Welcome to the second Punch A Nazi Week here at Halls of the Nephilim. This week I'm going to give you seven villains/mooks to throw at your 5e supers. Today's post features the Aryanites, an army of cybernetic Nazis from Earth-28927. Not much is known about them and they only appear in one Excalibur annual, but what hero wouldn't want to punch these British cyber-nazis?
Code Name: Aryanite
Real Name: Various
Team Affiliation: Chaos Commanders
Armor Class: 14 (armored frame)
HP: 42 (5d8+20)
Speed: 30
Challenge: 2 (450 XP)
Attributes: Str 13 (+1), Dexterity 13 (+1), Con 18 (+4), Int 9 (-1), Wis 8 (-1), Cha 8 (-1)
Saving Throws: Con +6
Damage Resistance: Psychic
Sense: passive Perception 9
Languages: English
Traits
Cyberbrains: Aryanites have Advantage on Saving Throws related to mind reading and control.
Actions
Multiattack: The Aryanite can make two claw attacks.
Claw: Melee Attack. +3 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d6+1) piercing damage.
Arm Cannon: Ranged Weapon Attack. +3 to hit, range 50/150 ft., one target, Hit: 9 (2d6+2) radiant damage.
Adventure Hooks
- The Chaos Commanders send a squad of Aryanites into the past to take out one of their enemies before they can defend themselves (ala Terminator)
- A white supremacist villain has begun to create Aryanites in order to build a army. The heroes learn of this and must go to the base this is happening and stop things before the villains forces grow too powerful.
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