actions, choosing
from the options below. Only one legendary action option
Fire Breath (Recharge 5-6). The chimera’s dragon head can be used at a time and only at the end of another
exhales fire in a 15-foot cone. Each creature in that area creature’s turn. The mummy lord regains spent legendary
must make a DC 15 Dexterity saving throw. Taking 24 (7d6) actions at the start of its turn.
fire damage on a failed save, or half as much damage on a
successful one. Attack. The mummy lords makes one attack with its
rotting first or uses its Dreadful Glare.
CODFATHER
Binding Wave. Binding wave of water swirls around the
Large beastman, lawful evil Codfather. Each creature within 5 feet of the codfather
must succeed on a DC 16 Strength saving throw or have its
Armor Class 17 (natural armor) movement speed become 0 until the end of the creature’s
next turn.
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim speed 60 ft. Brutal Roar (Costs 2 Actions). The codfather releases a
bellowing and savage roar. Each creature within 30 feet of
STR DEX CON INT WIS CHA the codfather that can hear powerful thrum must succeed
18(+4) on a DC 16 Constitution saving throw or be stunned until
10(+0) 17(+3) 11(+0) 18(+4) 16(+3) the end of the codfather’s next turn.
Saving Throws Con +8, Int +5, Wis +9, Cha +8 Water Twister (Costs 2 Actions). The codfather
Skills Deception +8, Intimidation +8, Persuasion+8 transforms into a vortex of water, moves up to 60 feet,
and reverts to its normal form. While in this form, the
Damage Vulnerabilities lightning codfather is immune to all damage, and it can’t be grappled,
Damage Resistances; bludgeoning, piercing, and petrified, knocked prone, restrained, or stunned.
slashing from nonmagical attacks Equipment worn or carried by the codfather remains in its
Damage Immunities cold, poison possession.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Terran, Bestial
Challenge 15 (13,000 XP)
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DRT TROOPER DRT ALL TERRAIN SENTINEL
Medium construct, neutral Huge construct, unaligned
Armor Class 17 Armor Class 18
Hit Points 58 (9d8 +18) Hit Points 248 (16d20 +80)
Speed 30 ft. Speed 30 ft, fly 50 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 14(+2) 10(+0) 7(-2) 11(+0) 12(+1) 11(+0) 11(+0) 10 (+0)
24(+7) 17(+3) 21(+5)
Skills Athletics +5, Perception +2 Saving Throws Str +12, Con +10
Damage Immunities poison Skills Perception +5
Condition Immunities charmed, exhaustion, frightened, Damage Resistances piercing, slashing, and bludgeoning
paralyzed, poisoned from nonmagical weapons that aren’t coated in
Senses darkvision 60 ft., passive Perception 12 adamantine
Languages Terran Damage Immunities poison, psychic,
Challenge 3 (700 XP) Condition Immunities poisoned, frightened, petrified,
restrained, incapacitated, stunned, prone, shocked,
ACTIONS blinded, charmed, diseased
Senses bioscanner 120 ft. passive Perception 15
Multiattack. The trooper makes two melee or ranged Languages -
attacks.
Challenge 18 (20,000 XP)
Buttstroke. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage. Adamantine Plating. The sentinel’s body is composed of
adamantine plating. This grants immunity to all damage
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range unless it takes at least 15 points of damage or more, in
60/120 ft., one target. Hit: 8 (2d6+2) radiant damage. which case it takes damage as normal. Any damage that
fails to meet or exceed this damage threshold is
Knockout Gas (Recharge 4-6). The trooper releases a considered superficial and doesn’t reduce the sentinel’s hit
blast of sleep gas from a shoulder mounted cannon in a 15- points.
foot cone. Each creature in that area must succeed on a DC
13 Constitution saving throw or fall unconscious for 1 ACTIONS
minute. This effect ends for a creature if the creature
takes damage, or someone uses an action to wake it. Multiattack. The sentinel can make four attacks: one with
its tesla cannon volley and three with its repeating
Description: blasters. Or it makes four slam attacks.
The DRT Trooper is the common foot soldier for the Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Deviant Response Team. The automatons have a shared target. Hit: 24 (3d10 + 7) bludgeoning damage. If the
server-side memory bank. This allows them each to quickly target is a creature it must succeed on a DC 17 Strength
share knowledge gained while out in the field. This allows saving throw or be knocked prone.
them to gather information on events and allow them to
quickly cross reference the deviants and citizens in a Tesla Cannon Volley. The sentinel chooses a point within
location with previous data sets. The data is then used to 300 feet and releases a barrage of tesla cannon fire in a
extrapolate deviants engaging in illegal activities, allowing 20-foot-cube centered on that point Each creature within
them to make authorized arrests. While they carry built in the area must succeed on a DC 17 Dexterity saving throw,
blasters and can deliver a punch that can bring a brute to taking 33 (6d10) radiant damage on a failed save, or half as
their knees. These are just defensive capabilities. Their much damage on a successful one.
primary function of capturing unlawful deviants comes from
their knockout gas. Rendering their targets unconscious Repeating Blasters. Ranged Weapon Attack: +8 to hit,
without harming them. range 150/300 ft., one target. Hit: 19 (3d10 +3) radiant
damage.
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LEGENDARY ACTIONS GANGSTER
The sentinel can take 2 legendary actions, choosing from Medium construct, neutral
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s Armor Class 16
turn. The sentinel regains spent legendary actions at the Hit Points Henchman
start of their turn. Speed 30 ft.
Attack. The sentinel can make a single attack with its STR DEX CON INT WIS CHA
repeating blasters or its slam. 14(+2) 14(+2) 12(+1) 8(-1) 11(+0) 14(+2)
Aimed Shot. The next ranged attack the sentinel makes
before the end of its next turn ignores half and three- Skills Intimidation +4, Sleight of Hand +4
quarters cover. Senses passive Perception 10
Languages Terran
Challenge 1 (200 XP)
Surprise Attack. If the gangster surprises a creature
and deals damage the first round of combat, the target
takes an extra 7 (2d6) damage from the attack.
ACTIONS
Sub-Machine Gun. The gangster releases a spray of
bullets in 20/50-foot cone. Each creature in that cone
must make a DC 12 Dexterity saving throw, taking 10 (3d6)
piercing damage on a failed save, or half as much damage on
a successful one.
Description:
Gangsters aren’t generally much of a threat. They use guns
to spray chaos on the battlefield. They prefer intimidation
and surprise tactics combined with many allies to
overwhelm their enemy.
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HYDRA ACTIONS
Large monstrosity, unaligned Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Armor Class 14
Hit Points 104 (16d8 +32) Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
Seed 30 ft. one target. Hit: + (1d10+1) piercing damage
STR DEX CON INT WIS CHA Description:
19(+4) 16(+3) 14(+2) 2 (-4) 10(+0) 7 (-2)
A robber is one of the most common types of crooks.
Skills Perception +6 Whether it’s a bank, store, or a mugging in an ally. The
Senses darkvision 60., passive Perception 16 robber always has a straightforward goal. To steal money
Languages - or valuable items from another person or location. Being at
Challenge 5 (1,800 XP) the bottom of the totem pole means they often end up as
cronies of more dangerous criminals. The few loyal ones
Hold Breath The hydra can hold its breath for 1 hour may even get a few new gadgets or weapons.
Multiple Heads. The hydra has four heads. While it has MINOTAUR
more than one head, the hydra has advantage on saving
throws against being blinded, charmed, deafened, Huge monstrosity, unaligned
frightened, stunned, and knocked unconscious.
Armor Class 13
Whenever the hydra takes 25 or more damage in a single Hit Points 95 (10d12 +30)
turn, one of its heads dies. If all its heads die, the hydra Seed 50 ft.
dies.
STR DEX CON INT WIS CHA
At the end of its turn, it grows two heads for each of its 22 (+6) 9 (-1) 17(+3) 2 (-4) 12(+1) 5 (-3)
heads that died since its last turn, unless it has taken fire
damage since its last turn. The hydra regains 10 hit points Skills Athletics +10
for each head regrown in this way. Senses passive Perception 11
Languages -
Reactive Heads. For each head the hydra has beyond one. Challenge 5 (1,800 XP)
It gets an extra reaction that can be used only for
opportunity attacks. Labyrinthine Recall. The minotaur can perfectly recall
any path it has traveled.
Wakeful Heads. While the hydra sleeps, at least one of
its heads is awake. Reckless. At the start of its turn, the minotaur can
gain advantage on all melee weapon attack rolls it makes
ACTIONS during that turn, but attack rolls against it have
advantage until the start of its next turn.
Multiattack. The hydra makes as many bite attacks as it
has heads. Trampling Charge. If the minotaur moves at least 20 feet
straight toward a creature and then hits it with a gore
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one attack on the same turn, that target must succeed on a DC
target. Hit: 9 (1d10 + 4) piercing damage, and the target is 15 Strength saving throw or be knocked prone. If the
grappled (escape DC 16). The hydra can grapple one target is prone, the minotaur can make one stomp attack
creature for each head that makes a bite attack. against it as a bonus action
ROBBER ACTIONS
Medium undead, any non-good alignment Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 24 (4d8 + 6) piercing damage.
Armor Class12
Hit Points Crony Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 22 (3d10 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA
11(+0) 10(+0)
12(+1) 12(+1) 10(+0) 10(+0)
Senses passive Perception 12
Languages Terran
Challenge 1/8 (25 XP)
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MUMMY Challenge 4 (1,100 XP)
Medium undead, lawful evil Sand Shroud. A miniature sandstorm constantly whirls
around sandstorm in a 10-foot radius. This area is heavily
Armor Class 11 (natural armor) obscured to creatures other than sandstorm. Wisdom
Hit Points 58 (9d8 +18) (Survival) checks made to follow tracks left by sandstorm
Speed 20 ft. or other creatures that were traveling in its sand shroud
are made with disadvantage.
STR DEX CON INT WIS CHA
16(+3) 8(-1) 15(+2) 6(-2) 10(+0) 12(+1) ACTIONS
Saving Throws Wis +2 Multiattack. Sandstorm makes two slam attacks.
Damage Vulnerabilities fire Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Resistances bludgeoning, piercing, and slashing target. Hit: 11 (2d6+4) bludgeoning damage. If a creature
from nonmagical attacks is hit by this attack twice in the same round (from the
Damage Immunities necrotic, poison same or different sandstorm), the target must make a DC
Condition Immunities charmed, exhaustion, frightened, 13 Constitution saving throw or gain one level of
paralyzed, poisoned exhaustion.
Senses darkvision 60 ft., passive Perception 10 Sandslash (Recharge5-6). As an action, sandstorm
Languages the languages it knew in life intensifies the vortex of sand that surrounds it. All
Challenge 3 (100 XP) creature within a 10-foot radius of sandstorm must make a
DC 14 Dexterity saving throw. A creature takes 21 (6d6)
ACTIONS slashing damage on a failed save, or half as much damage on
a successful one.
Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist. REACTIONS
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., Warding Sand. Sandstorm blasts sand at an attacking foe.
one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 When sandstorm is attacked by a creature within 30 feet
(3d6) necrotic damage. If the target is a creature, it must of it that it can see, it can use its reaction to impose
succeed on a DC 12 Constitution saving throw or be cursed disadvantage on the attack roll, causing sand to
with mummy rot. The cursed target can’t regain hit points, momentarily blind the attack before it hits or misses. An
and its hit point maximum decreases by 10 (3d6) for every attack that can’t be blinded is immune to this feature.
24 hours that elapse. If the curse reduces the target’s hit
point maximum to 0, the target dies, and tits body turns SAURIAN
into a mummy. The curse lasts until removed by the remove
curse power or similar effect. Large beastman, any alignment
Dreadful Glare. The mummy targets one creature it can Armor Class 15
see within 60 feet of it. If the target can see the mummy, Hit Points 84 (8d10 +40)
it must succeed on a DC 11 Wisdom saving throw against Speed 30 ft.
this power or become frightened until the end of the
mummy’s next turn. If the target fails the saving throw by
5 or more, it is also paralyzed for the same duration. A
target that succeeds on the saving throw is immune to the
Dreadful Glare of all mummies (but not mummy lord) for
the next 24 hours.
STR DEX CON INT WIS CHA
18(+4) 13(+1) 20(+5) 7(-2) 16(+3) 10(+0)
SANDSTORM Skills Intimidation +3, Perception +5
Senses darkvision 60., passive Perception 15
Medium humanoid, any alignment
Languages Terran, Beastial
Armor Class 12 Challenge 5 (1,800 XP)
Hit Points 75 (10d8 +30)
Speed 30 ft. Keen Senses. The saurian has advantage on Wisdom
(Perception) checks that rely on sight and smell.
STR DEX CON INT WIS CHA
19(+4) 14(+2) 16(+3) 8(-1) 14(+2) 14(+2) Regeneration. The saurian regains 10 hit points at the
start of its turn. If the saurian takes acid or fire damage,
Skills Perception +4, Stealth +4 this trait doesn’t function at the start of the saurian next
Damage Resistances necrotic; bludgeoning, piercing, turn. The saurian dies only if it starts its turn with 0 hit
and slashing from nonmagical weapons. points and doesn’t regenerate.
Senses darkvision 60 ft., passive Perception 14
Languages Common
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Spider Climb. The saurian can climb difficult surfaces, Description:
including upside down on ceilings, without needing to make
an ability check. Sentry drones are a commonly used defense and detection
system. Their size, A.I. scanners and their antigravity rings
ACTIONS allows them to patrol, scout and track potential threats.
They have minimum armaments in the form of a simple
Multiattack. The saurian makes three attacks: one with blaster. The Sentry Drone is most dangerous due to its
its bite and two with its claws. self-destruct feature. Leaving nothing behind for an enemy
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one to recover.
target. Hit: 7 (1d6 +4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one SHAPESHIFTER SPY, SNITCH
target. Hit: 11 (2d6 +4) piercing damage.
Medium humanoid (shapeshifter), any alignment
REACTIONS
Armor Class 12
Tail Slam. When a creature hits the saurian with a melee Hit Points 33 (6d8 +6)
attack within 5 feet, it can use its reaction to take the Speed 30 ft.
Shove action.
STR DEX CON INT WIS CHA
10(+0)
14(+2) 12(+1) 11(+0) 12(+1) 14(+2)
SENTRY DRONE Skills Perception +3, Stealth +4
Senses darkvision 60 ft. (rat form only), passive
Small construct, neutral Perception 13
Languages Common
Armor Class 11 Challenge 1 (200 XP)
Hit Points Henchman
Speed 10 ft., fly 30 ft. Shapeshifter. The shapeshifter can use its action to
polymorph into a rat-humanoid hybrid or into a giant rat, or
STR DEX CON INT WIS CHA back into its true form, which is humanoid. Its statistics,
7(-2) 13(+1) 10(+0) 9(-1) 12(+1) 12(+1) other than its size are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
Skills Perception +3 reverts to its true form if it dies.
Damage Vulnerabilities lightning
Damage Immunities poison Keen Smell. The shapeshifter has advantage on Wisdom
Condition Immunities charmed, exhaustion, frightened, (Perception) checks that rely on smell.
paralyzed, poisoned ACTIONS
Senses darkvision 60 ft., passive Perception 13
Languages understands commands given in any language Multiattack. The shapeshifter makes two attacks.
but can’t speak
Bite (Shifted or Hybrid Form Only). Melee Weapon
Challenge 1/2 (100 XP) Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2)
piercing damage. If the target is a humanoid, it must
Death Burst. When the sentry drone flies, it explodes in a succeed on a DC 11 Constitution saving throw or be become
burst of fire. Each creature within 10 feet of it must make poisoned for 1 minute.
a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage
on a failed save, or half as much damage on a successful Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one. Flammable objects that aren’t being worn or carried in target. Hit: 5 (1d6 +2) slashing damage.
that area are ignited.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
ACTIONS one target. Hit: 6 (1d10 +1) piercing damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Blaster Pistol. Ranged Weapon Attack: +3 to hit, range
30/90 ft., one target. Hit: + (1d10+1) radiant damage.
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SPIDERBOT ACTIONS
Small construct. unaligned Multiattack. The pyromancer can make one burning fist
attack and one heat ray attack or two heat ray attacks.
Armor Class 16
Hit Points Crony Burning Fist. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 30 ft., climb 30 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9
(2d8) fire damage.
STR DEX CON INT WIS CHA
13(+1) 11(+0) 9(-1) Heat Ray. Ranged Power Attack: +6 to hit, range 120 ft.,
16(+3) 13(+1) 11(+0) one target. Hit: 11 (2d10) fire damage. A flammable object
hit by this ignites if it isn’t being worn or carried.
Saving Throws Dex +2, Con +3
Skills Intimidation +3 Explosion (Recharge 6). The pyromancer releases a
Senses passive Perception 10 powerful ball of fire to a point it chooses within 150 feet.
Languages Terran A streaking ball of fire blossoms and explodes. Each
Challenge 1 (200 XP) creature in a 20-foot radius sphere centered on that point
must make a DC 14 Dexterity saving throw. A target takes
Death Burst. When the spiderbot dies, it explodes in a 8d6 fire damage on a failed save, or half as much damage
burst of crackling lightning. Each creature within 10 feet on a successful one.
of it must make a DC 14 Dexterity saving throw, taking 9
(3d6) lighting damage and being shocked on a failed save, The fire spreads around corners. It ignites flammable
or half as much damage on a successful one. objects in the area that aren’t being worn or carried.
Spider Climb. The spiderbot can climb difficult surfaces, Flame Torrent (Recharge 5-6). The fire manipulator
including upside down on ceilings, without needing to make release fire in a 20-foot line that is 5 feet wide. Each
an ability check. creature in that line must make a DC 14 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half
ACTIONS as much damage on a successful one.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one REACTIONS
target. Hit: 5(1d5 +2) piercing damage. The target must
succeed on a DC 14 Constitution saving throw or be Reactive Blast. When a creature’s movement provokes an
poisoned for 1 hour. opportunity attack or an enemy makes a ranged power or
weapon attack against the pyromancer, it can use its
Blaster Cannon. Ranged Weapon Attack: +5 to hit, range reaction to activate its heat ray attack.
90/300 ft., one target. Hit: 9 (1d12 + 3) force damage.
Description: Strong pyromancer’s have short fuses
Electric Burst (Recharge 5-6). The spiderbot release a
burst of lightning. Each creature within 10 feet of it must and explode in anger very easily. Their ability to manipulate
make a DC 14 Dexterity saving throw, taking 9 (1d12 +3) fire is almost an extension of their blunt personalities.
lightning damage and become shocked on a failed save, or With much more control over their powers, and their
half as much damage on a successful save and are not ability to burn bright and hot. They can leave their enemies
shocked. nothing but a pile of ashes.
PYROMANCER, STRONG
Medium humanoid, any alignment
Armor Class 16
Hit Points Henchman
Speed 30 ft.
STR DEX CON INT WIS CHA
16(+3) 12(+1) 16(+3)
14(+2) 15(+2) 12(+1)
Saving Throws Dex +5, Con +5
Skills Intimidation +6
Senses passive Perception 11
Languages Terran
Challenge 4 (1100 XP)
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BRUTE, STRONG Skills Deception +5, Perception +3, Sleight of Hand +6,
Stealth +6
Large humanoid, any alignment
Senses passive Perception 13
Armor Class 17 Languages Terran
Hit Points 126 (11d12 +55) Challenge 3 (200 XP)
Speed 40 ft.
Keen Sight. The jumper has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on sight.
23(+6) 10(+0)
14(+2) 20(+5) 11(+0) 13(+1) Surprise Teleport. When the jumper teleports before
making an attack against a creature, it has advantage on
Saving Throws Dex +5, Con +8, Wis +4 the attack roll against any creature that hasn’t taken a
Skills Athletics +12, Perception +4 turn in combat yet and they have disadvantage eon any
Senses passive Perception 14 saving throws. In addition, when the jumper attacks with
Languages Terran advantage after teleporting and both rolls hit the targets
Challenge 7 (2,900 XP) AC, the attack is a critical hit.
Indomitable Defense. As a bonus action, the brute can ACTIONS
activate its indomitable defense. The brute has advantage
on Strength checks and Strength saving throws. When it Multiattack. The jumper makes three attacks in any
makes an attack, it gains a +4 bonus to damage roll. combination with its pistol whip or blaster pistol.
Additionally, the brute has resistance to bludgeoning,
piercing, and slashing damage. The brute can’t use this Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft.,
feature again until it finishes a short or long rest. one target. Hit: 3 (1d4 + 1) fire damage.
Legendary Resistance (2/day). If the brute fails a Blaster Pistol Ranged Power Attack: +5 to hit, range 60/90
saving throw, it can choose to succeed instead. ft., one target. Hit: 4 (2d4) radiant damage.
ACTIONS Teleport (Recharge 4-6). The jumper teleports, along
with any equipment it is wearing or carrying, up to 80 feet
Multiattack. The brute makes two slam attacks. to an unoccupied space it can see. Before or after
teleporting, the jumper can make one attack.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d8 +6) bludgeoning damage. If the target REACTIONS
is a Large or smaller creature, it is grappled (escape DC
17). The brute has advantage on attack rolls against the Recharge. When a creature the jumper can see moves
grappled creature. within 5 feet of it, if the jumper’s teleport is recharged, it
can use it as a reaction. The jumper rolls to recharge its
Debris Toss (Recharge 5-6). The brute throws a random teleport.
piece of nearby debris in a line that is 60 feet long and 5
feet wide, provided it has no creature grappled. Each TACTICAL SNIPER
creature in that line must make a DC 17 Dexterity saving
throw, taking 28 (4d10) bludgeoning damage, and being
knocked prone on a failed save, or half as much damage on a
successful one and aren’t knocked prone.
REACTIONS Medium humanoid, any alignment
Counter Grapple. When the brute takes damage from a Armor Class 15
creature within its reach, it can use its reaction to attempt Hit Points Henchman
to grapple the creature. Speed 30 ft.
STR DEX CON INT WIS CHA
10(+0) 10(-0)
16(+3) 12(+1) 15(+2) 16(+3)
JUMPER, STRONG Skills Perception +7, Stealth +7
Medium humanoid, any alignment Senses darkvision 60 ft., passive Perception 17
Languages Terran
Challenge 4 (500 XP)
Armor Class 15 Keen Senses. The sniper has advantage eon Wisdom
Hit Points 58 (9d8 + 18) (Perception) checks that rely on hearing or sight.
Speed 30 ft.
]
STR DEX CON INT WIS CHA
13(+1) 14(+2) 11(+0)
18(+3) 14(+2) 11(+0)
Saving Throws Dex +6
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Sharpshooter. Attacking at long range doesn’t impose JUMPER, WEAK
disadvantage on the snipers ranged weapon attack rolls.
Additionally, its ranged weapon attacks ignore half cover Medium humanoid, any alignment
and three-quarters cover.
Armor Class 13
ACTIONS Hit Points Crony
Speed 30 ft.
Multiattack. The sniper can make three attacks with its
enhanced laser dagger. STR DEX CON INT WIS CHA
12(+1) 16(+3) 12(+1) 10(+0) 13(+1)
Enhanced Laser Dagger. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) radiant damage. 14(+2)
Sniper Rifle. Ranged Weapon Attack: +7 to hit, range Saving Throws Dex +5
200/600 ft., one target. Hit: 30 (6d8 +3) piercing damage Skills Deception +4, Perception +3, Sleight of Hand +5,
and the creature can’t take reactions and has disadvantage Stealth +5
on attack rolls and ability checks until the end of its next Senses passive Perception 13
turn. Languages Terran
Challenge 1 (200 XP)
REACTIONS
Keen Sight. The jumper has advantage on Wisdom
Take Cover. If the sniper is hit with an attack, it can use (Perception) checks that rely on sight.
its reaction to take the disengage action and move up to
half of its speed. ACTIONS
THUG Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Medium humanoid, any alignment
Blaster Pistol Ranged Power Attack: +5 to hit, range 60/90
Armor Class 12 ft., one target. Hit: 4 (2d4) radiant damage.
Hit Points Henchman
Speed 30 ft. Teleport (Recharge 4-6). The jumper 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 jumper can make one attack.
STR DEX CON INT WIS CHA REACTIONS
14(+2) 10(+1) 12(+1)
12(+1) 12(+1) 10(+0) Recharge. When a creature the jumper can see moves
within 5 feet of it, if the jumper’s teleport is recharged, it
Senses passive Perception 13 can use it as a reaction. The jumper rolls to recharge its
Languages Terran teleport.
Challenge 1/2 (25 XP)
ACTIONS PSYCHIC, WEAK
Multiattack. The thug makes two melee or ranged attacks. Medium humanoid, any alignment
Buttstroke. Melee Weapon Attack: +4 to hit, reach 5 ft., Armor Class 16
one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hit Points Henchman
Speed 30 ft.
Rifle. Ranged Weapon Attack: +2 to hit, range 60/120 ft.,
one target. Hit: 6 (1d12 +1) piercing damage. STR DEX CON INT WIS CHA
13(+1) 14(+2) 12(+1) 12(+1)
REACTIONS 15(+2)
14(+2)
Take Cover. If the thug is hit with an attack, it can use
its reaction to take the disengage action and move up to Saving Throws Wis +4, Cha +4
half of its speed.
Skills Persuasion +4
Senses passive Perception 14
Languages Terran
Challenge 1 (200 XP)
Powers. The psychic’s power ability is Charisma (power
save DC 12). The psychic can use the following powers.
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At-will: minor telekinesis
1/day each: command, detect thoughts
ACTIONS
Psionic Punch. Melee or Ranged Power Attack: +4 to hit,
reach 5 ft. or range 30/60, one target. Hit: 7 (1d10 + 2)
psychic damage.
Psionic Disorientation (Recharge 5-6). The psychic
releases psionic energy or verbal command to disorient up
to three creatures of its choice that it can see within 60
feet. Each creature must make a DC 12 Charisma saving
throw. On a failure, when the creature makes an attack roll
or a saving throw before the end of the psychics next turn,
the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw.
Description:
Weak psychics are just discovering their mental prowess.
They have yet to develop them into a reliable and powerful
tool. They are limited to moving small objects with their
mind and disorienting their foes.
PYROMANCER, WEAK
Medium humanoid, any alignment
Armor Class 16
Hit Points Henchman
Speed 30 ft.
STR DEX CON INT WIS CHA
14(+2) 11(+0) 13(+1)
10(+0) 12(+1) 10(+0)
Saving Throws Dex +2, Con +3
Skills Intimidation +3
Senses passive Perception 10
Languages Terran
Challenge 1 (200 XP)
ACTIONS
Burning Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) fire damage.
Heat Ray. Ranged Power Attack: +4 to hit, range 120 ft.,
one target. Hit: 5 (1d10) fire damage. A flammable object
hit by this ignites if it isn’t being worn or carried.
Flame Torrent (Recharge 5-6). The fire manipulator
release fire in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or half
as much damage on a successful one.
Description: Weak pyromancer’s are often a bit
hot-headed. Their ability to manipulate fire is almost an
extension of their blunt personalities. While their powers
are still underdeveloped, they can still bring the heat.
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