Iron & Aether
Table of Contents

Sentients

Sentients, though incredibly varied, are also quite similar in a great many ways, making it relatively easy to give a broad framework that can be easily modified to suit any situation. In terms of truly special Sentient foes and NPCs, it is best to simply create a character for them using the Rulebook as though you were making a character of the appropriate level. A quick and easy way to modify any of the given stat blocks to create more variety amongst your Sentient NPCs would be to roll 1d4 for each of their ability scores and add or subtract the result from the given score.

Tier 0



Small/Medium/Big (Stats assume Medium)
Combatant is a blanket term that applies to any Tier 1 Sentient that the party may face; they can be thugs, pirates, bandits, law enforcement, or any other low-level person that lives by the sword.

Statistics

STR 3 CON 2 AGI 2 DEX 2 INT 2 WIS 2 CHA 2
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 11 (2d6 +4)
Saves Fort. 2.5 (+3), Ref. 2 (+2), Will. 2 (+2)
Speed 3m/sec
Action Skills Beast Handling 1 (+2), Beguilement 1 (+2), Insight 1 (+2), Intimidation 3 (+2), Perception 1 (+2)
Weapon Skills Any one 2-3
Senses May have infrared vision
Languages Common and their racial language
Locations All

Actions

Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 2-3 proficiency, +3 (STR)/+2 (DEX) damage.

Tactics

The tactics of Combatants vary widely depending on the nature of the group; law enforcement groups will engage their targets in an orderly, methodical, and (at least somewhat) trained manner, fighting more or less in unison, whereas a group of, say, highwaymen will strike individually from the shadows and act with relatively little discipline. In any case, most Combatants will not find the cause they are fighting for worth their lives and will likely flee if things start to turn against them (especially if their leader has fallen).

Treasure

Treasure: 2d100 change, a set of common clothes, the armor they are wearing (if any), the weapon(s) they are wielding (if any), and the following:
d4 Additional Drops
1 Nothing
2 3d100 change/1d3 Aeons
3 Cloak or item bearing group insignia
4 Both 2 and 3



Small/Medium/Big (Stats assume Medium)
A Commoner is any NPC a character may come across that is not a Combatant; though a Commoner’s ability scores are all set to 2, this is more a representation of the average non-adventurer and not a universal trait.

Statistics

STR 2 CON 2 AGI 2 DEX 2 INT 2 WIS 2 CHA 2
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 5 (1d6 +2)
Saves Fort. 2 (+2), Ref. 2 (+2), Will. 2 (+2)
Speed 3m/sec
Senses Infrared vision depending on their heritage
Languages Common and their racial language
Locations All

Actions

Punch. Melee attack (Short), 1 target, 1s, 1 +2 physical damage.

Tactics

A Commoner will only fight if they feel they absolutely must, and will otherwise flee whenever serious danger presents itself.

Treasure

Treasure: 5d10 change and a set of common clothes.


Small/Medium/Big (Stats assume Medium)
A Revenant is a Sentient that has returned from the dead without their soul, resulting in a creature that, though sapient and able to walk and talk like a Sentient, cannot truly feel emotion or think for themselves; if anything, any emotion a Revenant "feels" would just be the memory of that emotion from when they had their soul.

Statistics

STR 3 CON 2 AGI 2 DEX 2 INT 2 WIS 2 CHA 1
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 26 (4d6 +12)
Saves Fort. 2.5 (+3), Ref. 2 (+2), Will. 1.5 (+2)
Speed 3m/sec
Action Skills Whatever skills they had in life.
Weapon Skills Whatever skills they had in life.
Senses Infrared vision depending on their Heritage
Languages Common and their racial language
Locations All

Actions

Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 3-4 proficiency, +3 (STR)/+2 (DEX) damage.

Tactics

A Revenant will fight to defend themselves, as well as fight for whatever they think they should/would fight for if they had a soul.

Treasure

Treasure: 2d100 change and whatever they are wearing and wielding.

Tier 1



Small/Medium/Big (Stats assume Medium)
The leader of any group of Combatants, more capable and competent than their underlings.

Statistics

STR 3 CON 3 AGI 2 DEX 2 INT 2 WIS 3 CHA 3
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 26 (4d6 +12)
Saves Fort. 3 (+3), Ref. 2 (+2), Will. 3 (+3)
Movement (Walking) Total: 20m; Per Action: 5m
Action Skills Beguilement 2 (+3), Insight 2 (+3), Intimidation 4 (+3), Lore 1 (+2), Mechanics 1 (+2), Perception 2 (+3), Persuasion 3 (+3)
Weapon Skills Any one 3-5
Senses May have infrared vision
Languages Common, their racial language, and one or more other language(s)
Locations All

Actions

Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 3-5 proficiency, +3 (STR)/+2 (DEX) damage.
Commander's Strike. 1 target, 1.5s: the CL commands one ally that they can see and who can hear them to use their reaction to make a single attack against a target of the CL's choice that is within range.

Tactics

What exactly a CL does in a fight depends largely on the nature of the group they are leading; a military commander, for instance, might hang back and command their troops from a designated command center, whereas a pirate captain might lead the charge over the railings cutlass-first.

Treasure

Treasure: 3d100 change, 1d4 Aeons, a set of common clothes, a special clothing item identifying them as the leader of their group such as a hat or a cape, the armor they are wearing, and the weapon(s) they are wielding.


Small/Medium/Big (Stats assume Medium)
A Sentient that has been taken over by an ordinary Mind Eater and now serves the will of the colony hive mind.

Statistics

STR 3 CON 2 AGI 2 DEX 2 INT 3 WIS 2 CHA 1
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 16.5 (3d6 +6)
Saves Fort. 2.5 (+3), Ref. 2 (+2), Will. 2 (+3)
Condition Immunities Charmed
Speed 3m/sec
Action Skills Beguilement 2 (+1), Insight 2 (+2), Perception 3 (+2)
Weapon Skills Any one 3, Unarmed 2
Senses May have infrared vision
Languages Common and their racial language
Locations All

Passive Abilities

Freeze Weakness. If the Host's Health is reduced to 0 via freeze damage, they go unconscious and at the start of their next turn, the Mind Eater slithers out of their nose, mouth, eye, or ear.
Hive Mind. The Host knows everything every other Host of the same colony does via very rudimentary telepathy, so long as they are within 100 meters of each other.
Pain Tolerance. The Host does not suffer from Health loss penalties.

Actions

Punch. Melee attack (Short), 1 target, 1s, 2d3 +3 physical damage.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 3 proficiency, +3 (STR)/+2 (DEX) damage.

Tactics

Once the Mind Eater has taken control of the host, they hijack the host's nervous system and use them to serve the will of the Queen. Due to their hive mind, they are able to act in an extremely efficient and well-organized manner, and are nearly immune to being taken by surprise.

Treasure

Treasure: 1d100 change, whatever armor they are wearing, and whatever weapon(s) they are wielding.


Small/Medium/Big (Stats assume Medium)
A Sentient that has been taken over by a Mind Eater Queen and now commands the colony hive mind.

Statistics

STR 4 CON 3 AGI 3 DEX 3 INT 4 WIS 3 CHA 3
DEF 4 (Armor 1, Dodge 3), RaDEF 7
Health 32.5 (5d6 +15)
Saves Fort. 3.5 (+4), Ref. 3 (+3), Will. 3.5 (+4)
Condition Immunities Charmed
Speed 3.5m/sec
Action Skills Beguilement 4 (+3), Insight 3 (+3), Perception 3 (+3), Persuasion 2 (+3)
Weapon Skills Any one 4, Unarmed 3
Senses May have infrared vision
Languages Common and their racial language
Locations All

Passive Abilities

Freeze Weakness. If the Host's Health is reduced to 0 via freeze damage, they go unconscious and at the start of their next turn, the Mind Eater Queen slithers out of their nose, mouth, eye, or ear. If the Queen has not yet laid eggs in the Host's brain as per the Incubator ability, then the Host survives; otherwise, they die immediately.
Hive Mind. The Host knows everything every other Host of the same colony does via very rudimentary telepathy, so long as they are within 100 meters of each other.
Incubator. After 6 days, the Queen lays 2d6 Mind Eater eggs in the Host's brain, destroying however much brain tissue is needed to make room for the eggs without impairing the Host's motor functions; after another 6 days, these eggs hatch, typically damaging much of the remaining brain tissue, rendering this Host unusable and forcing the Queen to migrate to a new one.
Pain Tolerance. The Host does not suffer from Health loss penalties.

Actions

Punch. Melee attack (Short), 1 target, 1s, 3d4 +4 physical damage.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 4 proficiency, +4 (STR)/+3 (DEX) damage.

Tactics

Once the Queen has taken control of the host, they use them to command the other hosts of the colony to further the Queen's goals, which is usually to expand the colony and ensure its survival. Due to their hive mind, the hosts are able to act in an extremely efficient and well-organized manner, and are practically immune to being taken by surprise.

Treasure

Treasure: 1d100 change, whatever armor they are wearing, and whatever weapon(s) they are wielding.