SFS Standard Oscriss Creature 20

The menacing war machines known as the oscriss are found only in the ancient sites associated with the First Ones. Resembling two stacked pyramids with a white energy core of unknown composition, oscriss infuriate foes by routinely teleporting across the battlefield. Found wandering alone throughout Aballonfs First One cities, the war machines were later identified in locations outside the Pact Worlds, lending credence to theories of the First Onesf expansion efforts throughout the cosmos.

The oscriss defy proper engagement, staying far away from their foes and unleashing coruscating beams of energy that slice off the limbs of those unlucky enough to engage with them. They meticulously render their foes apart at extreme range using pinpoint accuracy. If pressured into a close-range engagement, they can unleash a blast of chronal energy to slow their attackers and allow themselves the time to better reposition and continue their dismembering bombardment.

Like other constructs of the First Ones, these guardians refuse to communicate and defy almost all attempts to override or hack their programming. Some of the galaxyfs finest minds have managed to temporarily overcome the intricate programming within the oscriss, though such intrusions are quickly detected and repelled, indicating that an evolving intelligence dwells within each of the strange machines.

When engaged at multiple vectors, it becomes easy to overwhelm an oscrissfs detection grid and reactions. Anacite scholars propose that the constructs were fashioned to battle foes who engaged strictly in two-dimensional warfare, and while the oscriss themselves are exceptionally capable of acting in three dimensions, they battle as though their foes could engage them only in two.

Itfs speculated that the unique tactics and weapons employed by the oscriss are intended to deal with one specific threat: the planashars of the Planashar Dominion. The planashars hail from a different reality known as the Infinite Loop that has only two dimensions. Theyfve recently slowly begun invading the galaxy, taking on the title of Those Who Converge and attacking Aballonian First Ones cities and the solar settlement of Noma. That the oscriss are intended to battle them only provides more evidence of some connection between the planashars and the First Ones.

Because the oscriss are accustomed to fighting beings that exist only in two.dimensional space, theyfre vulnerable to tactics involving three dimensions. attacking from multiple angles, for example. While an oscriss doesnft entirely understand such tactics, they can sense when theyfre being outmaneuvered with three-dimensional thinking and use their potent teleportation abilities to move into a less vulnerable position at every opportunity.

Elite Weak Oscriss Creature 20

Image of the oscriss
Recall Knowledge DC 44 (includes +5 from Rare) 45 (includes +5 from Rare) 47 (includes +5 from Rare)
Construct (Arcana)
Construct (Crafting)
Perception +34 (truesight)
Languages First One; (can't speak any languages)
Skills Acrobatics +40, Athletics +35, Computers +34, Occultism +34, Stealth +38, Survival +34
Str +7 Dex +10 Con +9 Int +6 Wis +6 Cha +8

AC 45
Fort +34
Ref +36
Will +32
+1 status to all saves vs. magic
HP 440
Weaknesses flanking 15 (see two-dimensional thinking)
Two-Dimensional Thinking An oscriss is designed for fighting two-dimensional foes. If more than one enemy has the oscriss within reach, they count as flanking regardless of their actual position. An oscriss made off-guard by flanking foes takes a –3 circumstance penalty to AC (instead of the usual –2). An oscriss has weakness 15 against melee attacks benefiting from flanking, and whenever a creature scores a critical hit with a melee Strike against the oscriss while flanking them, the oscriss becomes glitching 1. If the oscriss is already glitching, they instead become confused until the end of their next turn.
Transposition [reaction] (occult, teleportation) Trigger A creature takes any move action within 15 feet of the oscriss; Effect The oscriss teleports into an unoccupied space within 30 feet.

Speed 35 feet (hover), fly 50 feet; passing through
Melee [one-action] relativity saw +37 (agilefatal d12forcefulmagical), Damage 3d10+18 slashing plus amputating strikes
Ranged [one-action] bifurcating beam +40 (magicalrange increment 300 feet), Damage 4d8+18 force plus amputating strikes
Occult Innate Spells DC 44, attack +38 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 10th 7th
slice reality (at will)
5th
translocate (at will)
Constant (8th)
Amputating Strikes When an oscriss scores a critical hit with their relativity saw or bifurcating beam Strike, the target must attempt a DC 44 Fortitude save.
SuccessThe creature is unaffected.
FailureThe creature takes an additional 2d10 slashing damage.
Critical FailureThe creature takes an additional 4d10 slashing damage and loses one limb (arm, leg, or a similar ambulatory limb such as a tentacle, randomly determined by the GM).
Dimensional Pounce [one-action] (traversal) The oscriss Strides up to their Speed or casts translocate; at the end of that movement, the oscriss Strikes. If the oscriss began this action hidden, they remain hidden until after this ability's Strike.
Passing Through The oscriss ignores all non-magical difficult terrain and greater difficult terrain.
Pause Pulse [one-action] (forceoccult) The oscriss releases a pulse of temporal energy in a 30-foot burst that deals 10d8 force damage to creatures in the area with a DC 44 Reflex save. The oscriss can't use Pause Pulse again for 1d4 rounds.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage and is slowed 1.
FailureThe creature takes full damage and is slowed 1 for 1 minute.
Critical FailureThe creature takes double damage and is slowed 1 for 1 minute and stunned 2.
Secondary Target [free-action] Frequency once per round; Effect The oscriss designates a creature within 100 feet to be the secondary target of their attacks until the end of the oscriss's next turn. Whenever the oscriss makes a Strike against a different creature, they can make the same Strike against their secondary target as a free action, using the same multiple attack penalty as the attack against the initial target. The initial and secondary Strikes count as one attack for the purposes of increasing the oscriss's multiple attack penalty.
Whirling Assault [three-actions] The oscriss Strikes with their relativity saw six times.