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Monsters - The Borg

Borg - (adapted from the Formian entry in the MM)
Theme Song: Dark City soundtrack

"We are here to help you"

"We are the Borg.
The Change is irrelevant.
You will be assimilated.
We will purge your Changed Taint.
Resistance is futile."

 

 

These guys have the "cure" for the Change - sort of.

Assimilation gradually returns human form to a "victim" of the Change (the Borg are equally adept at absorbing regular humans, too). In the initial stages of assimilation, a victim retains all abilities and powers. It is eventually gets a designation as a Worker Drone (Formian Worker), Defense Drone (Soldier), Assimilation & Coordination Units - ACU (Taskmaster), or Tactical Module (Myrmarch). All of these are under the control and direction of the Queen.

Creatures assimilated by the Borg retain their HD and HP and Ability Scores. Apply all other abilities based on the type of Borg they become, including saves, attack bonus, etc.

Borg have the nasty habit of redistributing abilities (allocating resources) among the Collective. Assume that any group of Borg can use the powers and abilities of the others. For example, four Workers, an ACU and a Tactical Module encounter a band of Bifrost. In any round that the Tactical Module and ACU do not use their special abilities, any one of the four workers can use them in their stead…

The Borg differ slightly from their namesakes of Star Trek fame. Although (for the most part) Worker and Defense Drones have no free will, ACUs and Tactical Modules are in control of their actions to a certain degree. They have unswerving loyalty to the Queen and value the Queen's goals and life above their own. They are striving to create a ship in order to take to the stars and create the Borg Empire as shown in Star Trek. For the time being, though, they are earthbound.

It is not known if there is more than one "colony" of Borg or if they all answer to the same Queen. Conceivably, a Tactical Module could fill the role of Queen in a smaller colony, blocking anyone from ever finding the "one true Queen."

The Borg are detailed below. All Borg have the following abilities:

Hive Mind: All Borg within 50 miles of the Queen are in constant communication. All aware of what the others are aware of. Not considered flanked or flat-footed unless they all are.

Resistance 20: Fire, Electricity, Cold

Immunities: Poison Petrification, Polymorph

Telepathy: All Borg can communicate with any creature within 100 feet, however, only Tactical Modules and the Queen communicate with any non-Borg.

Nanoprobes: Used for assimilation. Fortitude Save vs. DC 32 to resist.

Adaptation: The Borg adapt to attacks quickly. An attack is a specific type of spell, power or ability. All Borg benefit collectively. So targeting five different drones with a fireball would give the full damage the first round, but any subsequent evocation attacks would be with DR 50. This is more effective against supernatural, psychic and other energy attacks than physical assaults as noted below.

The Borg take full damage the first round, then have DR of ten the second, twenty the third round, thirty the fourth, etc. This power never "resets."

For purposes of this ability, energy types are adapted to as follows: Schools of Magic, Divine Magic (Each deity is treated as a "separate" form of magic), Psionic Disciplines, and Technology. Therefore Flamestrike must be adapted to as a Divine Magic and Evocation magic, if five priests of different deities cast the same spell however, the divine magic must be assimilated seperately.

Physical assaults are adapted by type: piercing, bludgeoning and slashing. Further, they are adapted by each Borg individually. Resistance to this type of damage is not retained as energy resistance is.

The benefits of this power are in addition to other abilities.

Knowledge: Any Borg has access to the knowledge of the collective. The knowledge skill is implanted in their memories. Therefore, assume that the Borg who have Knowledge Skill have access to all variants of it, albeit with a plus two difficulty (its not their knowledge after all). Restrict this knowledge to include only those variants the Borg would deem useful. Examples - Religion (basic knowledge only); Medicine (full); Mating Rituals (not permitted). Any knowledge gained from a new "recruit" that does not fit this criteria is suppressed.

Saving Throws: Are rolled collectively, at the highest bonus available.

Constructs: For the purpose of taking damage, the Borg are considered to be constructs - they are immune to subdual damage, critical hits, and death from massive damage.

Psionic Abilities: The Borg have all psionic combat and defense modes as well as the following powers, based on hit dice: (usable at will with no power point cost). The table is cumulative.
1-3 HD Elfsight
4-7 HD Biocurrent, Hammer
8-12 HD Body Adjustment, Negate Psionics, Crisis of Breath
13 + HD Dissolving Touch, Inertial Barrier, Energy Conversion


Worker Drone
- CR 1
HD 1d8+1
Init + 2(Dex)
Speed 40
AC 17 (1+ Dex, +2 size +4 natural)
Attacks +3 melee (dmg), 1d4+1 SA;
SQ Immunities, Resistance, Spell-Like Abilities;
SR 18
AL LN
SV Fort +4, Ref +4, Will +2;
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9.
Skills: Craft (any one) +3, Computer +3
Feats: Skill Focus (Craft)
Make Whole: Three together can repair an object as the spell-as 7th level Cleric (70 cubic feet)
Heal: 8 together "cast cure serious wounds (3d8+7 HP)


Defense Drone
- CR 5
HD 4d8+8
Init + 3(Dex)
Speed 40AC 18 (+3 Dex, 5 natural)
Attacks +5 melee, two fists (2d4+3)SA
SQ immunities, resistances
SR 18
AL LN
SV Fort +6, Ref +7, Will +5
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills: Computer +10, Concentration +10, Listen +7, Gather Info +10, Spot +6
Feats: Inherent Immunity (twice)

Inherent Immunity (Feat): The character gains a +2 bonus to saves checks and an additional benefit based on type of immunity.

Defense Drones are "immune" to Heat (make checks half as often as regular characters, DR 5 vs Heat) and Magic (no additional ability)


ACU
- CR 9
HD 6d8+12
Init +3 (Dex,)
Speed 40
AC 17 (1+ Dex, +2 size +4 natural)
Attacks +3 melee (dmg), 2d4+4 SA
SQ Immunities, Resistance, Spell-Like Abilities
SR 21
AL LN
SV Fort +7, Ref +8, Will +8
Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 19.
Skills: Computer +13, Concentration +12, Listen +12, Gather Info +12, Search +8, Sense Motive +12, Spot +12
Feats: Inherent Immunity (twice) Inherent Immunity (Feat): The character gains a +2 bonus to saves checks and an additional benefit based on type of immunity.

Defense Drones are "immune" to Heat (make checks half as often as regular characters, DR 5 vs Heat) and Magic (no additional ability)

Dominate Person: A single ACU can assimilate up to four creatures as a sorcerer of 10th level casting Dominate. (will save DC 39). Dominated creatures are under the control of the Collective and, ultimately, the Queen.


Tactical Module - CR 15
HD 12d8+48
Init + 4(Dex)
Speed 40
AC 28 (+4 Dex, +14 natural)
Attacks +3 melee (dmg), 1d4+1 SA; SQ Immunities, Resistance, Spell-Like Abilities
SR 25
AL LN
SV Fort +12, Ref +11, Will +11
Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17.
Skills: Computer +18, Knowledge +15, Diplomacy +9, Concentration +15, Listen +18, Gather Info +16, Search +17, Sense Motive +18, Spot +18
Feats: Inherent Immunity (four times)

Inherent Immunity (Feat): The character gains a +2 bonus to saves checks and an additional benefit based on type of immunity.

Tactical Modules are "immune" to Charm (they also know the source of the charm), Heat (make checks half as often as regular characters, DR 5 vs Heat) and Magic (no additional ability), Sound (and recover in half the time).

Resistance 20: Fire, Electricity, Cold
Immunities: Poison Petrification, Polymorph
Spell-Like Abilities: (at will, as 13th level Sorcerer) Charm Monster, Clairaudience/ Clairvoyance, Detect Magic, Detect Thoughts, Magic Circle Against Chaos, Teleport w/o Error (1x/day) Dictum, Order's Wrath


Queen - CR 22
HD 20d8+100
Init + 0(Dex)
Speed 40
AC 23 (+13 natural)
Attacks SA
SQ Immunities, Resistance
Spell-Like Abilities
SR 30 fast healing 2 AL LN
SV Fort +4, Ref +4, Will +2
Str 10, Dex 10, Con 20, Int 20, Wis 20, Cha 21
Skills: Appraise +22, Bluff +28, Concentration +22, Computer +28, Diplomacy +28, Knowledge +28, Listen +30, Scry +28, Sense Motive +28, Spellcraft +28, Spot +30
Feats: Alertness, Great Fortitude, Iron Will, Craft Magic Arms and Armor, Quicken Spell, Spell Focus (Enchantment)

Spells: Cast as a 17th level Technomancer - no restriction or limit on access to powers or spells or skills.

Spell Like Abilities (at will): Calm Emotions, Charm Monster, Clairaudience. Clairvoyance, Detect Chaos, Detect Thoughts, Dictum, Divination, Hold Monster, Magic Circle Against Chaos, Order's Wrath, Shield of Law, and True Seeing.


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