Monstrous Physique — Protoss, Part 2

The Protoss are a long-lived race and as such, have a lot of interesting history and units in the Starcraft game. It turns out, they’re so interesting that I end up writing quite a lot about them! This week, we cover the remaining ground units, including my favorite Protoss unit, the dark templar! Without further delay, let’s have a look at them!

First, we have once again the protoss subtype and energy shields universal monster rule.

Protoss
Protoss are a race of highly sentient creatures and their technological works. All Protoss are linked via a psionic matrix, allowing telepathic communication between individual creatures. Additionally, all Protoss are surrounded by an energy shield.
Traits: Energy shields (see below); recharge 2; telepathy; Protoss with a fly speed do not suffer the normal environmental effects of being in a vacuum.

Energy Shields
An invisible energy shield surround the creature, absorbing damage for the creature. These shield functions similar to hit points, but a creature with any energy shield available always takes damage to its energy shield first. An energy shield constantly renews and a creature with an energy shield also has a recharge rate. This recharge rate functions as fast healing except it only restores lost energy shield. Typically, a new creature has a total mix of hit points and energy shields equal to its recommend hit points based on the monster and NPC creation rules.
Format: ES 10; Defensive Abilities recharge 5

Reaver                                              CR 5
XP 1,600
N Huge construct (protoss, technological)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
HP 39
ES 31
EAC 17; KAC 19
Fort +5, Ref +5, Will +2
Defensive Abilities recharge 2; Immunities construct immunities
OFFENSE
Speed 15 ft.
Ranged scarab +15 (2d6)
STATISTICS
Str +3, Dex +2, Con —, Int –2, Wis +0, Cha +0
Skills Perception +16
Languages telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or battalion (3–12)
SPECIAL ABILITIES
Scarab (Ex) A reaver fires small, explosive drones at a range increment of 60 feet and targets a grid intersection. The scarab travels across the ground to the target area and can only damage creatures standing on ground. The scarab detonates in a flat shockwave that deals 1d6 points of electricity damage and 1d6 points of piercing damage to creatures in a 15 foot radius. The shockwave cannot damage creatures above or below the scarab. A reaver usually holds 1d8+2 scarabs. A reaver can produce an additional scarab as a standard action, but can never hold more than 10 scarabs at one time.

Protoss troops employ a number of automatons in for use in conflict. Most notable among these are the reaver, a heavy mobile artillery. Reavers are capable of leveling entire structures an even colonies in moments. Reavers are small factories of their own, manufacturing the explosive scarabs used as artillery. Scarabs are launched from reavers and explode into devastating electromagnetic fields. The micro-manufacturing equipment and storage space required forces reavers to have limited mobility. As such, many reavers are transported to the frontlines via airdrop where they can begin their assault immediately.

High Templar                                    CR 5
XP 1,600
N Medium humanoid (protoss)
Init +1; Senses Perception +11
DEFENSE
HP 30
ES 30
EAC 16; KAC 17
Fort +6, Ref +4, Will +8
Defensive Abilities recharge 2
OFFENSE
Speed 20 ft.
Offensive Abilities psionic storm
STATISTICS
Str +0, Dex +1, Con +1, Int +5, Wis +3, Cha +2
Skills Culture +16, Mysticism +16, Perception +11
Languages telepathy 100 ft.
Other Abilities hallucination, summon archon
ECOLOGY
Environment any
Organization solitary, pair, or order (3–12)
SPECIAL ABILITIES
Hallucination (Ex) A high templar can create illusions of a willing creature as a standard action. This creates 2 figments as mirror image except a figment is not immediately destroyed if hit. A figment created by this ability has an energy shield of 25 with a recharge of 1. A figment takes damage to its energy shield as normal and is destroyed when the energy shield is depleted. Figments created by this ability disappear after 1 minute. A high templar can only maintain one hallucination at a time. Creating a new hallucination immediately dispels previous hallucinations.
Psionic Storm (Su) A high templar can create a storm of raw psychic energy in an area within 60 feet as a standard action. The storm covers a 10-foot radius area. Creatures in the area take 2d8 points of lightning damage. A successful DC 15 Reflex save halves this damage. A high templar can create a psionic storm once every 1d4 rounds.
Summon Archon (Ex) A high templar can begin merging with another adjacent high templar as a full-round action. The merging is complete after 1 minute. During this time, the two high templars share one square and combine their hit point and energy shield totals, but cannot take any actions. Once the merging completes, the two high templar are destroyed and replaced by a single archon.

Seasoned veterans of the Protoss armies, the high templar are the pinnacle discipline among the Templar. Their focus on the lessons of the Khala allow them to channel their psionic energies into powerful abilities unrivaled by other Protoss warriors. Unfortunately, this honing of the mind comes at a sacrifice to the principles of martial training and thus many high templar engage in combat from behind the frontlines. Rare high templar are able to maintain the demanding physical regiment to fight alongside their zealot brothers. These high templar still emply their power suits and manifest psionic blades, though they maintain weaker blades as their mental faculties are turned towards their more powerful abilities. These high templar have a melee attack with a +10 bonus that deals 1d4+6 damage. Regardless of their actions in combat, high templar find the respect and honor of their kin throughout the Protoss Empire. Their bravery and prowess allows them to stand ever vigilant against the threats to the Protoss home world of Auir.

Archon                                             CR 8
XP 4,800
N Large humanoid (protoss)
Init +1; Senses Perception +16
DEFENSE
HP 10
ES 115
EAC 20; KAC 22
Fort +10, Ref +10, Will +9
Defensive Abilities recharge 2
OFFENSE
Speed 30 ft.
Ranged psionic shockwave +10 (2d8+8)
STATISTICS
Str +0, Dex +1, Con +2, Int +6, Wis +4, Cha +2
Skills Culture +16, Mysticism +21, Perception +16
Languages telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or conclave (3–12)
SPECIAL ABILITIES
Psionic Shockwave (Ex) An archon channels raw energy at a range increment of 30 feet. The shockwave deals 2d8+8 points of force damage to the target and half of this damage as splash damage to all adjacent creatures. Adjacent creatures can negates the splash damage with a successful DC 16 Reflex save.

In times of great need, high templar can merge their minds and bodies, unlocking their full psionic potentials as a singular archon. This swirling, burning manifestation of the Protoss spirit burns with incalculable power and unmatched psionic potential. It is capable of producing great psionic storms against its enemies both on the ground and in the air. The archon is a being of power and rage and is akin to a star. Its great energy radiates and burns out quickly and only the most capable of high templar are able to shape and anchor this power long enough to survive beyond a single conflict. Though Protoss are loath to sacrifice their valuable Templar, those that complete the merging are honored in the annals of the Templar Archives.

Dark Templar                                    CR 5
XP 1,600
N Medium humanoid (protoss)
Init +3; Senses Perception +11
DEFENSE
HP 47
ES 23
EAC 17; KAC 19
Fort +7, Ref +7, Will +6
Defensive Abilities cloaking, recharge 2
OFFENSE
Speed 40 ft.
Melee warp blade +10 (1d6+10)
STATISTICS
Str +5, Dex +3, Con +2, Int +1, Wis +1, Cha +1
Skills Culture +11, Mysticism +11, Perception +11, Stealth +16
Languages telepathy 100 ft.
Other Abilities summon dark archon
ECOLOGY
Environment any
Organization solitary, pair, or assembly (3–12)
SPECIAL ABILITIES
Cloaking (Ex) A dark templar is constantly invisible. Effects that remove or suppress invisibility do not affect a dark templar. A dark templar can still be seen normally with see invisibility and similar effects.
Summon Dark Archon (Ex) A dark templar can begin merging with another adjacent dark templar as a full-round action. The merging is complete after 1 minute. During this time, the two dark templars share one square and combine their hit point and energy shield totals, but cannot take any actions. Once the merging completes, the two dark templar are destroyed and replaced by a single dark archon.

Not all Protoss came to embrace the Khala and its teachings, fearing that individuality would be lost among the castes and Judicator rule. These rogue tribes were hidden away. Soon, without the discipline of the Khala, the rogue tribes’ psionic powers grew unwieldy and spiraled out of control, unleashing devastating storms across Auir. The rogue tribes were banished and came to be known as the dark templar. Over the centuries, the dark templar learned a discipline of their own, wielding the power of the void as the templar of Auir manipulate their psionic powers. This allows them to bend light around themselves to remain unseen. Modifications to existing psi-blade technology allows dark templar to channel the void into a more powerful blade than their kin of Auir. Though they have spent years away from their home world, dark templar hold their love for Auir and work to safeguard their long lost home in any way they can.

Dark Archon                                     CR 7
XP 3,200
N Large humanoid (protoss)
Init +1; Senses Perception +14
DEFENSE
HP 10
ES 80
EAC 18; KAC 19
Fort +8, Ref +6, Will +10
Defensive Abilities recharge 2
OFFENSE
Speed 30 ft.
Offensive Abilities feedback, maelstrom, mind control
STATISTICS
Str +0, Dex +1, Con +0, Int +5, Wis +2, Cha +4
Skills Culture +19, Mysticism +19, Perception +14
Languages telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or council (3–12)
SPECIAL ABILITIES
Feedback (Su) A dark archon can disrupt the magical or psionic energies of a creature within 60 feet as a standard action. The target creature must succeed on a DC 17 Will save or take hit point damage equal to 1/4 of its maximum hit point total. Creatures with energy shields combine their maximum hit points and energy shields to determine this total. This ability can only target a creature with the ability to cast spells, spell-like abilities, or supernatural abilities. A dark archon can create feedback once every 1d4 rounds.
Maelstrom (Su) A dark archon can create a storm of raw psychic energy in an area within 60 feet as a standard action. Living creatures in the area must succeed on a DC 17 Fortitude save or become stunned for 1 round. A dark archon can create a maelstrom once every 1d4 rounds.
Mind Control (Su) Once per day as a full-round action, a dark archon can reshape the will of a living creature within 60 feet. The target falls under the dark archon’s control as dominate person unless it succeeds on a DC 17 Will save. A dark archon’s energy shield is drained completely upon use of its mind control and the energy shield must recharge as normal.

As high templar create archons, so too do dark templar create dark archons. These beings unlock the full potential of the void energies of the dark templar. Dark archons embody the wrath and suffering of the dark templar, cut off from their home world. What they lack in raw power compared to their archon cousins, they make up for in psionic potential. Dark archons wield the psionic abilities of others like they would their own. With a mere thought, they are capable of causing psionic and mental whiplash so powerful, it can even destroy an archon. Through subtler use of their psionics they can even gain total control of the minds or bodies of others, though at a great expenditure of will and energy. So powerful and feared were the dark templar, that their creation was outlawed by the Dark Templar for a thousand years. Only with the recent rise of the Zerg has the necessity of the these great weapons become necessary.

That’s it for this week! Next week, we take to the skies above Auir. If you end up introducing the Protoss into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.

Luis Loza

Luis Loza is a freelance writer from Lincoln, Nebraska. He has written for Paizo Inc, Legendary Games, Rogue Genius Games, and more third-party publishers. His hobbies include gaming both tabletop and video, making jokes, obsessing over time travel, taking naps with Hugo the cat, and walks with Heather the wife. He is eternally plagued with a hunger for tacos.

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