Striga Marines

Fighting Strategy:
Disciplined and relentless, Striga Marines fight in coordinated formations. They prefer to overwhelm with numbers, maintain a shield line, and break enemy morale through attrition and pressure.


Armor Class: 19 (reinforced naval armor, shields)
Hit Points: 68 (8d8 + 32)
Speed: 30 ft.
Initiative Bonus: +2


Saving Throws: Str +5, Con +6
Attack Bonus: +6
Skills: Athletics +6, Intimidation +4, Perception +4, Survival +4


Resistances: Cold (conditioned for lower Astral Sea layers)
Immunities/Vulnerabilities: None


Equipment:

  • Naval Cutlass (1d8 slashing)
  • Boarding Shield (grants +2 AC when used)
  • Harpoon Gun (ranged weapon, 30/90 ft., 1d10 piercing, on hit: DC 13 Str save or pulled 10 ft. closer)

Traits

  • Trained Formation Fighter: Gains +1 AC and Advantage on saves against being moved or knocked prone while adjacent to an ally.
  • Cold-Hardened Discipline: Has Advantage on saving throws vs. fear and environmental cold effects.

Actions

  • Multiattack: Makes two attacks—either cutlass and shield bash, or harpoon and cutlass.
  • Shield Bash: Melee Weapon Attack: +6 to hit, reach 5 ft., 1d6+3 bludgeoning. Target must succeed on a DC 14 Strength save or be knocked prone.
  • Harpoon Gun: Ranged Weapon Attack: +6 to hit, range 30/90 ft., 1d10 piercing damage. On hit, target must make a DC 13 Strength save or be pulled 10 feet toward the marine.

Blood Breaker (CR ~7)

Role: Brutal melee frontliner meant to carve through enemy lines with relentless aggression.

Enhancements:

  • New Trait – Frenzied Advance: At the start of combat, the Blood Breaker may move up to 15 ft. as a bonus action and gains advantage on its first melee attack each turn if it moved at least 10 feet.
  • New Action – Rupture Cleave (Recharge 5–6):
    Make a single cutlass attack against up to three creatures in a 10-foot arc. Each hit deals an additional 1d6 bleeding damage at the start of the target’s turn until they use an action to staunch the wound.
  • Stat Boost: HP increased to 85. Melee attacks deal +2 damage

Ice Mage (CR ~8)

Role: Area denial and control, utilizing battlefield freezing and crowd hindrance.

Enhancements:

  • New Trait – Astral Chill: All terrain within 20 ft. of the Ice Mage is treated as difficult terrain. Any creature that ends its turn there must succeed a DC 14 Con save or be Slowed until end of next turn.
  • Spellcasting (DC 14, +6 to hit):
  • Cantrips: Frostbite, Ray of Frost
  • 1/day Each: Sleet Storm, Snilloc’s Snowball Swarm, Armor of Agathys (cast at 3rd level)
  • New Action – Ice Lance (Recharge 5–6):
    A 60-ft line, 5-ft wide. Creatures in the path make a DC 14 Dex save or take 4d10 cold damage and are knocked prone on a fail, half damage on success.

Needler (CR ~9–10)

Role: Elite ranged skirmisher; believed to be Ice Devil-adjacent, used as shock sniper by Striga.

Enhancements:

  • New Trait – Crystalline Growths: If the Needler remains stationary for a turn, its next ranged attack is made with Advantage and deals double damage.
  • New Trait – Shardburst Armor: When hit by a melee attack, the attacker takes 2d6 cold damage and must make a DC 13 Con save or have their speed halved until end of their next turn.
  • New Action – Ice Volley (Recharge 5–6):
    Fires three razor-sharp ice shards at targets within 60 ft. Each attack: +7 to hit, 2d8 cold + 1d6 piercing. Targets hit must succeed a DC 14 Con save or lose their reaction for the round.
  • Stat Boost: AC +1 (to 20), HP raised to 100, gains resistance to nonmagical slashing and cold damage.