Badass Enemies

There's a chance for most creatures and enemies to develop into Badass Variants, which greatly increase their stats. The default chance for any normal enemy to become a Badass is 10%.

Badass variants gain the following universal bonuses:

* 25% more HP (and 25% more shields if they have it).
* +10 bonus to all attack and damage rolls.
* Increase all stats by +4.
* Gains DR 10/-.
* Increases size by one category.

In addition, each creature group gains 3 unique bonuses.

### Arachnid

* Increases Dodge AC by +6.
* Have a permanent invisibility.
* Increase all movement speeds by +20 ft.

### Arakne

* Increases Natural Armor AC by +6.
* Gain a Shockwave Attack: 30 ft radius, scaling damage and DC based on CR.
* Always elemental - Can make a glob attack that deals energy damage (like a Rook).

### Avali Rogue

* Increases Armor AC by +6.
* Railguns will pierce through 5 foot cover and targets.
* Have a jetpack that allows them to fly at 40 ft per round.

### Bandit

* Increases Dodge AC by +6.
* When below 25% HP, they enter a Rage, as a Berserker.

A third special effect, depending on the faction. As follows:

* Children of Blood: Upon damaging an adjacent enemy, they gain Temporary HP.
* Darksiders: Can turn Invisible, as Greater Invisibility.
* Dunerunners: Charging gives a +6 damage and deals 1.5x damage.
* Garden Gnomes: Every attack has a chance to trip.
* Happy Gang: Explode on death, equal to their gun's explosion damage.
* Meaters: Can eat corpses as a full-round action, healing HP equal to the corpse's Con + Level.
* Moonwatchers: Always wield rocket launchers.
* Ocean Lords: Gain a 50 feet swim speed and water breathing.
* Savages: Can summon lightning (as Call Lightning) and dust storms (as Dust Storm).
* Sand Slavers: Uses slaves as a body shield.
* Sewer Dwellers: All attacks deal acid DoT.
* Slum Deckers: Under a constant Freedom of Movement effect.
* The Enders: Short range teleport as a move action (30 feet)

### Bogger

* Increases Natural Armor AC by +6.
* Always elemental - can make a glob attack that deals energy damage (like a Pink Bogger).
* Converts nearby non-elemental Boggers to their element as a move action.

### Boomer

* Increases explosion radius by +10 feet.
* Gas explosion deals +2d6 extra damage.
* The gas is thicker, increasing the coverage to full concealment instead of partial.

### Cambot

* Increases Natural Armor AC by +6.
* Blindness from the camera flash increases to 1d4+1 rounds.
* Increases all movement speeds by +20 ft.

### Cin Crook

* Increases Dodge AC by +6.
* When throwing a grenade, they throw 3 grenades with one action.
* Will use Blinding Flash upon death.

### Clansman

* Increases Natural Armor AC by +6.
* Heavy Fortification (75% chance to ignore crits).
* Charging gives a +6 bonus to attack and does 1.5x damage.

### Collective

* Increases Deflection AC by +6.
* Can spawn 2 Collective Apparitions.
* Can teleport up to 300 feet.

### Constructor

* Increases Natural Armor AC by +6.
* Can spawn 2 additional bots.
* Has 2 side-mounted turrets with a range of 120 feet and deal 1d10 damage.

### Craw

* Increases Natural Armor AC by +6.
* All claw attacks allow for a free grab attempt.
* Takes half damage from all energy types.

### Creep

* Explosion radius is increased by +10 feet.
* When killed, they immediately explode as if they used the suicide bomb attack.
* Enemies that fail their save against the explosion are also stunned for 1 round.

### Crystalisk

* Increases Natural Armor AC by +6.
* Their crystal shard attack fires 6 shards instead of 3.
* They drop 6 crystal clusters instead of 3.

### Defense Turret

* Increases Natural Armor AC by +6.
* Double the range of their attacks.
* Gain an extra attack per round.

### Dragonguard

* Increases Armor AC by +6.
* Breath attack goes in a 30 ft cone or 60 ft line.
* First shot per round applies a Drake charge effect.

### Drifter

* Increases all movement speeds by +20 ft.
* Increases size to Colossal.
* Can spawn a pod of 10 Baby Drifters as a move action.

### Drone

* Increases Natural Armor AC by +6.
* Increases all movement speeds by +20 ft.
* Doubles the drone's effective ability (if applicable.) (i.e Repair Drones heal double HP per round, Assault Drones deal 2d8 damage)

### F.E.D.

* Increases Armor AC by +6.
* Can teleport up to 50 feet as a move action.
* Never reload.

### Great Hive

* Increases Natural Armor AC by +6.
* Can spawn 3 wasp swarms instead of 1.
* Stinger attack inflicts a poison that deals 1d12 damage per round.

### Greenhaus

* Increases Armor AC by +6.
* At the start of each round, choose a direction. All ranged attacks from that direction are deflected.
* When performing a full-round attack, they will perform Continuation.

### Guardian

* Increases Deflection AC by +6.
* 75% chance to ignore critical hits.
* Increases all movement speeds by +20 ft.

### Harker

* Increases all movement speeds by +20 ft.
* Always elemental - can make a needle attack that deals energy damage (like a Needle Harker).
* Can make two attacks when performing a swoop attack.

### Harker Hive

* Increases Natural Armor AC by +6.
* Spawns double the amount of Harkers per pod.
* Slam attack can cause creatures to become stunned.

### Imitation

* Increases Dodge AC by +6.
* Can mimic supernatural and spell-like abilities.
* Increases all movement speeds by +20 ft.

### Ireto Crusade

* Increases Shield AC by +6.
* Always carry shields.
* Gain permanent Ideal Manifestations.

### Jeongmu Security

* Increases Shield AC by +6.
* Always carries shields.
* Increases all movement speeds by +20 ft.

### Krag

* Increases Natural Armor AC by +6.
* Gains full energy immunity.
* Can perform a glob attack: 120 ft, 15 foot radius, damage, duration, and DC based on CR.

### Loader

* Increases Natural Armor AC by +6.
* Increases number of arms from 2 to 4, wielding extra weapons as necessary.
* Doubles the attack range of their shots.

### Lyorn

* Increases Natural Armor AC by +6.
* Their poison can cause paralysis for 1 round.
* Increases all movement speeds by +20 ft.

### Manta

* Increases Natural Armor AC by +6.
* Their poison can cause paralysis for 1 round.
* Increases size to Gargantuan.

### Mite

* Increases Natural Armor AC by +6.
* Spike Attack: Fire spikes in all directions within 15 ft, damage and DC based on CR.
* Non-Swarm Mites can spawn a Mite Swarm. Mite Queens can spawn three swarms in one move.

### Mong

* Increases Natural Armor AC by +6.
* Increases all movement speeds by +20 ft.
* Charging gives a +6 bonus to attack and does 1.5x damage.

### Moon Fox Cult

* Increases Dodge AC by +6.
* Can perform a beam attack (as an Anointed Cultist).
* Their attacks with Solum weapons ignore all armor and shield AC.

### Neo Nevermore

* Increases Dodge AC by +6.
* All attacks have a 15-20 crit range.
* Can teleport up to 300 ft as a move action.

### Orbiter

* Increases Natural Armor AC by +6.
* Increases all movement speeds by +20 ft.
* Doubles the range of all attacks.

### Outlaw

* Increases Dodge AC by +6.
* Can make an additional attack during a full-round attack at highest B.A.B.
* Every shot from their Appel weapons will ricochet.

### Patriarch Pack

* Increases Dodge AC by +6.
* First shot fired per round will instead stop the enemy in place and stagger them on hit (same DC).
* Increases all movement speeds by +20 ft.

### Pearlseeker

* Increases Dodge AC by +6.
* Increases all movement speeds by +20 ft.
* Always carries a ship cannon on their back.

### Penumbra

* Increases Armor AC by +6.
* Penumbra weapons always have 2 attachments.
* Can spawn Penumbra Turrets.

### Phaseform

* Increases Dodge AC by +6.
* Can turn off shields and Oz Kit for 1 round when hitting a melee attack (DC based on CR).
* Can teleport up to 50 feet as a move action.

### Pirate

* Increases Dodge AC by +6.
* Always dual wields guns, even two-handed ones.
* As a move action, they can Rally nearby pirates to grant them a +10 bonus to attack and damage for 1 round.

### Protectorate

* Increases Shield AC by +6.
* Always carries shields.
* First shot per round has a 100% chance to apply Celestial status effects.

### Queen's Guard

* Increases Dodge AC by +6.
* Increase all movement speeds by +20 ft.
* Charge attacks grant a +6 bonus to Attack and deal 1.5x damage.

### Ratch

* Increases Natural Armor AC by +6.
* Cannibalize: As a standard action, eat a piece of flesh from any dead living creature to gain Temp HP based on CR.
* Charging gives a +6 bonus to attack and does 1.5x damage.

### Reptoid

* Increases Armor AC by +6
* Gearshift mode is always active on Retarius weapons.
* Gain immunity to all energy damage.

### Saurian

* Increases Natural Armor AC by +6.
* Gain the Swallow Whole trait.
* Gain a Roar Attack: Deafens all creatures and grants a +10 bonus to attack for all nearby Saurian, DC based on CR.

### Scav

* Increases Dodge AC by +6.
* Will steal the player's currently held weapon via disarm and then use it against them.
* Increases all movement speeds by +20 ft.

### Scyth

* Increases Natural Armor AC by +6.
* Always elemental - can perform a needle attack that deals energy damage (like a Stinging Scyth).
* All attacks have a Life Drain effect, healing the Scyth half the damage dealt.

### SecuroBot

* Increases Natural Armor AC by +6.
* Increases all movement speeds by +20 feet.
* Has an extra attack per full-round attack.

### Shug

* Increases Deflection AC by +6.
* Can use Dominate Creature instead of Dominate Animal.
* Can spawn 10 Micro Shugs as a standard action.

### Skiiwing

* Increases all movement speeds by +20 ft.
* All attacks have a Life Drain effect, healing the Skiiwing half the damage dealt.
* Can perform two attacks when performing a swoop attack.

### Skrapper

* Increases Natural Armor AC by +6.
* Gain a Shockwave Attack: 30 ft radius, scaling damage and DC based on CR.
* Always elemental - can make a spit attack that deals energy damage (like a Spitter).

### Source

* Increases Natural Armor AC by +6.
* Gain a beam attack (as a Blaster).
* Will explode into electricity on death, stunning any nearby enemies within 15 feet for 1 round (DC based on CR)

### Space Goblin

* Increases Dodge AC by +6.
* Can turn invisible for 1 round as a move action.
* Guns that crit against them will jam.

### Stalker

* Increases Deflection AC by +6.
* Needle attack now fires 8 needle instead of 4 (Ambush Stalker instead gains an extra attack with a full-round attack).
* Increases all movement speeds by +20 ft.

### Tartaran Army

* Increases Armor AC by +6.
* Immune to splash damage.
* Melee attacks have a 15 ft reach.

### Temple of the Stars

* Increases Deflection AC by +6.
* Increases all movement speeds by +20 ft.
* Ranged attacks against them have a 25% chance to be deflected back to the attacker.

### Thresher

* Increases all movement speeds by +20 ft.
* Always elemental - can perform a spit attack that deals energy damage (like a Tadpole).
* Every time the Thresher surfaces from digging, it releases a 30 foot shockwave that deals energy damage, damage and DC based on CR.

### Uhstrylian Rangers

* Increases Dodge AC by +6.
* Increases movement speed by +20 ft.
* Charging gives a +6 bonus to attack and does 1.5x damage.

### Vekinbug

* Increases Natural Armor AC by +6.
* Gain a needle attack: Fire up to 4 needles as a standard action up to 120 feet, scaling damage based on CR.
* Charging gives a +6 bonus to attack and does 1.5x damage.

### Wacka

* Increases Natural Armor AC by +6.
* Can wield weapons with it's tail.
* Increases all movement speeds by +20 ft.

### Wingers

* Increases Dodge AC by +6.
* Increases all movement speeds by +20 ft.
* First shot per round from Sky High weapon always disables the Oz Kit for 1 round.

### Wonderbolts

* Increases Dodge AC by +6.
* Increases all movement speeds by +20 ft.
* W-0 lock-on targets take 1.5x damage.

### Xenid

* Increases Natural Armor AC by +6.
* Gains an acid spit attack (like a spitter).
* When killed, creates a pool of acid in a 10 ft radius that deals damage (like a Drake acid charge weapon).

### Zebraic Army

* Increases Deflection AC by +6.
* Attacks with Alc-Zed weapons are treated as all 4 energy types.
* Can spawn 4 regular zombies as a move action.

### Zombies

* Increases Natural Armor AC by +6.
* When killed, can spawn 4 regular zombies.
* Charging gives a +6 bonus to attack and does 1.5x damage.