Lair Actions and Regional Effects - 5e's Third Good Idea
Nov 28, 2022 18:57:17 GMT -6
Post by Traskus on Nov 28, 2022 18:57:17 GMT -6
Lair actions are actions a character or npc can take on their home turf. They know this place, they've prepared it for intruders, and it is usually imbued with the inherent might of the inhabitant. A creature in its lair is almost always more dangerous than outside it for these reasons.
Each round, on initiative count 15 (losing ties), the lair action happens. This could be the environment itself, its master, or a minion acting. The same lair action cannot be taken two rounds in a row, and ongoing effects of lair actions end at the beginning of the lair's next turn unless stated otherwise. Damage dice from lair actions cannot explode. While these are called "lair" actions and most such actions are in fact performed by the combatants' surroundings, it is possible for the creature to do things as part of the lair action. A lair cannot have more than five lair actions. Select (and write down) which ones it has before taking the players there.
Lair actions use the letters "A" and "B" in their effects. A = the creature's level. B = the creature's level/2.
Making your own lair actions: a lair action should complement a creature's strengths, mitigate its weaknesses, and serve to
make the lair its own character but not overshadow the individual who lairs there. Player characters should react to lair actions,
the lair shouldn't roll actions if it can avoid it. TNs to avoid lair effects should inversely correlate to their severity.
Author's note: I wanted to make a build-a-lair system to make things modular but it really is a futile effort. Lair actions are so specific to each statblock in 5e outside the "restore spell slot, deal damage, etc." to make anything more than a short list of generics at the beginning.
Generic
Generic lair actions are able to be put into any creature's list of lair actions, flavored as desired.
Ballistic damage could flavor as getting shot with a nearby soldier's gun, a mage's ambient magic drawing down meteorites, or
a tree branch falling on a character.
Ballistic damage- a character in the lair must dodge a ranged attack. TN 10 + A*2. It deals AkB damage.
Clapper- all the artificial lights in the lair turn on or off, at the creature's choice.
Debuff- a character in the lair must make a TN 15 characteristic test. If they fail, they suffer the effects of an elemental shot I, II, or III. The number cannot exceed B+1. Ice snares them, fire sets them on fire, etc. They count as failing any test associated with the elemental shot choice with equal checks to the failed characteristic test of the debuff.
Grenade- an explosion correlating to a grenade goes off. The tn to dodge = (lair master's ballistics *5).
Magic Aid if the lair master is a spellcaster, the lair can perform concentration of any kind with its action. The master can resume concentration before the end of its turn next round before the spell ceases.
Melee damage- a character in the lair must dodge or parry a melee attack. TN 10 + A*2. It deals AkB damage.
Smokescreen- an explosion correlating to a smoke bomb goes off. The smokescreen is 5m in diameter and lasts 10 rounds.
Splash damage- an explosion correlating to a frag grenade happens. The tn to dodge = A*5.
Sprinklers- The fire alarm goes off, calling what passes for the local fire department. Also, sprinklers go off and stop all existing fires from spreading.
Regional Effects
Rarer than lair actions, regional effects are, well, the effects the lair masters have on a region. This could be a magical effect like a dragon's power changing the weather, mechanical effects like the modrons, or just everyday effects like creatures being attracted to the territory. A territory usually extends in a 10km radius around the lair. These can be mechanical and/or narrative in nature, and should be appropriate to the master's nature. Regional effects last as long as the master is alive and calls the place home. Should the master die or leave, the effects will fade over time. Natural and magical effects take about a week to fade unless stated otherwise. A creature can have up to five regional effects, except dragons. They can have up to 10.
Generic
Communication- The territory is full of communication elements (gossip, spies, little birdies, etc.). If someone says or does something while being observed, the territory's master and servants will know within no more than a day, or even a few minutes depending. If the master dies or leaves, the servants and spies will leave.
Eden- Select elements of wildlife are attracted to, thrive, reproduce, and grow far greater than outside the territory. If the master dies or leaves, animals and plant growth go back down to normal levels and existing megaflora remain.
Pressure- The master of the region's force of personality makes the inhabitants reluctant to turn against him. The inhabitants are permanently jaded to charm and persuasion attempts to betray them while in the region.
Topography- Select elements of the environment are altered. More earthquakes, stronger rivers, magma plumes, stalagmites, etc. The terrain is difficult if not hazardous.
Weather- The territory's weather is prone to a certain type of weather (rain, thunderstorms, hail, clear skies, etc.). If it isn't a permanent condition, it's common to half of time there. With dragons, the weather is usually inclement while they're asleep and only pauses when it wakes up to hunt.
NPC lair actions and Regional Effects
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Hypothetically any sort of creature can have lair actions, and even regional effects in different ways. As such, you can add lair actions and regional effects to any creature/s you deem appropriate.
General Noncombatant - Dark Mechanicus
Daemons have lairs in the warp or umbra, and while I doubt you'd choose to go to those places I would be less surprised than if you went to Mechanus. There are spikes, sigils, and living wisps of flame everywhere.
Creatures live all over the place, but connect to their power in the wilderness. Creatures include beasts of burden, ferocious creatures, slithering creatures, flying creatures, and walking creatures. A creature lair can only take actions if at least three "creatures" are in combat.
Disturbance: A loud crack goes off in the disatnce (an explosion, lightning, etc.), and all bestial creatures bull rush the direction opposite its origin.
Nature's causeway: The ground (or a tree limb or something) gives way to gravity and something else standing on it. An enemy combatant must make an athletics or acrobatics test (tn 15) or fall to the ground, prone. Anyone standing beneath a falling platform must also test or take 3k3 i damage to the head.
Perception: One of the creatures makes a perception roll.
Servitors
Dragon
Lich - Elementals
Walkin' Dead - Orks
Eldarin - Dark Eldarin Raiders
General Noncombatant
A general noncombatant lair is usually the streets and buildings they spend their days around. It lacks any "special" abilities beyond how familiar noncombatants are with it.
Military/paramilitary lairs are usually field bases and fortresses. This includes fire warriors.
Mortal heroes are often military or paramilitary, but not always. If they don't lair in bases and forts, they have their own castles and sections of spelljammers to call their lair. These lairs can use elite soldier/raider lair actions and military regional effects as their own.
Panic button: The Hero calls for support. 3 elite soldiers/raiders arrive to the combat at the end of the mortal hero's next turn, and act immediately after her in initiative.
This lair action can only be used once per combat.
Vampires like to lair in buildings of great import. Skyscrapers, palaces, and executive government buildings are popular. They are good places to socialize.
Zoanids who don't set up shop in the wilderness will make their own open-air mansions with precious few closed off areas to take vampiric guests.
Modrons have an entire crystal sphere in Mechanus to call a lair. Why you would ever choose to go there, I'll never know. The scenery is endless gears in all dimensions.
Modrons
Rotate: The lair's massive gears turn the floor, moving one character 5m in any direction.
We'll be back soon: The lair accelerates the reanimation protocols of downed modrons. Any modrons that have phased out from their we'll be back power return now.
Zealots and arch-heretics prefer religious buildings and estates, of course. They often lack technological facets that aren't generally useful to a religious service.
Heretikal lairs are in ways a combination of modron and religious, though not as severe in either direction. And they are in some ways unique.
A general noncombatant lair is usually the streets and buildings they spend their days around. It lacks any "special" abilities beyond how familiar noncombatants are with it.
Angry mob: Noncombatants in the mob and around the area pelt their enemies with rocks, office supplies, rotten food, and other unpleasantness. Each enemy must make a tn 10 constitution roll or take 1k1 damage per ten general noncombatants.
Makeshift barricades:The noncombatants move their stationary supplies (desks, barrels, carts, etc.) to form a makeshift barricade. It is up to 3x2x1 meters in dimension, and has 5 ap. There can be up to one barricade per five noncombatants.
Restraining the outsider: The townsfolk attempt to capture their enemies with ropes and chains. Any enemies of the noncombatants prone and within 2m of one of them must succeed a dexterity test or be restrained. The tn to resist equals 10 + the number of general noncombatants within range. A restrained individual (or someone who wants to free them) can attempt a strength roll (same tn) to break free on its turn as a half action.
Regional Effects
General noncombatants live in settlements of course. These settlements have the communication effect and the effect ends when the settlement is destroyed.
Makeshift barricades:The noncombatants move their stationary supplies (desks, barrels, carts, etc.) to form a makeshift barricade. It is up to 3x2x1 meters in dimension, and has 5 ap. There can be up to one barricade per five noncombatants.
Restraining the outsider: The townsfolk attempt to capture their enemies with ropes and chains. Any enemies of the noncombatants prone and within 2m of one of them must succeed a dexterity test or be restrained. The tn to resist equals 10 + the number of general noncombatants within range. A restrained individual (or someone who wants to free them) can attempt a strength roll (same tn) to break free on its turn as a half action.
Regional Effects
General noncombatants live in settlements of course. These settlements have the communication effect and the effect ends when the settlement is destroyed.
Military/paramilitary lairs are usually field bases and fortresses. This includes fire warriors.
Green Troop/Common Outlaw
Suppressing fire: A troop/outlaw performs a suppressing fire action.
Regular Troop/Rebel
These lairs can use green troop/common outlaw lair actions as their own.
Explosive barrels: A troop/outlaw shoots a nearby canister of oil, causing an explosion like a frag missile. The tn to dodge = 20.
Elite Soldier/Raider
These lairs can use regular troop/lair actions as their own.
Heavy fire support: The troops call in artillery support. An lrm swarm strike targets a randomly selected enemy. The tn to dodge is 20. If the target fails, they gain one extra hit from the full auto per check to dodge. This lair action can only be used twice per day.
Regional Effects
Military/paramilitary regions are large fields with bases forming the lair. The effects end when the base is cleared out.
Alarm: There are alarms strewn about the region. If a hostile (or even a close enough intruder) is detected they'll sound one.
Communication: See generic.
Live fire drill: Every hour or so, an lrm swarm strikes a random location in the region.
Patrol: Soldiers patrol the area on set routes and schedules. A given place is passed every hour, so either keep moving or pass a tn 15 stealth test to avoid detection.
Suppressing fire: A troop/outlaw performs a suppressing fire action.
Regular Troop/Rebel
These lairs can use green troop/common outlaw lair actions as their own.
Explosive barrels: A troop/outlaw shoots a nearby canister of oil, causing an explosion like a frag missile. The tn to dodge = 20.
Elite Soldier/Raider
These lairs can use regular troop/lair actions as their own.
Heavy fire support: The troops call in artillery support. An lrm swarm strike targets a randomly selected enemy. The tn to dodge is 20. If the target fails, they gain one extra hit from the full auto per check to dodge. This lair action can only be used twice per day.
Regional Effects
Military/paramilitary regions are large fields with bases forming the lair. The effects end when the base is cleared out.
Alarm: There are alarms strewn about the region. If a hostile (or even a close enough intruder) is detected they'll sound one.
Communication: See generic.
Live fire drill: Every hour or so, an lrm swarm strikes a random location in the region.
Patrol: Soldiers patrol the area on set routes and schedules. A given place is passed every hour, so either keep moving or pass a tn 15 stealth test to avoid detection.
Mortal heroes are often military or paramilitary, but not always. If they don't lair in bases and forts, they have their own castles and sections of spelljammers to call their lair. These lairs can use elite soldier/raider lair actions and military regional effects as their own.
Panic button: The Hero calls for support. 3 elite soldiers/raiders arrive to the combat at the end of the mortal hero's next turn, and act immediately after her in initiative.
This lair action can only be used once per combat.
Vampires like to lair in buildings of great import. Skyscrapers, palaces, and executive government buildings are popular. They are good places to socialize.
Sabbat Thug
Sabbat thugs can only have lair actions while at least 3 are present in the combat.
Dinner came early: A restrained beast of burden appears in the lair. They may not like the taste but it's a good blood bag.
Wind Blows: A strong wind blows no matter how little sense that makes, blowing out every nonmagical fire. Even in enclosed lamps.
Sabbat Prince
Sabbat princes can use the lair actions sabbat thugs can, and if a sabbat prince dies a thug can take over the lair actions (using their own).
Antimagic missiles: Security shoots silver arrows, a character in the lair must dodge a ranged attack. TN 15 to dodge. It deals 3k2 r silver damage.
Knockout gas: The prince presses a button and the room fills with sleep gas. Anyone who breathes it must pass a tn 10 constitution test or gain 1 level of fatigue.
Shutter: Doors and windows in the lair open or close all at once. If they close, they can also lock at the thugs' choice.
Regional Effects
Overcast: The sun never truly shines in a vampiric region. There is a permanent overcast strong enough a vampire can walk around during the day without heavy clothing.
Sabbat thugs can only have lair actions while at least 3 are present in the combat.
Dinner came early: A restrained beast of burden appears in the lair. They may not like the taste but it's a good blood bag.
Wind Blows: A strong wind blows no matter how little sense that makes, blowing out every nonmagical fire. Even in enclosed lamps.
Sabbat Prince
Sabbat princes can use the lair actions sabbat thugs can, and if a sabbat prince dies a thug can take over the lair actions (using their own).
Antimagic missiles: Security shoots silver arrows, a character in the lair must dodge a ranged attack. TN 15 to dodge. It deals 3k2 r silver damage.
Knockout gas: The prince presses a button and the room fills with sleep gas. Anyone who breathes it must pass a tn 10 constitution test or gain 1 level of fatigue.
Shutter: Doors and windows in the lair open or close all at once. If they close, they can also lock at the thugs' choice.
Regional Effects
Overcast: The sun never truly shines in a vampiric region. There is a permanent overcast strong enough a vampire can walk around during the day without heavy clothing.
Zoanids who don't set up shop in the wilderness will make their own open-air mansions with precious few closed off areas to take vampiric guests.
Zoanid Thug
Zoanid thugs can only have lair actions while at least 3 are present in the combat.
Call allies: A zoanid in the lair lets out a howl to call forth allies. A ferocious creature arrives to the combat allied to the lair, which acts at initiative 5 (losing ties).
Dog whistle: The lair emits a high-pitched sound, enraging werewolves. If a werewolf were to change into warform, they may do so as a half action and ignore the rage cost.
Lamp of Luna: The lair has special moon magic orbs, increasing the regeneration/fast healing of werewolves by 1 until the next lair action.
Zoanid Heavy
Zoanid heavies can also use zoanid thug lair actions.
Enchanted flourescents: The heavy claps his hands and special ultraviolet lights come on. You can use them to see, get a tan, and it counts as natural sunlight.
Heat silver: The lair selectively heats silver items. Anyone holding a silver item or weapon must pass a tn 20 constitution test to withstand the heat. If they fail, they may either drop the item or take 2k2 e damage from the intense heat at their choice. Natural weapons with silver effects and silver rounds in non-silver weapons do not force this test, though they will certainly feel intense heat nonetheless. Non-primitive ranged weapons with silver rounds gain overheats.
Ultrasonic motivation: The heavy's lair emits a sharp ultrasonic sound, giving the zoanid one extra reaction this round.
Regional Effects
Eden for Wolves: Wolves and their preferred prey are attracted to and thrive in the region. Every night, the territory is rife with the howling of wolves.
Everfull: The moon in the region is full every night in open defiance of how little sense that makes. This ends when the master zoanid in the area dies.
Scarcity of Silver: No silver items or sieves can be found in the region outside the lair. This doesn't really end but it's enforced by the zoanids and silver will naturally accumulate in the area over time as makes sense.
Zoanid thugs can only have lair actions while at least 3 are present in the combat.
Call allies: A zoanid in the lair lets out a howl to call forth allies. A ferocious creature arrives to the combat allied to the lair, which acts at initiative 5 (losing ties).
Dog whistle: The lair emits a high-pitched sound, enraging werewolves. If a werewolf were to change into warform, they may do so as a half action and ignore the rage cost.
Lamp of Luna: The lair has special moon magic orbs, increasing the regeneration/fast healing of werewolves by 1 until the next lair action.
Zoanid Heavy
Zoanid heavies can also use zoanid thug lair actions.
Enchanted flourescents: The heavy claps his hands and special ultraviolet lights come on. You can use them to see, get a tan, and it counts as natural sunlight.
Heat silver: The lair selectively heats silver items. Anyone holding a silver item or weapon must pass a tn 20 constitution test to withstand the heat. If they fail, they may either drop the item or take 2k2 e damage from the intense heat at their choice. Natural weapons with silver effects and silver rounds in non-silver weapons do not force this test, though they will certainly feel intense heat nonetheless. Non-primitive ranged weapons with silver rounds gain overheats.
Ultrasonic motivation: The heavy's lair emits a sharp ultrasonic sound, giving the zoanid one extra reaction this round.
Regional Effects
Eden for Wolves: Wolves and their preferred prey are attracted to and thrive in the region. Every night, the territory is rife with the howling of wolves.
Everfull: The moon in the region is full every night in open defiance of how little sense that makes. This ends when the master zoanid in the area dies.
Scarcity of Silver: No silver items or sieves can be found in the region outside the lair. This doesn't really end but it's enforced by the zoanids and silver will naturally accumulate in the area over time as makes sense.
Modrons have an entire crystal sphere in Mechanus to call a lair. Why you would ever choose to go there, I'll never know. The scenery is endless gears in all dimensions.
Modrons
Rotate: The lair's massive gears turn the floor, moving one character 5m in any direction.
We'll be back soon: The lair accelerates the reanimation protocols of downed modrons. Any modrons that have phased out from their we'll be back power return now.
Zealots and arch-heretics prefer religious buildings and estates, of course. They often lack technological facets that aren't generally useful to a religious service.
Zealot
Zealots can use lair actions so long as there are at least 4 are present in the combat.
Boon: The lair empowers its own. The zealots and anyone with their alignment gain +1k0 to their next roll. The bonus is lost if it isn't used in one minute.
Divine favor: The lair allows a zealot to make their own luck. The zealot affected regains the use of its luck feat.
Religious pressure: The lair rewards the sacrifice of the zealots. If a zealot lost more than 1 hp since the last lair action, they regain 1 favor.
Arch-Heretic
Arch-heretics can also use zealot lair actions and count as zealots when benefiting from them.
Armoring aura: The lair imbues the arch-heretic's armor with divine magic, giving the arch-heretic 8 aura until the next lair action.
Death ward:The lair protects the arch-heretic's life, giving it the benefits of the death ward spell. This lair action can only be used once per day.
Holy weapon: The lair imbues the arch-heretic's weapons with divine magic, giving it +1k1 damage and magic properties until the next lair action.
Light of Faith: The arch-heretic's enemies must roll a test to resist fear 1. They may instead avert their eyes and become blinded until the next lair action to automatically pass.
Regional Effects
The faithful can live pretty much anywhere that doesn't kill them.
Daemonic Invitation: Rolling a 73 or higher on the perils of the warp table does not cause its listed effect. Instead, an incarnate lesser daemon of the faithful's god appears next to whatever rolled the perils.
Knock-knock: Converters go out every day to evangelize at people's homes. They go to a given building once per week.
Sigil Spam: Marks of the arch-heretic's god appear improbably around the region. Graffiti from inspired artists, patterns in bark, even seeing a saint's image in their food.
Zealots can use lair actions so long as there are at least 4 are present in the combat.
Boon: The lair empowers its own. The zealots and anyone with their alignment gain +1k0 to their next roll. The bonus is lost if it isn't used in one minute.
Divine favor: The lair allows a zealot to make their own luck. The zealot affected regains the use of its luck feat.
Religious pressure: The lair rewards the sacrifice of the zealots. If a zealot lost more than 1 hp since the last lair action, they regain 1 favor.
Arch-Heretic
Arch-heretics can also use zealot lair actions and count as zealots when benefiting from them.
Armoring aura: The lair imbues the arch-heretic's armor with divine magic, giving the arch-heretic 8 aura until the next lair action.
Death ward:The lair protects the arch-heretic's life, giving it the benefits of the death ward spell. This lair action can only be used once per day.
Holy weapon: The lair imbues the arch-heretic's weapons with divine magic, giving it +1k1 damage and magic properties until the next lair action.
Light of Faith: The arch-heretic's enemies must roll a test to resist fear 1. They may instead avert their eyes and become blinded until the next lair action to automatically pass.
Regional Effects
The faithful can live pretty much anywhere that doesn't kill them.
Daemonic Invitation: Rolling a 73 or higher on the perils of the warp table does not cause its listed effect. Instead, an incarnate lesser daemon of the faithful's god appears next to whatever rolled the perils.
Knock-knock: Converters go out every day to evangelize at people's homes. They go to a given building once per week.
Sigil Spam: Marks of the arch-heretic's god appear improbably around the region. Graffiti from inspired artists, patterns in bark, even seeing a saint's image in their food.
Heretikal lairs are in ways a combination of modron and religious, though not as severe in either direction. And they are in some ways unique.
Heretek
Hereteks can use lair actions so long as there are at least 2 present in the combat. The lair actions must be used in order, and can't be used after they have all been used.
Phase 1: Magical machines in the lair activate, boosting a creature's speed. They gain +2 speed and initiative.
Phase 2: Nanomechanical repair systems activate in response to physical trauma, removing the armor plating trait from a creature and giving them the regeneration (1) trait.
Phase 3: Nanomechanical restoration completes, restoring 2*A hp to a heretek.
Dark Mechanicus
Dark mechanicuses (mechanici? mechanics) can also use heretek lair actions and qualifies as a heretek when benefiting from them.
Arkanic subroutines: Antimagic devices activate, allowing the dark mechanicus to roll a saving throw against a spell currently affecting it.
N2 spray: The lair sprays a coolant on the dark mechanicus, recharging its plasma pistol and preventing an overheat if it is triggered before the lair's next turn.
Hereteks can use lair actions so long as there are at least 2 present in the combat. The lair actions must be used in order, and can't be used after they have all been used.
Phase 1: Magical machines in the lair activate, boosting a creature's speed. They gain +2 speed and initiative.
Phase 2: Nanomechanical repair systems activate in response to physical trauma, removing the armor plating trait from a creature and giving them the regeneration (1) trait.
Phase 3: Nanomechanical restoration completes, restoring 2*A hp to a heretek.
Dark Mechanicus
Dark mechanicuses (mechanici? mechanics) can also use heretek lair actions and qualifies as a heretek when benefiting from them.
Arkanic subroutines: Antimagic devices activate, allowing the dark mechanicus to roll a saving throw against a spell currently affecting it.
N2 spray: The lair sprays a coolant on the dark mechanicus, recharging its plasma pistol and preventing an overheat if it is triggered before the lair's next turn.
Daemons have lairs in the warp or umbra, and while I doubt you'd choose to go to those places I would be less surprised than if you went to Mechanus. There are spikes, sigils, and living wisps of flame everywhere.
Incarnate Lesser Daemon
Balefire spout: The daemon commands a balefire to erupt from somewhere, serving as a flamer attack that cannot jam. The dodge tn is 15, and the flame remains in place until the next lair action.
Blood sacrifice:One lesser daemon or friendly minion squad explodes into ichor, dying and transferring all hit points it had to an ally. If a minion squad was sacrificed, the beneficiary gains hp equal to the squad's size at the time.
Charge: The incarnate lesser daemon may make a charge action against a creature that failed its fear roll.
Frenzy: The lair can send a lesser daemon into a frenzy, as outlined by the feat.
Lights out: The lair turns off all the lights and envelops the area in darkness.
Torrent of gore: A torrent of ichor and gore erupts from somewhere, making the area difficult terrain. Each creature has to pass a tn 10 dexterity or strength test (rolled at the beginning of their turn) or fall prone and take 5 damage ignoring armor.
Regional Effects
These effects end when the master dies.
Foreboding: The greater daemon knows when someone enters its territory, where it entered, and what it is so long as the daemon is in the territory.
Trapped in here with Me: Teleportation methods cannot be used to leave the territory or lair.
Wasteland: The region 1km around the lair itself is clear with nowhere to hide except underground. This could take days or years to change depending on a variety of factors.
Incarnate Greater Daemon
This creature can use incarnate lesser daemon lair actions and qualifies as one for their purposes.
Frightening presence:The creature's form ripples and convulses, giving it a dragon's frightening presence.
Sadistic clarity: Ambient warp-ery gives the daemon motivation. If the creature entered a frenzy since the last lair action, they may take a full action. If the creature is not frenzied, they may frenzy with this lair action.
Sundown swing: The creature lifts a nearby pillar or tree and sweeps the room. It makes one melee all-out attack against all enemies within 3m. Allies of the daemon do not roll to dodge or parry, if they're hit they're hit. A size 3, tr 1, dr 1 (melee) minion squad appears to help the daemon.
Regional Effects
Incarnate greater daemons often have the regional effects of lesser daemons in addition to their own. These end when the master dies.
Deus Vult: If you do not have the master's alignment, you qualify as an enemy of the master's god. The master and its servants deal +1k1 damage to enemies of their god.
Gravitic Stealing: Unattended and unsecured weapons are attracted toward the lair at 1m/second (5m/round).
Seismic Steps: Distant rumbling permeates the region, growing louder as you approach the lair.
Balefire spout: The daemon commands a balefire to erupt from somewhere, serving as a flamer attack that cannot jam. The dodge tn is 15, and the flame remains in place until the next lair action.
Blood sacrifice:One lesser daemon or friendly minion squad explodes into ichor, dying and transferring all hit points it had to an ally. If a minion squad was sacrificed, the beneficiary gains hp equal to the squad's size at the time.
Charge: The incarnate lesser daemon may make a charge action against a creature that failed its fear roll.
Frenzy: The lair can send a lesser daemon into a frenzy, as outlined by the feat.
Lights out: The lair turns off all the lights and envelops the area in darkness.
Torrent of gore: A torrent of ichor and gore erupts from somewhere, making the area difficult terrain. Each creature has to pass a tn 10 dexterity or strength test (rolled at the beginning of their turn) or fall prone and take 5 damage ignoring armor.
Regional Effects
These effects end when the master dies.
Foreboding: The greater daemon knows when someone enters its territory, where it entered, and what it is so long as the daemon is in the territory.
Trapped in here with Me: Teleportation methods cannot be used to leave the territory or lair.
Wasteland: The region 1km around the lair itself is clear with nowhere to hide except underground. This could take days or years to change depending on a variety of factors.
Incarnate Greater Daemon
This creature can use incarnate lesser daemon lair actions and qualifies as one for their purposes.
Frightening presence:The creature's form ripples and convulses, giving it a dragon's frightening presence.
Sadistic clarity: Ambient warp-ery gives the daemon motivation. If the creature entered a frenzy since the last lair action, they may take a full action. If the creature is not frenzied, they may frenzy with this lair action.
Sundown swing: The creature lifts a nearby pillar or tree and sweeps the room. It makes one melee all-out attack against all enemies within 3m. Allies of the daemon do not roll to dodge or parry, if they're hit they're hit. A size 3, tr 1, dr 1 (melee) minion squad appears to help the daemon.
Regional Effects
Incarnate greater daemons often have the regional effects of lesser daemons in addition to their own. These end when the master dies.
Deus Vult: If you do not have the master's alignment, you qualify as an enemy of the master's god. The master and its servants deal +1k1 damage to enemies of their god.
Gravitic Stealing: Unattended and unsecured weapons are attracted toward the lair at 1m/second (5m/round).
Seismic Steps: Distant rumbling permeates the region, growing louder as you approach the lair.
Creatures live all over the place, but connect to their power in the wilderness. Creatures include beasts of burden, ferocious creatures, slithering creatures, flying creatures, and walking creatures. A creature lair can only take actions if at least three "creatures" are in combat.
Disturbance: A loud crack goes off in the disatnce (an explosion, lightning, etc.), and all bestial creatures bull rush the direction opposite its origin.
Nature's causeway: The ground (or a tree limb or something) gives way to gravity and something else standing on it. An enemy combatant must make an athletics or acrobatics test (tn 15) or fall to the ground, prone. Anyone standing beneath a falling platform must also test or take 3k3 i damage to the head.
Perception: One of the creatures makes a perception roll.
Servitors
Combat Servitor lairs are usually residences of important government officials, tycoons, and others who want lethality and prioritize loyalty over independent thought.
Combat servitors can only take lair actions so long as at least 3 are in the combat.
Frag missile: The lair fires a frag missile onto a location. Targets within the blast area must pass a TN 15 acrobatics test or take the hit.
Suppressing fire: A combat servitor performs a suppressing fire action. Other combat servitors are unaffected by the pinning if they are not hit.
Weapon calibration: Alteration mechadendrites change a servitor's engagement settings. Its attacks take -2k0 for damage and gain +4 pen.
Industrial servitors lair in factories and construction sites. Pistons, automated assembly robots, and conveyor belts are common fixtures in factories and cranes and other construction vehicles are common in construction sites.
Dissassemble drone: A servitor may cannibalize a destroyed servitor next to them for its delicious oil, regaining 5 hp.
Fire extinguisher: A fire extinguisher puts out a servitor that is currently on fire.
Line assembly: Conveyor belts turn on, moving a creature 5m in a direction.
Combat servitors can only take lair actions so long as at least 3 are in the combat.
Frag missile: The lair fires a frag missile onto a location. Targets within the blast area must pass a TN 15 acrobatics test or take the hit.
Suppressing fire: A combat servitor performs a suppressing fire action. Other combat servitors are unaffected by the pinning if they are not hit.
Weapon calibration: Alteration mechadendrites change a servitor's engagement settings. Its attacks take -2k0 for damage and gain +4 pen.
Industrial servitors lair in factories and construction sites. Pistons, automated assembly robots, and conveyor belts are common fixtures in factories and cranes and other construction vehicles are common in construction sites.
Dissassemble drone: A servitor may cannibalize a destroyed servitor next to them for its delicious oil, regaining 5 hp.
Fire extinguisher: A fire extinguisher puts out a servitor that is currently on fire.
Line assembly: Conveyor belts turn on, moving a creature 5m in a direction.
Dragon
A dragon will not fight in its lair by choice. A lair is a cramped place where the dragon cannot spread its wings to fly, and even a single adventurer could take one down.
Dragons are endlessly variable, but there are some consistent traits that form lair actions. A dragon's lair is usually dark. They don't need the light unless they have company that does.
Lair Actions
Regional Effects
Check the "The Dragon's Lair" section for more details. Dragons have the communication, eden, pressure, topography, and weather effects. Weather effects cease when the dragon leaves the territory or when dragon wakes, usually to hunt.
Attract Elemental: Elementals in accordance with the dragon's quickening take up residence in the territory.
Dare Not Speak Its Name: If anyone says the dragon's name in its territory, the dragon will know who and where.
Dragons are endlessly variable, but there are some consistent traits that form lair actions. A dragon's lair is usually dark. They don't need the light unless they have company that does.
Lair Actions
Cave-in strike: The dragon slams its tail on the wall, making debris fall. A randomly determined enemy target must roll a TN 15 dodge test. If they fail, they take 3k3 i damage.
Tremor: The dragon slams its tail on the ground, shaking the lair. All non-flying characters (except the dragon, of course) must pass a tn 20 acrobatics + dexterity test or fall prone.
Divination
Obscuring fog: The lair fills with fog, obscuring everything. It dissipates at a normal rate unless somehow accelerated.
Perception: The dragon may make a perception test.
Whisper: The dragon sends a telepathic message to a target either lying, "throwing their voice," or posing as another creature. The target must pass a TN 15 scrutiny test or believe the dragon's deception.
Evocation
Galeforce: The wind blows, forcing everything except the dragon to make a tn 15 strength + size test. Those that fail are blown 5m, plus one per check in a uniform, pre-selected direction of the dragon's choice. This also blows away fog and similar cloudlike things, and puts out open fires.
Magical clumping: Stray magic coalesces in the lair, magnetizing to the dragon. The dragon is affected as though it cast energy bits, with raises equal to turns since combat started. This lair action can only be used once per day.
Hoard
Avalanche of gold: The piles of treasure collapse, forcing a target to make a TN 20 acrobatics + dexterity roll. If they fail, they fall to the bottom of the pile and are restrained until they pass a tn 15 strength roll to escape.
Minions
Call support: The dragon roars for aid from its minions. A size 5 minion squad (tr 3, dr 3) appear and act immediately after the dragon in initiative. The dragon may only do this twice per battle.
Air
Sheer cold: The dragon calls forth a biting, chilly wind. All creatures in the lair (except air dragons and those with immunity to cold) must pass a tn 15 constitution roll or be restrained until the next lair action.
Earth
Giant's causeway: The dragon touches a section of rock or earth up to open or close an opening to walk through.
Fire
Magma spout: A geyser of magma erupts in a blast 3 to the ceiling of the lair. Anything in it must pass a tn 20 acrobatics test or take 2k2 e damage.
Water
Tide comes in, tide goes out: The water the dragon lives in reaches out to grab a creature. Any creature within 5m of water in the lair must pass a tn 15 strength roll or be pulled into the water.
Wood
Grasping vines: The vines in the dragon's lair reach out an grab a target. One creature in the lair must pass a tn 20 acrobatics + dexterity test or be restrained until the next lair action. They may try to escape using a tn 15 strength roll on their turn as a half action, but the attempt does 2k2 r damage to them with the tearing property.
Heart
Warp diffusion: The dragon's innate magic courses through the lair. If psychic phenomena happens before the next lair action, roll it twice and the dragon can choose for either or both to occur.
Warp's vitality: The dragon's magic inhabits corpses and stands them up. Creatures that have been killed (for good) in the lair resurrect with the daemonic trait and hp equal to their constitution score under the dragon's control. If they are killed, they cannot resurrect again.
Metal
Xena's blessing: The dragon nominates an ally in the lair to bask in its glory. That ally gains immunity to fear and snaps out of whatever fear effects it is suffering.
Zelda's blessing:The dragon nominates an ally in the lair to benefit from its power. That ally gains +5 ap and aura until the next lair action.
Void
Starlight escalation: The dragon conjures a small, cool star to burn its enemies. A 2m radius ball of starlight appears in a place in the lair of the dragon's choice. Creatures other than the dragon in that area must pass a tn 15 dexterity test or take 2k2 e damage as the glow envelops them. The dragon has combat advantage against all creatures who took the damage and if invisible, become visible.
The only way to be sure: A room in the lair of the dragon's choice seals off and vents its atmosphere into the void. Alternatively, it refills the sealed room and then unseals it.
Tremor: The dragon slams its tail on the ground, shaking the lair. All non-flying characters (except the dragon, of course) must pass a tn 20 acrobatics + dexterity test or fall prone.
Divination
Obscuring fog: The lair fills with fog, obscuring everything. It dissipates at a normal rate unless somehow accelerated.
Perception: The dragon may make a perception test.
Whisper: The dragon sends a telepathic message to a target either lying, "throwing their voice," or posing as another creature. The target must pass a TN 15 scrutiny test or believe the dragon's deception.
Evocation
Galeforce: The wind blows, forcing everything except the dragon to make a tn 15 strength + size test. Those that fail are blown 5m, plus one per check in a uniform, pre-selected direction of the dragon's choice. This also blows away fog and similar cloudlike things, and puts out open fires.
Magical clumping: Stray magic coalesces in the lair, magnetizing to the dragon. The dragon is affected as though it cast energy bits, with raises equal to turns since combat started. This lair action can only be used once per day.
Hoard
Avalanche of gold: The piles of treasure collapse, forcing a target to make a TN 20 acrobatics + dexterity roll. If they fail, they fall to the bottom of the pile and are restrained until they pass a tn 15 strength roll to escape.
Minions
Call support: The dragon roars for aid from its minions. A size 5 minion squad (tr 3, dr 3) appear and act immediately after the dragon in initiative. The dragon may only do this twice per battle.
Air
Sheer cold: The dragon calls forth a biting, chilly wind. All creatures in the lair (except air dragons and those with immunity to cold) must pass a tn 15 constitution roll or be restrained until the next lair action.
Earth
Giant's causeway: The dragon touches a section of rock or earth up to open or close an opening to walk through.
Fire
Magma spout: A geyser of magma erupts in a blast 3 to the ceiling of the lair. Anything in it must pass a tn 20 acrobatics test or take 2k2 e damage.
Water
Tide comes in, tide goes out: The water the dragon lives in reaches out to grab a creature. Any creature within 5m of water in the lair must pass a tn 15 strength roll or be pulled into the water.
Wood
Grasping vines: The vines in the dragon's lair reach out an grab a target. One creature in the lair must pass a tn 20 acrobatics + dexterity test or be restrained until the next lair action. They may try to escape using a tn 15 strength roll on their turn as a half action, but the attempt does 2k2 r damage to them with the tearing property.
Heart
Warp diffusion: The dragon's innate magic courses through the lair. If psychic phenomena happens before the next lair action, roll it twice and the dragon can choose for either or both to occur.
Warp's vitality: The dragon's magic inhabits corpses and stands them up. Creatures that have been killed (for good) in the lair resurrect with the daemonic trait and hp equal to their constitution score under the dragon's control. If they are killed, they cannot resurrect again.
Metal
Xena's blessing: The dragon nominates an ally in the lair to bask in its glory. That ally gains immunity to fear and snaps out of whatever fear effects it is suffering.
Zelda's blessing:The dragon nominates an ally in the lair to benefit from its power. That ally gains +5 ap and aura until the next lair action.
Void
Starlight escalation: The dragon conjures a small, cool star to burn its enemies. A 2m radius ball of starlight appears in a place in the lair of the dragon's choice. Creatures other than the dragon in that area must pass a tn 15 dexterity test or take 2k2 e damage as the glow envelops them. The dragon has combat advantage against all creatures who took the damage and if invisible, become visible.
The only way to be sure: A room in the lair of the dragon's choice seals off and vents its atmosphere into the void. Alternatively, it refills the sealed room and then unseals it.
Regional Effects
Check the "The Dragon's Lair" section for more details. Dragons have the communication, eden, pressure, topography, and weather effects. Weather effects cease when the dragon leaves the territory or when dragon wakes, usually to hunt.
Attract Elemental: Elementals in accordance with the dragon's quickening take up residence in the territory.
Dare Not Speak Its Name: If anyone says the dragon's name in its territory, the dragon will know who and where.
Air
Eden of Megafauna: Warm-blooded megafauna are attracted to the area and thrive in it. Mammoths, rocs, etc.
Islands in the Sky: The dragon can shape clouds, and make them strong and weighty as stone without reducing their ability to float. People take up residence on them, the dragon puts its hoard in them, and it might even sleep in one. This effect ends when the dragon dies.
Winter Storm: It constantly hails and snows heavily in the territory, concealing everything to everyone. The air dragon can see just fine, though.
Earth
Earthquake: Every day, an earthquake with a magnitude of d10 shakes the region.
Eden of Golems: Precious gems of a uniform kind grow everywhere. This creates/attracts golems (especially of that kind of gem) and prospectors looking for a payday.
Great Wall: There is a massive, 100m high and 10m thick stone wall encircling the dragon's territory and a second one around lair, immune to earthquakes. This remains indefinitely if the dragon dies.
Fire
Desertification: Clouds are sparse, rain scarcely falls, and life is rare outside precious oases. It's most uncomfortable and you need twice as much water to properly hydrate as a result, which will be tough because it's sulfurous.
Eden of Thermophiles: The hyperfertile soil in the lair and oases attracts flamingos, salamanders, and other things that thrive in heat.
Magma Plume: Magma plumes erupt from the ground or lava flows at random. "Something bad" happens once per scene and anyone subject to "something bad" has to pass a tn 15 dexterity test or take 2k2 e damage.
Water
Eden of Water Types: Aquatic creatures (especially large ones) are attracted to the region.
Storm Season: In watery water dragon regions, it rains constantly and sometimes storms. In deserts, it's a sandstorm and tornadoes. It creates concealment to everything that the dragon can see through.
X Marks the Spot: Pits marked with an X are scattered throughout the region. Sometimes, they hold a part of the hoard. Other times, it's a trap.
Wood
Pass Without Trace: The dragon does not leave evidence of its passage unless it wants to.
Wall of Brambles: A massive wall of thorns grows around the dragon's lair. 30m high, 3m deep, and inflicting 2k2 r damage to anyone who enters or starts its turn in it.
Eden of Decay: Everything's dead, Dave. The plants, the fish, everything but fungi, the smallest vermin that eat them, and the scavengers who eat them. Tar pits dot the landscape. The water isn't safe to drink, it's too foul.
OR True Eden: Megafauna and megaflora are common and thrive in the region. Large, giant, kaiju, and other massive creatures call the place home. Food and water is always abundant and readily obtained.
Heart
Gift of Gab: Size 1 and 2 animals gain the ability to speak draconic. They have high opinions of the dragon but don't necessarily know where she is.
Light the Way: Stones and other parts of the environment light up and create paths to places the dragon wants them to go. This could be to safety or to their doom.
Phenomena!: Do-dooo do-do-do. The sky is a permanent psychedelic trip. Psychic phenomena and perils of the warp rolls either have a +10 or -10 modifier, chosen each year. The dragon always knows when and where phenomena are triggered in its region. It also attracts daemons of its alignment.
Metal
Eden of Artifice: Sieves of precious metals and artifact materials (maybe even draconic, which are the dragon's shed teeth, claws, and scales) appear and grow in the region. This creates/attracts forged daemons of a uniform artifact material, treasure hunters looking for paydirt. Wildlife gain armor plating (4) or increases its existing armor plating by 3 as their exteriors become firm and shiny.
It Came to Me in a Dream: The dragon can communicate with a creature while that creature sleeps through its dreams. Moreover, any roll a character makes that furthers their alignment has an extra kept die.
Princess Detector: The dragon knows the status of everyone he sees in the territory, and the location of everyone with at least 1 dot in status (or narrative equivalent).
Void
Dead Space: If a creature besides the dragon were to lose fatigue in the region, they must roll a tn 15 constitution test. If they fail, they keep the fatigue until the next time they'd lose fatigue where they may retry the roll.
Space Hulk: The territory has a larger gravity than it should from its size, attracting debris. Every hour, "something bad" happens when micrometeorites pelt the territory. Those affected must pass a tn 10 acrobatics test or take 3k2 i damage with the tearing property and any void protective or air-supplying equipment they're using breaks. In the case of an enclosed vehicle, it ignores the tearing but leaks if it loses hp this way.
Void Eden: Void dragon territories attract spelunkers. While it doesn't attract other life, voidborn life gradually accumulates like kythons and undead.
Eden of Megafauna: Warm-blooded megafauna are attracted to the area and thrive in it. Mammoths, rocs, etc.
Islands in the Sky: The dragon can shape clouds, and make them strong and weighty as stone without reducing their ability to float. People take up residence on them, the dragon puts its hoard in them, and it might even sleep in one. This effect ends when the dragon dies.
Winter Storm: It constantly hails and snows heavily in the territory, concealing everything to everyone. The air dragon can see just fine, though.
Earth
Earthquake: Every day, an earthquake with a magnitude of d10 shakes the region.
Eden of Golems: Precious gems of a uniform kind grow everywhere. This creates/attracts golems (especially of that kind of gem) and prospectors looking for a payday.
Great Wall: There is a massive, 100m high and 10m thick stone wall encircling the dragon's territory and a second one around lair, immune to earthquakes. This remains indefinitely if the dragon dies.
Fire
Desertification: Clouds are sparse, rain scarcely falls, and life is rare outside precious oases. It's most uncomfortable and you need twice as much water to properly hydrate as a result, which will be tough because it's sulfurous.
Eden of Thermophiles: The hyperfertile soil in the lair and oases attracts flamingos, salamanders, and other things that thrive in heat.
Magma Plume: Magma plumes erupt from the ground or lava flows at random. "Something bad" happens once per scene and anyone subject to "something bad" has to pass a tn 15 dexterity test or take 2k2 e damage.
Water
Eden of Water Types: Aquatic creatures (especially large ones) are attracted to the region.
Storm Season: In watery water dragon regions, it rains constantly and sometimes storms. In deserts, it's a sandstorm and tornadoes. It creates concealment to everything that the dragon can see through.
X Marks the Spot: Pits marked with an X are scattered throughout the region. Sometimes, they hold a part of the hoard. Other times, it's a trap.
Wood
Pass Without Trace: The dragon does not leave evidence of its passage unless it wants to.
Wall of Brambles: A massive wall of thorns grows around the dragon's lair. 30m high, 3m deep, and inflicting 2k2 r damage to anyone who enters or starts its turn in it.
Eden of Decay: Everything's dead, Dave. The plants, the fish, everything but fungi, the smallest vermin that eat them, and the scavengers who eat them. Tar pits dot the landscape. The water isn't safe to drink, it's too foul.
OR True Eden: Megafauna and megaflora are common and thrive in the region. Large, giant, kaiju, and other massive creatures call the place home. Food and water is always abundant and readily obtained.
Heart
Gift of Gab: Size 1 and 2 animals gain the ability to speak draconic. They have high opinions of the dragon but don't necessarily know where she is.
Light the Way: Stones and other parts of the environment light up and create paths to places the dragon wants them to go. This could be to safety or to their doom.
Phenomena!: Do-dooo do-do-do. The sky is a permanent psychedelic trip. Psychic phenomena and perils of the warp rolls either have a +10 or -10 modifier, chosen each year. The dragon always knows when and where phenomena are triggered in its region. It also attracts daemons of its alignment.
Metal
Eden of Artifice: Sieves of precious metals and artifact materials (maybe even draconic, which are the dragon's shed teeth, claws, and scales) appear and grow in the region. This creates/attracts forged daemons of a uniform artifact material, treasure hunters looking for paydirt. Wildlife gain armor plating (4) or increases its existing armor plating by 3 as their exteriors become firm and shiny.
It Came to Me in a Dream: The dragon can communicate with a creature while that creature sleeps through its dreams. Moreover, any roll a character makes that furthers their alignment has an extra kept die.
Princess Detector: The dragon knows the status of everyone he sees in the territory, and the location of everyone with at least 1 dot in status (or narrative equivalent).
Void
Dead Space: If a creature besides the dragon were to lose fatigue in the region, they must roll a tn 15 constitution test. If they fail, they keep the fatigue until the next time they'd lose fatigue where they may retry the roll.
Space Hulk: The territory has a larger gravity than it should from its size, attracting debris. Every hour, "something bad" happens when micrometeorites pelt the territory. Those affected must pass a tn 10 acrobatics test or take 3k2 i damage with the tearing property and any void protective or air-supplying equipment they're using breaks. In the case of an enclosed vehicle, it ignores the tearing but leaks if it loses hp this way.
Void Eden: Void dragon territories attract spelunkers. While it doesn't attract other life, voidborn life gradually accumulates like kythons and undead.
Lich - Elementals
Lich lairs are unique in that they always keep their phylactery there. They can have bases, but they spare nothing to protect that which houses their soul.
Mind Flayers have laboratories deep underground and underhive to hide their diabolical experiments. They are jam-packed with technology, psionic resonance, and the occasional slave.
Aboleths live in caverns under large cities to gain slaves from. All rooms in the lair are connected by tunnels filled with water, and there are often caverns full of water and little else. The slime is disgusting, but what about aboleths isn't?
Elementals lair in places abundant or conducive to their elemental makeup. Can't... can't help you beyond that.
Elemental territories are only 2km, not 10.
Arcane cantrip: The lich's phylactery contains spell charges to protect itself and its creator. The lich rolls a d5. They cast a spell they know of that level or lower with the bare minimum to succeed. This cannot be used on the same magic school multiple times per day.
Destiny bond: The lich targets a creature within 10m and tethers them with a necrotic bond. If the lich takes damage before the next lair action, the target must pass a tn 20 arcana + constitution test or take half the damage dealt.
Elemental shot: The lich's lair imbues it with an elemental energy, giving its next attack the benefits of elemental shot I (any) or II (any).
Spectral chill:The lich calls forth spirits of the dead to attack its foes. One target in the lair must pass a TN 20 constitution test or take 3k3 i damage to the body as spirits pass through them and jumble their insides.
Regional Effects
Bleeding Crop: Plants grow thorny and crusty. Agriculture is impossible in the region, all crops grown ooze slime and are poisonous.
Confused Beasts: Animals go mad in the area, running around at random or away from the lair. Mounts require animal ken rolls to avoid getting bucked off, and even if you succeed they won't advance toward the lair.
Depressing Atmosphere: Thick fog permeates the region, and lightning randomly strikes. The fog conceals within 1km of the lair.
Shadow of Fear: Shadows of creatures look emaciated and move with a life of their own, usually betraying them to the lich.
Destiny bond: The lich targets a creature within 10m and tethers them with a necrotic bond. If the lich takes damage before the next lair action, the target must pass a tn 20 arcana + constitution test or take half the damage dealt.
Elemental shot: The lich's lair imbues it with an elemental energy, giving its next attack the benefits of elemental shot I (any) or II (any).
Spectral chill:The lich calls forth spirits of the dead to attack its foes. One target in the lair must pass a TN 20 constitution test or take 3k3 i damage to the body as spirits pass through them and jumble their insides.
Regional Effects
Bleeding Crop: Plants grow thorny and crusty. Agriculture is impossible in the region, all crops grown ooze slime and are poisonous.
Confused Beasts: Animals go mad in the area, running around at random or away from the lair. Mounts require animal ken rolls to avoid getting bucked off, and even if you succeed they won't advance toward the lair.
Depressing Atmosphere: Thick fog permeates the region, and lightning randomly strikes. The fog conceals within 1km of the lair.
Shadow of Fear: Shadows of creatures look emaciated and move with a life of their own, usually betraying them to the lich.
Mind Flayers have laboratories deep underground and underhive to hide their diabolical experiments. They are jam-packed with technology, psionic resonance, and the occasional slave.
Psycholocation homing: The lair's psychically attuned walls direct the mind flayer's... mind... stuff. The next time the mind flayer uses its mind blast it can target any and all chosen creatures in the lair it knows the location of within 20m.
Subversive coercion: The mind flayer's lair wriggles its way into the psyche of a target. A target must make a tn 25 arcana + willpower test. If they fail, they must serve the mind flayer as though subject to the suggestion spell.
Warp-inhibiting shutdown: The mind flayer's lair zaps a spellcaster in attempt to shut them down. A creature must make a tn 15 wisdom test. If failed, roll a d5. The caster may not cast spells higher than that level on their next turn.
Regional Effects
Bend Will: Once per day, "something bad" happens and a Mind Flayer tries to bend an intelligent creature to its will. They must pass a tn 15 arcana + willpower save or be controlled like affected by the dominate spell.
Detect Sentience: Mind Flayers are aware of all intelligent creatures in their region, and the distance and direction they are unless their mind is dampened somehow (like a psychic hood).
Telepathic Bond: Mind Flayers can initiate telepathic conversations with intelligent creatures in the territory.
Subversive coercion: The mind flayer's lair wriggles its way into the psyche of a target. A target must make a tn 25 arcana + willpower test. If they fail, they must serve the mind flayer as though subject to the suggestion spell.
Warp-inhibiting shutdown: The mind flayer's lair zaps a spellcaster in attempt to shut them down. A creature must make a tn 15 wisdom test. If failed, roll a d5. The caster may not cast spells higher than that level on their next turn.
Regional Effects
Bend Will: Once per day, "something bad" happens and a Mind Flayer tries to bend an intelligent creature to its will. They must pass a tn 15 arcana + willpower save or be controlled like affected by the dominate spell.
Detect Sentience: Mind Flayers are aware of all intelligent creatures in their region, and the distance and direction they are unless their mind is dampened somehow (like a psychic hood).
Telepathic Bond: Mind Flayers can initiate telepathic conversations with intelligent creatures in the territory.
Aboleths live in caverns under large cities to gain slaves from. All rooms in the lair are connected by tunnels filled with water, and there are often caverns full of water and little else. The slime is disgusting, but what about aboleths isn't?
Mind magnum: The aboleth channels its adamantium rage through its water. All creatures in the water of the aboleth's choice must pass a tn 15 arcana + willpower test. Those that fail take 2k2 i spell damage to the head.
Misdirection: The aboleth's lair conjures an illusion like through the image spell. It fools all senses but touch, with a tn of 25 to discern the falsehood.
Tide comes in, tide goes out: Water within the lair reaches out to grasp the aboleth's enemies. Enemies of the aboleth within 6m of (but not in) water must pass a tn 20 athletics + strength test or be pulled into the water and knocked prone.
Regional Effects
Foul Water: Enemies of the aboleth can't derive proper hydration from water in the territory without assistance of some kind.
Misdirection: The aboleth's territory conjures an illusion outside the lair like through the image spell. It fools all senses but touch, with a tn of 25 to discern the falsehood.
Slimy Surfaces: The underground of the region has slime on every surface, making it difficult terrain.
Misdirection: The aboleth's lair conjures an illusion like through the image spell. It fools all senses but touch, with a tn of 25 to discern the falsehood.
Tide comes in, tide goes out: Water within the lair reaches out to grasp the aboleth's enemies. Enemies of the aboleth within 6m of (but not in) water must pass a tn 20 athletics + strength test or be pulled into the water and knocked prone.
Regional Effects
Foul Water: Enemies of the aboleth can't derive proper hydration from water in the territory without assistance of some kind.
Misdirection: The aboleth's territory conjures an illusion outside the lair like through the image spell. It fools all senses but touch, with a tn of 25 to discern the falsehood.
Slimy Surfaces: The underground of the region has slime on every surface, making it difficult terrain.
Elementals lair in places abundant or conducive to their elemental makeup. Can't... can't help you beyond that.
Elemental territories are only 2km, not 10.
Air Elemental
At least three must be in the region for lair actions and regional effects to happen.
Force of Wind: The wind picks up on a target of the air elemental's choice. The target must pass a tn 15 strength test or be restrained and rendered prone against the wall, floor, or ceiling. Whichever is closest at that time.
Vacuum: The elemental sucks up all nearby air to itself. Creatures that need to breathe within 20m must pass a tn 15 con test or take a wound. Creatures within the range cannot speak or cast spells with the verbal keyword.
Regional Effects
Stiff Wind: Flying speeds are halved for everything in the region.
Earth Elemental
At least three must be in the region for lair actions and regional effects to happen.
Bend Earth: The elemmental forces the ground to form a 3x3x1m wall next to it. It is stone.
Stalagmite: The elemental's lair shoots spikes and pillars around a target to create a tomb of rock. One creature in the lair must pass a tn 20 acrobatics + dexterity test or take 2k2 i or r damage with the snare quality (tn 15 to resist/escape).
Regional Effects:
Alter Quality: Any stone or metal object has a 25% chance of increasing quality and 25% of decreasing quality upon entering the territory. The effect ends 2 days after no longer under the effect of the region.
Tremors: Small earthquakes rock the region every hour. This deals 3k3 i damage to vehicles and buildings every time and spooks wildlife.
Fire Elemental
At least three must be in the region for lair actions and regional effects to happen.
Heat Metal: The elemental turns up the heat. All objects made of metal and similarly heat-friendly materials glow red hot until the next lair action. Anyone/thing in contact with one or grabs one takes 1d10 e damage, unless they let go of it. Guns gain the gets hot property during this time.
Absorb Element: The fire elemental draws ambient fire toward itself and recovers 2 hp.
Regional Effects:
Loose Sparks: All unattended flammable objects within 150m of the fire elemental combust.
Pyrophilia: All attempts to put out a fire take a check. All rolls to create fire in some way (like say, a spell) gain an extra raise.
Smoke: Smoke conceals the fire elemental within 150m. This ends when the fire elemental dies.
Water Elemental
A water elemental's region is 2km across. At least three must be in the region for lair actions and regional effects to happen.
Geyser: A target of the elemental's choice must pass a tn 20 acrobatics test or take 2k2 i damage with the tearing property.
Visual dissolution: The water elemental blends into the water, unable to be detected without a tn 25 perception + wisdom test. It then does a full move.
Regional Effects:
Flood: Water floods areas within 150m of the lair, the water level rising 1m every 5 minutes. Usually the entire region is as flooded as it gets when the party meets the elemental. The water starts to recede when the elemental dies.
Weather: It rains constantly. This ends when the elemental dies.
Whirlpool: Whirlpools appear appear within 150m of the lair. Anyone caught in it must pass a tn 15 athletics roll each turn or be shunted a random direction up to its speed. A vehicle requires a tn 15 maintain control test or go out of control. This ends when the elemental dies.
At least three must be in the region for lair actions and regional effects to happen.
Force of Wind: The wind picks up on a target of the air elemental's choice. The target must pass a tn 15 strength test or be restrained and rendered prone against the wall, floor, or ceiling. Whichever is closest at that time.
Vacuum: The elemental sucks up all nearby air to itself. Creatures that need to breathe within 20m must pass a tn 15 con test or take a wound. Creatures within the range cannot speak or cast spells with the verbal keyword.
Regional Effects
Stiff Wind: Flying speeds are halved for everything in the region.
Earth Elemental
At least three must be in the region for lair actions and regional effects to happen.
Bend Earth: The elemmental forces the ground to form a 3x3x1m wall next to it. It is stone.
Stalagmite: The elemental's lair shoots spikes and pillars around a target to create a tomb of rock. One creature in the lair must pass a tn 20 acrobatics + dexterity test or take 2k2 i or r damage with the snare quality (tn 15 to resist/escape).
Regional Effects:
Alter Quality: Any stone or metal object has a 25% chance of increasing quality and 25% of decreasing quality upon entering the territory. The effect ends 2 days after no longer under the effect of the region.
Tremors: Small earthquakes rock the region every hour. This deals 3k3 i damage to vehicles and buildings every time and spooks wildlife.
Fire Elemental
At least three must be in the region for lair actions and regional effects to happen.
Heat Metal: The elemental turns up the heat. All objects made of metal and similarly heat-friendly materials glow red hot until the next lair action. Anyone/thing in contact with one or grabs one takes 1d10 e damage, unless they let go of it. Guns gain the gets hot property during this time.
Absorb Element: The fire elemental draws ambient fire toward itself and recovers 2 hp.
Regional Effects:
Loose Sparks: All unattended flammable objects within 150m of the fire elemental combust.
Pyrophilia: All attempts to put out a fire take a check. All rolls to create fire in some way (like say, a spell) gain an extra raise.
Smoke: Smoke conceals the fire elemental within 150m. This ends when the fire elemental dies.
Water Elemental
A water elemental's region is 2km across. At least three must be in the region for lair actions and regional effects to happen.
Geyser: A target of the elemental's choice must pass a tn 20 acrobatics test or take 2k2 i damage with the tearing property.
Visual dissolution: The water elemental blends into the water, unable to be detected without a tn 25 perception + wisdom test. It then does a full move.
Regional Effects:
Flood: Water floods areas within 150m of the lair, the water level rising 1m every 5 minutes. Usually the entire region is as flooded as it gets when the party meets the elemental. The water starts to recede when the elemental dies.
Weather: It rains constantly. This ends when the elemental dies.
Whirlpool: Whirlpools appear appear within 150m of the lair. Anyone caught in it must pass a tn 15 athletics roll each turn or be shunted a random direction up to its speed. A vehicle requires a tn 15 maintain control test or go out of control. This ends when the elemental dies.
Walkin' Dead - Orks
The Walkin' Dead don't have lairs, per se. They lack the will necessary to set up a base. Rather their lair is where patient zero of the walkin' dead curse or virus came from. This is usually a graveyard or a laboratory abundant in chest-high stones or medical equipment. Walkin' dead may perform lair actions and have regional effects so long as there are at least 5.
Curse of the Undead: A festering rot grows in the lair. Any character that has taken damage from a walkin' dead since the last lair action must pass a tn 20 arcana + constitution test. If they fail, they are diseased until the walkin' dead are slain again. If they die (for good) while diseased, they resurrect as a walkin' dead on their next turn.
Damnation: The damnation of the undead lair bleeds, and no one may spend hero points until the next lair action.
Regional Effects
These effects end when there are fewer than five walkin' dead left in the region, and can come back when their numbers replenish.
Restlessness: Trying to sleep is difficult. You must pass a tn 5 willpower test or gain none of the benefits of sleep.
Zombie Plague: Mundanes who die (for good) in the region come back as walkin' dead on their next turn, or in 5 seconds.
Ghosts unlive everywhere a violent death took place, which means they mostly stick to battlefields and homes where a murder took place.
Poltergeisting: Loose objects in the lair levitate and fly around. The territory becomes difficult terrain, and anything that fails a tn 20 composure test is dazzled until the next lair action.
Slime 'er! The ghost's presence asserts itself on a creature. The creature must pass a tn 15 charisma test or become stunned for a minute and take 1d10 spell damage as ectoplasm spews from every orifice.
Regional Effect:
Bitter Cold: The area is unnaturally cold, sufficient to need protection.
Ghostly Wail: Every hour of every night, the ghost lets out a wail. This prompts a tn 5 willpower roll. Those that fail must flee the territory. This ends when the ghost is re-deadified.
Ratlings set up in sniper towers and other high locations. There must be at least two ratlings to use lair actions.
Flashbomb: The ratling shoots a small packet of brightpowder next to a target. The target must pass a tn 10 constitution test or be blinded for a round. This lair action can be used three times before needing to set up those brightpowder packs again.
Squats are in their diggy diggy holes. They work in mines, live in mountains, and generally do everything they need to underground. There are machines, forges, magma tubes, and such in these lairs. These are usually cramped spaces and hallways between them, big enough for squats but that's about it outside of treasure vaults.
Talon of tiamat/dragonfire adept lairs are somewhat similar. They have icons of draconic greatness abound and areas to refine their techniques. These lairs may use zealot lair actions. Lairs like these are massive armories where dragonborn can pick up almost any weapon (up to rare) as they need to.
Recharge breath weapon: The ambient magic of the lair empowers the dragonborn. The lair's master may use their dragon breath power again.
Tinkerers make laboratories to house their stuff. Mechadendrites abound, weird science-y stuff that lacks any apparent explanation or purpose is more common than something that makes sense.
Automatic reload: The gnome's laboratory takes its gun for safekeeping. One of the gnome's guns (of its choice) is handed over to the lab, and it will be reloaded by the next lair action.
Orks live in semi-nomadic bases. Most often this is in the form of seasonal encampments lived in between campaigns, but spelljammers house ork freebootas.
Curse of the Undead: A festering rot grows in the lair. Any character that has taken damage from a walkin' dead since the last lair action must pass a tn 20 arcana + constitution test. If they fail, they are diseased until the walkin' dead are slain again. If they die (for good) while diseased, they resurrect as a walkin' dead on their next turn.
Damnation: The damnation of the undead lair bleeds, and no one may spend hero points until the next lair action.
Regional Effects
These effects end when there are fewer than five walkin' dead left in the region, and can come back when their numbers replenish.
Restlessness: Trying to sleep is difficult. You must pass a tn 5 willpower test or gain none of the benefits of sleep.
Zombie Plague: Mundanes who die (for good) in the region come back as walkin' dead on their next turn, or in 5 seconds.
Ghosts unlive everywhere a violent death took place, which means they mostly stick to battlefields and homes where a murder took place.
Poltergeisting: Loose objects in the lair levitate and fly around. The territory becomes difficult terrain, and anything that fails a tn 20 composure test is dazzled until the next lair action.
Slime 'er! The ghost's presence asserts itself on a creature. The creature must pass a tn 15 charisma test or become stunned for a minute and take 1d10 spell damage as ectoplasm spews from every orifice.
Regional Effect:
Bitter Cold: The area is unnaturally cold, sufficient to need protection.
Ghostly Wail: Every hour of every night, the ghost lets out a wail. This prompts a tn 5 willpower roll. Those that fail must flee the territory. This ends when the ghost is re-deadified.
Ratlings set up in sniper towers and other high locations. There must be at least two ratlings to use lair actions.
Flashbomb: The ratling shoots a small packet of brightpowder next to a target. The target must pass a tn 10 constitution test or be blinded for a round. This lair action can be used three times before needing to set up those brightpowder packs again.
Squats are in their diggy diggy holes. They work in mines, live in mountains, and generally do everything they need to underground. There are machines, forges, magma tubes, and such in these lairs. These are usually cramped spaces and hallways between them, big enough for squats but that's about it outside of treasure vaults.
Slayer
There must be at least three slayers to have lair actions.
Cave-in: The lair caves in, creating cover and blocking passage. It is loose stone with 16 ap.
Gas leak: There's a gas leak, and nary a parakeet in sight. Creatures that breathe in the air must make a tn 20 constitution roll or take 1 wound from the toxicity.
Living Ancestor
Living ancestors can use slayer lair actions and count as slayers when using them.
An axe to grind: Machinery sharpens the living ancestor's power axe, giving it +0k1 damage until the next lair action.
There must be at least three slayers to have lair actions.
Cave-in: The lair caves in, creating cover and blocking passage. It is loose stone with 16 ap.
Gas leak: There's a gas leak, and nary a parakeet in sight. Creatures that breathe in the air must make a tn 20 constitution roll or take 1 wound from the toxicity.
Living Ancestor
Living ancestors can use slayer lair actions and count as slayers when using them.
An axe to grind: Machinery sharpens the living ancestor's power axe, giving it +0k1 damage until the next lair action.
Talon of tiamat/dragonfire adept lairs are somewhat similar. They have icons of draconic greatness abound and areas to refine their techniques. These lairs may use zealot lair actions. Lairs like these are massive armories where dragonborn can pick up almost any weapon (up to rare) as they need to.
Recharge breath weapon: The ambient magic of the lair empowers the dragonborn. The lair's master may use their dragon breath power again.
Tinkerers make laboratories to house their stuff. Mechadendrites abound, weird science-y stuff that lacks any apparent explanation or purpose is more common than something that makes sense.
Automatic reload: The gnome's laboratory takes its gun for safekeeping. One of the gnome's guns (of its choice) is handed over to the lab, and it will be reloaded by the next lair action.
Orks live in semi-nomadic bases. Most often this is in the form of seasonal encampments lived in between campaigns, but spelljammers house ork freebootas.
Ork Freeboota
Freebootas can use lair actions and regional effects so long as there are at least three freebootas present.
Avast!: An ork tries to be cunning, and gains the back stab and sneak attack feats until the next lair action.
Call Squigs: The orks either shout or open the squig pen, bringing 3 beasts of burden into the fight allied to the leader.
Charge: An ork may make a charge action.
I don't do shrooms, I AM shrooms: An ork tries to be brutal, and enters a frenzy as per the feat.
Ork Nob
Nobs can use freeboota lair actions as their own.
WAAAAAGHcry: The nob lets out a mighty and inspiring roar, restoring 3 hp to a target in the lair of their choice.
Regional Effects
Aggressive Fungus: Fungus grows quickly on exposed food. It goes bad within minutes of being exposed to air, even if it is sealed afterward.
Freebootas can use lair actions and regional effects so long as there are at least three freebootas present.
Avast!: An ork tries to be cunning, and gains the back stab and sneak attack feats until the next lair action.
Call Squigs: The orks either shout or open the squig pen, bringing 3 beasts of burden into the fight allied to the leader.
Charge: An ork may make a charge action.
I don't do shrooms, I AM shrooms: An ork tries to be brutal, and enters a frenzy as per the feat.
Ork Nob
Nobs can use freeboota lair actions as their own.
WAAAAAGHcry: The nob lets out a mighty and inspiring roar, restoring 3 hp to a target in the lair of their choice.
Regional Effects
Aggressive Fungus: Fungus grows quickly on exposed food. It goes bad within minutes of being exposed to air, even if it is sealed afterward.
Eldarin - Dark Eldarin Raiders
Eldarin colony ships house the lairs of eldarin forces. They are laced with wraithbone and saturated with magic. They are half-temple, half-whatever else they are. The true lair of a migrant ship is usually either its navigation room, its control room, or its local cult temple. In any case, there are banzai trees everywhere.
Space Marine/Chaos Marine lairs exist as an extension of their lord or lady's will. To call it a fortress, temple, or headquarters is accurate but insufficient. They have unarmed serfs everywhere doing busywork for the marines. They share regional effects
Regional Effects
Amnesia: Each day, everyone must pass a tn 15 intelligent test or lose the use of a skill or language until they are no longer the influence of the region. They may instead meditate for fifteen minutes in a specialized chamber in the lair to automatically pass.
Chorus: A droning chant can be heard throughout the region, with no apparent source.
Shared Dreams: Everyone asleep at the same time shares a dream, appearing and disappearing appropriately.
Warp's Whispers: Those welcome in the region hear the voice of a deceased loved one or a daemon of their alignment instructing them. Intruders to the territory start to hear voices telling them to do things, posing as someone the individual knows or a daemon of their alignment.
Dark Eldarin Raiders make their lairs in ships and spelljammers, as befitting their pirate's lifestyle.
Arachne's gift: The lair springs a large trap hidden in the lair. What appears as a spiderweb-shaped silk rug is in fact a large spiderweb that ensnares the lair's enemies. Enemies of the raider standing on or moving past the web must pass a tn 30 dexterity test or be restrained. A restrained character may spend a half action to cut themselves free.
The raider may move their warp miasma sphere from wherever it is to somewhere else he can see, refreshing its timer.
Wall of darkness: The raider has the lair make a wall of miasma to close off a threshold (doorway, hallway, etc.). It is solid and has 20 ap.
Regional Effects
Path to the Underdark: Attempting to warp jump or teleport out of the lair has a 10% chance of taking the traveler to Commorragh instead.
Venombite: Rolls to resist the toxic effect take a check, and failure inflicts two wounds.
Aspect Warrior
Channel power: The wraithbone in the lair zaps an aspect warrior, restoring 1 shot to its lightning gun.
True transparency: The lair twists light, shadow, and space to obscure an aspect warrior. The aspect warrior may make a stealth roll to hide, even if they are being observed. The obscuring effect ends at the next lair action.
Farseers may use aspect warrior lair actions as their own.
Farsee: The farseer takes a quick peek into the future, granting a use of the luck feat before the next lair action. Dice altered this way cannot explode.
Mindjack: The farseer's lair attempts to charm an enemy. A target must pass a tn 25 arcana + wisdom test or believe an ally and the farseer have exchanged places. This mindjacking ends at the next lair action, assuming it happened at all.
Warp tack: The lair's ambient magic seeks to draw more magic to itself. If the farseer were to cause psychic phenomena before the next lair action, it may roll twice and have either or both occur.
Regional Effects
Regional effects of eldarin don't end unless the aspect shrine is destroyed.
Exarch: The master of the lair is an exarch, and the exarch has the frenzy feat and an extra reaction while in the lair.
Mirror, Mirror: Mirrorshields and mirrors are everywhere, showing bosh'tets what the eldarin want them to see. When looking into such a mirror, a creature sees an illusion that requires a tn 15 arcana+wisdom test to see through.
Channel power: The wraithbone in the lair zaps an aspect warrior, restoring 1 shot to its lightning gun.
True transparency: The lair twists light, shadow, and space to obscure an aspect warrior. The aspect warrior may make a stealth roll to hide, even if they are being observed. The obscuring effect ends at the next lair action.
Farseers may use aspect warrior lair actions as their own.
Farsee: The farseer takes a quick peek into the future, granting a use of the luck feat before the next lair action. Dice altered this way cannot explode.
Mindjack: The farseer's lair attempts to charm an enemy. A target must pass a tn 25 arcana + wisdom test or believe an ally and the farseer have exchanged places. This mindjacking ends at the next lair action, assuming it happened at all.
Warp tack: The lair's ambient magic seeks to draw more magic to itself. If the farseer were to cause psychic phenomena before the next lair action, it may roll twice and have either or both occur.
Regional Effects
Regional effects of eldarin don't end unless the aspect shrine is destroyed.
Exarch: The master of the lair is an exarch, and the exarch has the frenzy feat and an extra reaction while in the lair.
Mirror, Mirror: Mirrorshields and mirrors are everywhere, showing bosh'tets what the eldarin want them to see. When looking into such a mirror, a creature sees an illusion that requires a tn 15 arcana+wisdom test to see through.
Space Marine/Chaos Marine lairs exist as an extension of their lord or lady's will. To call it a fortress, temple, or headquarters is accurate but insufficient. They have unarmed serfs everywhere doing busywork for the marines. They share regional effects
Regional Effects
Amnesia: Each day, everyone must pass a tn 15 intelligent test or lose the use of a skill or language until they are no longer the influence of the region. They may instead meditate for fifteen minutes in a specialized chamber in the lair to automatically pass.
Chorus: A droning chant can be heard throughout the region, with no apparent source.
Shared Dreams: Everyone asleep at the same time shares a dream, appearing and disappearing appropriately.
Warp's Whispers: Those welcome in the region hear the voice of a deceased loved one or a daemon of their alignment instructing them. Intruders to the territory start to hear voices telling them to do things, posing as someone the individual knows or a daemon of their alignment.
Burning traps: Marine lairs are fortified with traps of fiery and gruesome design (hot tar, minotaur's fire, crossbows). A target must pass a tn 20 acrobatics + dexterity roll or take 3k2 e damage.
Exchange: A chapter serf throws a loaded gun of any kind at the space marine, the space marine throwing their own gun to the serf.
Razor focus: The marine enters a battle trance fueled by grim resolve. The marine gains +0k1 to all strength-based rolls and melee attacks.
Suppressing fire: Chapter serfs and neophytes shoot suppressing fire. Enemies of the marine must pass a tn 15 willpower test or take cover as outlined by pinning.
Grey Knight lairs are like space marine lairs, but with a magic bent. Grey knights may use space marine lair actions.
Clear mind: The warding runes and purity seals of the lair draw magic away from grey knights. One ongoing magical/magic-like effect ends.
Obliterators imbue their surroundings with the obliterator virus, slowly turning their lair from whatever it was into a resin-soaked warpscape of twists and odd angles. It's impossible to interior decorate for. Obliterators may use chaos marine lair actions.
Alter settings: The obliterator may ready any weapon it has in its integrated weapons array.
Exchange: A chapter serf throws a loaded gun of any kind at the space marine, the space marine throwing their own gun to the serf.
Razor focus: The marine enters a battle trance fueled by grim resolve. The marine gains +0k1 to all strength-based rolls and melee attacks.
Suppressing fire: Chapter serfs and neophytes shoot suppressing fire. Enemies of the marine must pass a tn 15 willpower test or take cover as outlined by pinning.
Grey Knight lairs are like space marine lairs, but with a magic bent. Grey knights may use space marine lair actions.
Clear mind: The warding runes and purity seals of the lair draw magic away from grey knights. One ongoing magical/magic-like effect ends.
Obliterators imbue their surroundings with the obliterator virus, slowly turning their lair from whatever it was into a resin-soaked warpscape of twists and odd angles. It's impossible to interior decorate for. Obliterators may use chaos marine lair actions.
Alter settings: The obliterator may ready any weapon it has in its integrated weapons array.
Dark Eldarin Raiders make their lairs in ships and spelljammers, as befitting their pirate's lifestyle.
Arachne's gift: The lair springs a large trap hidden in the lair. What appears as a spiderweb-shaped silk rug is in fact a large spiderweb that ensnares the lair's enemies. Enemies of the raider standing on or moving past the web must pass a tn 30 dexterity test or be restrained. A restrained character may spend a half action to cut themselves free.
The raider may move their warp miasma sphere from wherever it is to somewhere else he can see, refreshing its timer.
Wall of darkness: The raider has the lair make a wall of miasma to close off a threshold (doorway, hallway, etc.). It is solid and has 20 ap.
Regional Effects
Path to the Underdark: Attempting to warp jump or teleport out of the lair has a 10% chance of taking the traveler to Commorragh instead.
Venombite: Rolls to resist the toxic effect take a check, and failure inflicts two wounds.
Vehicles
For now, vehicles don't have regional effects. A vehicle doesn't bend its environment to its existence like an army or a monster.
Basic Ground Vehicle
Toll Booth: Those chasing the vehicle must reduce their momentum to zero for one round. If they don't, they each will grant combat advantage to the ground vehicle, its operators, and their allies until the end of the scene or until they do.
Scorpion Tank
Medigel Administration: All those embarked on the vehicle regain 1 hp and if relevant, lose the blood loss condition.
Bio-Titan
Absolute Territory Field: The void shield rating of the bio-titan is increased to 20 until the next lair action.
Anti-Titan Field: The bio-titan's melee weapons gain +10 pen.
NERV Endings: If the bio-titan is separated from its power supply, it regains external power this round and rolls another d10 for its battery life.
Supply Line: The bio-titan exchanges one of its weapons for another of its type (melee or ranged).
Air Superiority Jet
Catapult: The runway has been weaponized. One enemy must pass a TN 20 acrobatics test or take 3k3 i damage as another plane is catapulted into takeoff.
Variable Man-Machine
Expose: The pod bay doors open, exposing those in the hangar to the elements. Or lack thereof. Creatures must pass a TN 10 athletics + strength test or be thrown outside the hangar, whether to the ground below or the void of space.
Transform: The vehicle changes from aerospace to walker drive or vice versa.
Toll Booth: Those chasing the vehicle must reduce their momentum to zero for one round. If they don't, they each will grant combat advantage to the ground vehicle, its operators, and their allies until the end of the scene or until they do.
Scorpion Tank
Medigel Administration: All those embarked on the vehicle regain 1 hp and if relevant, lose the blood loss condition.
Bio-Titan
Absolute Territory Field: The void shield rating of the bio-titan is increased to 20 until the next lair action.
Anti-Titan Field: The bio-titan's melee weapons gain +10 pen.
NERV Endings: If the bio-titan is separated from its power supply, it regains external power this round and rolls another d10 for its battery life.
Supply Line: The bio-titan exchanges one of its weapons for another of its type (melee or ranged).
Air Superiority Jet
Catapult: The runway has been weaponized. One enemy must pass a TN 20 acrobatics test or take 3k3 i damage as another plane is catapulted into takeoff.
Variable Man-Machine
Expose: The pod bay doors open, exposing those in the hangar to the elements. Or lack thereof. Creatures must pass a TN 10 athletics + strength test or be thrown outside the hangar, whether to the ground below or the void of space.
Transform: The vehicle changes from aerospace to walker drive or vice versa.