Einst Queen

*...*

*- Only recorded transmission from Einst Queen #31 before assault team Beta was slaughtered by its drones.*

When humanoids started spreading across the stars, they thought they had finally managed to finally truly overcome nature, completely free of the rules of predator and prey.

They were wrong. By leaving their planets, they caught the attention of something big. Something dangerous. Something unknown. They were called the Einst, for they gave no name of their own. A lifeform ruled by mysterious queens that constantly give birth to living engines of destruction that consume everything on their path to make more of their own.

Still, there is hope. In some isolated incidents, young queens were captured, taught the languages of humanoids, introduced to our varied cultures to try to gain their trust, or drugged with all kind of chemical cocktails and arcane technologies to try to "tame" them. And although most such experiments backfired horribly, some Einst Queens seem to have genuinely sided with the humanoids their sisters keep preying upon.

Original Thread

## Einst Queen

An Einst Queen converts anything she can eat into mecha sized flesh spawns to do her bidding.

**Abilities**: Einst Queens should favor balanced physical scores to make their own spawns stronger.

**Races**: Each Einst Queen shows traits of a specific race, with the full spectrum of queens observed so far having traits of all known races. If this is a case of the Einst Queens adopting the traits of those they devour, convergent evolution, some wicked strategy to confuse humanoids, or something more sinister, is unknown.

**Alignment**: Usually neutral evil. For most Einst Queens everything else is to be devoured to make more Einst. Some Einst Queens show a more neutral behavior, only attacking if provoked, and some fewer have been reported as helping others.

**Starting Gold**: None. Money? What's that?

**Starting Age**: As (barbarian).

**Hit Dice**: d12

### Skills and Proficiencies

* D&D 3.5
* Pathfinder
 4 skill points + Int per level, quadruple at first level.
**Class Skills:** Balance, Bluff, Climb, Concentration, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spot, Tumble

 4 skill points + Int per level.
**Class Skills:** Acrobatics, Bluff, Climb, Intimidate, Knowledge (any), Perception, Sense Motive,

**Proficiencies**: None. Manufactured weapons and armor? What's that?

### Einst Drones

The Einst Queen can give “birth” to a series of massive creatures that exist only to serve her. They are a combination of different genetic data collected from countless different worlds, each Einst Drone having a selection of traits needed for the task the Einst Queen demands at the moment. The “birthing” process can vary wildly from queen to queen, but usually involves egg sacs growing and expanding from her body. The Queen can interrupt the process at any moment should danger arise, cutting the connection with the growing sac, but then the process is ruined and must be started anew, although nutrients can be recycled.

Each Einst consists of a base bioframe to which a certain amount of Bioweapons can be added. Each Einst drone must also be equipped with an Instinct that controls their actions, since complex brains are an unnecessary system for this expendable beings.

She needs only one hour of non-interrupted concentration per einst bioframe level she wants to produce. She can produce multiple einst drones of the same kind simultaneously without taking extra time. However she can't make her servants out of nothing. She demands nutrients. Unless otherwise noticed, each Einst Drone demands the Einst Queen to consume 10 tons of organic matter (aka anything that includes carbon, oxygen and hydrogen on its composition) from sentient living beings (or their fresh corpses). Non-sentient contribute only 1/10, and raw soft inorganic matter such as soil and water are just 1/100th as effective. The Einst Queen can consume one ton of nutrients of any type  per Queen level per minute, and store ten times that inside her own body for later use. She accomplishes this by temporarily converting the nutrients in an highly concentrated form.

Since Einst drones are more organic automatons than actual creatures, they don't have HD nor a Con or Int score, which also means no feats or skill points. They have base 10 on all stats unless otherwise noticed. They use their Str mod(if positive) for Fort saves, and add half their Wis mod (if positive) to all attack and damage rolls. The Einst Queen can increase the ability scores of her einst drones by doubling the production time, provided the total sum of increases isn't higher than twice her Einst Queen level. So for example a 10th level Einst Queen could add +20 to Str or +20 to Dex, or +10 to Str and +10 to Dex.

Overall Einst Drones work just as sentient mechas, even being able to survive in empty space, except of course they don't have a pilot. Instead they have a nerve core in the middle of their frame where its vital organs and nerves are concentrated. If an Einst Drone suffers a successful critical hit that deals damage, the core is destroyed and the Einst Drone automatically dies. Its remains however count as a sentient being for nutrients purpose.

Einst Drones can only ever count their own Queen and other Drones birthed by her as allies. Other creatures cannot ever count the Einst Drones as allies.

### Queen's Will

The Einst Queen can override the Instinct of any Einst Drones she spawned that are within a radius of 60+10 mu per Einst Queen level centered on herself as a swift action. Such Einst Drones now act on the same Initiative as the Queen and follow her absolute commands, and can also use her own Bab, base saves and ability scores if better than their own. The Einst Queen can only extend her Will to three Einst drones with a bioframes of the max level she can spawn. For each lower level of bioframes, they can control three times as much. So for example a Queen that can produce level VII bioframes could control three level VII bioframes, or nine level VI bioframes, or twenty-seven level V bioframes, and so on. This control lasts until the Queen uses a Swift action to gain control of new ones, or they leave her control range.

### Classification

One of the most baffling things about einsts is how despite their drones having all kinds of alien shapes and bodies, the queens that give birth to them are actually human-looking.  Several theories have appeared to try to explain this. The darker ones claim that humanoids are actually degenerated Einsts, and now the Queens are now out there to cleanse them. At first level pick one of the following options.

#### Adaptive Queen

Different foods demand different tools to be eaten. You can allow yourself to be “devoured” by one of your  drones bite attack, in which case you actually replace its core and becomes its Pilot for all intents and purposes, meaning it is not automatically destroyed when it suffers a critical hit and overriding its Instinct without need of Queen's Will, including being expelled in a flesh pod should the Drone be destroyed. In addition you can have your drones gain Mutations from the following list in place of bioweapons, at a 1-per-1 ratio. Unless otherwise noted, each mutation can only be taken once.

*Dominion* - You can directly control this Einst Drone with Queen's Will up to ten times the normal range.

*Feel No Pain* - If reduced to negative HP or if they suffered a critical hit, the Einst Drone can keep acting normally for 1 more round, then they die.

*Onslaught* - The Einst Drone gains Pounce, or it can fire its ranged weapons and then Charge as a single fullround action.

*Unstoppable* - As a free action the Einst Drone can double its DR and movement speed, re-roll all attack rolls, critical confirmation, saves and skill checks. Two rounds after this ability is activated, it dies. Only if under direct control of Queen's Will can the drone activate this ability.

*Fury* - The Einst Drone benefits from a permanent non-magic Haste effect.

*It Will Not Die* - The Einst Drone gains mecha Regeneration X, where X is 1+half its bioframe level, rounded down.

*Rampaging Metabolism* - The Einst Drone gains mecha Reactor X, where X is 1+its Bioframe level.

*Empathic Backlash* - If the Einst Drone is harmed in any way, the one who attacked it must make a Will save with DC 10+Bioframe level+highest drone stat mod or suffer the same kind of harm. If the attacker was a piloted mecha, the pilot is the one who suffers.

*The Horror* - Adjacent enemies take a 1 -penalty to all saves, attack rolls, skill checks and AC, stacking for multiple Einst Drones.

*Hunger* - When the Einst Drone deals damage in melee, it heals half the damage dealt, and the target's max HP is permanently reduced by half the damage dealt. It takes 8 hours of intensive care to recover the max HP lost this way.

*Acid Blood* - When the Einst Drone is damaged in melee, the attacker automatically takes 1d6 damage per bioframe level that ignores all defenses.

*Adrenal Glands* - The Einst Drone's movement speeds are increased by 50% and it can move up to three times its base speed when charging.

*Aquatic* - The Einst Drone gains the Amphibious mecha property, becoming able to breathe underwater and gains a +2 bonus to attack rolls, damage rolls, AC, saves and skill checks while underwater.

*Gourmet* - The Einst Drone gains a  bonus equal to three times its Bioframe level to attack rolls, damage rolls, skill checks and AC against opponents of a creature type of which he's already eaten at least once specimen.

*Multiple Cores* - The Einst Drone has 50% chance of ignoring critical hits.

*Spring Coil Musculature* - The Einst Drone can move over the squares of enemy creatures, and gains to AC against attacks of opportunity equal to four times its Bioframe level.

*Implant Eggs* - This Einst Drone can give birth to more of its exact kind as if it was a Queen, provided it has stored enough nutrients.

*Spore Spreader* - Terrain trough which this Einst drone passes has alien plants start to grow out of it, that counts as difficult terrain for anybody besides the Einst Drone that created it, its “siblings” and its Queen. Such terrain also grants Cover and Concealment to the Einst Drone that created it, its “siblings”, and its Queen. Mecha area attacks will remove the alien plants.

*Enhanced Senses* - The Einst Drone's blindsense turns into Blindsight 40 mu.

#### Infiltrator Queen

You can learn many interesting things about food before eating it. The Infiltrator Queen picks one martial school and learns one stance and two maneuvers from that school, as long as they are of a level no higher than ½(pilot level+1), and also has 50 energy. She also gains proficiency with the simple and martial weapons of that school plus Light armor, and starts the game with 100 GP to spend. If the school had an associated skill, it is now a Class skill for the Einst Queen as well. Like other pilot classes, she doesn't ready maneuvers, but initiates them by spending 5 energy per maneuver/stance level, and recovers 5 energy per turn. Despite being humanoid-sized, she can push herself to act on mecha-scale by spending 1 energy per turn and paying more 20% energy to use her maneuvers and stances. At each new Infiltrator Queen level, she learns one new maneuver or stance of the same school she qualifies for. If she eats another martial initiator or a pilot, she can choose to replace one of her known maneuvers or stances for another from the victim of the same level or lower. In addition when she gives birth to einst drones, she can choose for them to gain a maneuver and/or stance she knows instead of bioweapons, at a 1-per-1 ratio.

#### Nurturing Queen

To get the best food, it must be properly grown before being consumed. The Nurturing Queen becomes able to cast spells as if it was a Bard, except instead of learning bard spells, it knows all the spells from the below list. At 4th level and every other 4 levels, it may choose to swap one of her known spells for any other spell of the Druid list of the same level or lower.

* Spells that affect animals will work just fine on the Nurturing Queen and her drones, even though they count as mechas.
* Drones under Queen's Will automatically benefit from any spells the Nurturing Queen casted on herself.
* When casting a spell, the Einst Queen may choose for the origin point to be any Einst Drone under her Queen's Will, in which case, if it was a mecha-scale drone, the spell also counts as being mecha-scale but the drone dies after the spell is cast.
* If the Einst Queen cast a Mass spell, it affects every living drone she created instead, regardless of distance.
* Effects that create plants and/or animals will instead create bizarre alien beings that however behave the same way. The main casting stat of the Nurturing Queen is Charisma.

In addition if you take any of the Funnels feats, you may have your Drones gain it too even if they don't meet the prerequisites by sacrificing one of their bioweapon slots. Those drone funnels have the same stats as your own, except reduce the DC of their abilities and HD by 2, plus an extra -2 per level those drones are below your maximum drone level (so for example if you can create level V drones, but give funnels to level II drones, they would take a -8 penalty to their funnels DC and HD).

##### 0-Level Nurturing Queen Spells (Orisons)

Cure Minor Wounds: Cures 1 point of damage.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Flare: Dazzles one creature (-1 penalty on attack rolls).

Guidance: +1 on one attack roll, saving throw, or skill check.

Know Direction: You discern north.

Light: Object shines like a torch.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Resistance: Subject gains +1 bonus on saving throws.

Virtue: Subject gains 1 temporary hp.

##### 1st-Level Nurturing Queen Spells

Calm Animals: Calms (2d4 + level) HD of animals.

Charm Animal: Makes one animal your friend.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius.

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Jump checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Obscuring Mist: Fog surrounds you.

Pass without Trace: One subject/level leaves no tracks.

Produce Flame: 1d6 damage +1/level, touch or thrown.

Speak with Animals: You can communicate with animals.

##### 2nd-Level Nurturing Queen Spells

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Dispel Magic: Cancels spells and magical effects.

Fire Trap M: Opened object deals 1d4 +1/level damage.

Flame Blade: Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Fog Cloud: Fog obscures vision.

Gust of Wind: Blows away or knocks down smaller creatures.

Hold Animal: Paralyzes one animal for 1 round/level.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Reduce Animal: Shrinks one willing animal.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tree Shape: You look exactly like a tree for 1 hour/level.

Warp Wood: Bends wood (shaft, handle, door, plank).

Wood Shape: Rearranges wooden objects to suit you.

##### 3rd-Level Nurturing Queen Spells

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Contagion: Infects subject with chosen disease.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Daylight: 60-ft. radius of bright light.

Diminish Plants: Reduces size or blights growth of normal plants.

Dominate Animal: Subject animal obeys silent mental commands.

Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).

Meld into Stone: You and your gear merge with stone.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Plant Growth: Grows vegetation, improves crops.

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Quench: Extinguishes nonmagical fires or one magic item.

Remove Disease: Cures all diseases affecting subject.

Sleet Storm: Hampers vision and movement.

Snare: Creates a magic booby trap.

Speak with Plants: You can talk to normal plants and plant creatures.

Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Stone Shape: Sculpts stone into any shape.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.

##### 4th-Level Nurturing Queen Spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).

Antiplant Shell: Keeps animated plants at bay.

Blight: Withers one plant or deals 1d6/level damage to plant creature.

Command Plants: Sway the actions of one or more plant creatures.

Control Water: Raises or lowers bodies of water.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Dispel Magic, Greater: As dispel magic, but +20 on check.

Flame Strike: Smite foes with divine fire (1d6/level damage).

Freedom of Movement: Subject moves normally despite impediments.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Reincarnate: Brings dead subject back in a random body.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Rusting Grasp: Your touch corrodes iron and alloys.

Scrying F: Spies on subject from a distance.

Spike Stones: Creatures in area take 1d8 damage, may be slowed.

##### 5th-Level Nurturing Queen Spells

Animal Growth: One animal/two levels doubles in size.

Atonement: Removes burden of misdeeds from subject.

Awaken X: Animal or tree gains human intellect.

Baleful Polymorph: Transforms subject into harmless animal.

Call Lightning Storm: As call lightning, but 5d6 damage per bolt.

Commune with Nature: Learn about terrain for 1 mile/level.

Control Winds: Change wind direction and speed.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Death Ward: Grants immunity to all death spells and negative energy effects.

Hallow M: Designates location as holy.

Insect Plague: Locust swarms attack creatures.

Stoneskin M: Ignore 10 points of damage per attack.

Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

Tree Stride: Step from one tree to another far away.

Unhallow M: Designates location as unholy.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Wall of Thorns: Thorns damage anyone who tries to pass.

##### 6th-Level Nurturing Queen Spells

Antilife Shell: 10-ft.-radius field hedges out living creatures.

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.

Bull’s Strength, Mass: As bull’s strength, affects one subject/level.

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Magic, Greater: As dispel magic, but +20 on check.

Find the Path: Shows most direct way to a location.

Fire Seeds: Acorns and berries become grenades and bombs.

Ironwood: Magic wood is strong as steel.

Liveoak: Oak becomes treant guardian.

Move Earth: Digs trenches and builds hills.

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

Repel Wood: Pushes away wooden objects.

Stone Tell: Talk to natural or worked stone.

Transport via Plants: Move instantly from one plant to another of the same kind.

Wall of Stone: Creates a stone wall that can be shaped.

### Primordial Pilot

The Einst Queen counts as a Pilot for meeting the prerequisites of feats, and her drones count as having the same Pilot level for any ability that cares about it. If she picks Funnel Control System,  instead of robots she unleashes a massive swarm of diminutive Einst drones from  her body, that follow the same game rules as funnels.

### Queen's Spirit

At 2nd level the Einst Queen gains 5 spirit points per level and learns one Spirit of her choice, as long as it is [Real Pilot] or [Super Pilot]. She can count herself as either for the cost reduction, but once made the decision cannot be changed. At 6th, 9th, 12th, 15th, 18th she can choose to learn a new Spirit. When the Einst Queen uses a Spirit, she can choose for it to affect all of her Drones under the effect of Queen's Will instead of herself.

### Einst Feat

At 3rd level the Einst Queen gains a Pilot Feat of her choice. At the start of her turn she can choose to lose any or all of those bonus feats and make them apply to all the Einst Drones under her Queen's Will, as long as they meet any needed prerequisites (they count as Pilots as you do). This chance lasts until the start of your next turn. At 5th, 8th, 11th, 14th, 17th and 20th level you gain another such Bonus feat.

### Star Devourer

At 20th level the Einst Queen and her drones become immune to all environmental ill effects. Acid rain? Interior of the Sun? No problem! They can also now consume any kind of matter for nutrients, although things that previously didn't grant any usable nutrients now grants only 1/100th. In addition the Einst Queen can now give birth to new 1st level Einst Queens!  This takes 1000 tons of nutrients, and after birthed the new Einst Queen will need fifteen years of maturing before being able to start to make her own Einst Drones. She will never attack her "mother", but is otherwise a new independent entity. She uses the same stat generation and has either her "mother"s race, or any basic humanoid race her mother ever consumed. If two new Einst Queens from the same mother are maturing at the same time, they'll do everything on their power to kill their sister, each trying to become the favored daughter.

If the Einst Queen is killed, she may transfer her mind to any of her surviving daughters. She automatically gains one level per hour and ten tons of nutrient consumed until having the same levels as before, and automatically matures as well if she hadn't before, and her skills and feats change to match her previous choices as well. Any other of her other previous daughters will now be fully hostile to her however, and if killed again she can only transfer her mind to any daughters birthed after her "reincarnation".

### Multiclassing

#### Real Pilot

Perhaps the Einst Queen salvaged a half-destroyed machine and "infected" it to serve as her personal avatar. Perhaps she gained the trust of a mecha organization. Perhaps the mecha organization thinks she can control her.

A multiclass Einst Queen/Real Pilot can pick a Real Robot to which she has access, and then apply a Bioweapons she has access to to it by replacing any in-built weapon with a Bioweapon. Count only Einst Queen levels for checking which bioweapons are available. If you're an Adaptive Queen, you can add your Real Robot's level to the highest level of Einst bioframe you can  create to determine the effects of Mutations in your infested Real Robot. You can also replace in-built weapons for Mutations instead of bioweapons.

Also add to the Real Robot +9 HP, +1 DR, +2 in-built weapon damage (+4 to heavy in-built weapons) per Einst Queen level, +1 Nat armor Dodge and in-built weapon attack rolls per 2 Einst Queen levels, and +1 to saves for every 3 Einst Queen levels. In the case of Bio weapons, they gain +2 damage per Real Pilot level and +1 to attack rolls per two Real Pilot levels.

For determining Pilot level for other abilities, count full class level  plus half the other levels for purposes of that class. So for example an Einst Queen 8/Real 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Real ability purposes.

#### Super Pilot

Perhaps someone thought they could control einst drones if they added machine bits. Perhaps the Einst Queen has learned how to add plating and metal claws and servo motors and guns to her spawns. Either way, she now has her personal army of cyborg giant monsters.

The upgrade options that would be available for the Super Robot are instead be applied to the Einst Drones, with each Einst Drone receiving half the max upgrade points. If there's enough Super Pilot levels to unlock Arsenal options, each Einst Drone has its own arsenal space. Your drones learn the maneuvers and stances gained from Super Pilot levels, but can only use them while under your Queen's Will effect, and only one of them per round.

Also add to her Einst Drones +7 HP, +1 DR per Super Pilot level, and +1 to saves for every 3 Super Pilot levels.

For determining Pilot level for other abilities, count full class level  plus half the other levels for purposes of that class. So for example an Einst Queen 8/Super 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Super ability purposes.

If by some insanity you're an Einst Queen/Real Pilot/Super Pilot, you must choose to follow either the Super/Real multiclass rules, or the Einst Queen/Super multiclass rules, meaning you either get your super personal cyborg with bioweapons, or you buff up your drones with technology.

#### Ship Captain

You infest a derelict space ship, or perhaps hollow up an asteroid to serve as your new nest.

You can fuse one of your drones with your battleship as a 24-hour process, adding together their HP, DR, saves, natural armor, Dodge and weapons. Use the highest energy between them. It moves as the battleship and has the same base abilities. The battleship now follows the drone's instinct as well, unless under your Queen's Will. If you try to add a new drone, its stats overwrites the previous. In addition while inside your infested ship, you only take half the time to make new drones.

For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Ship Captain 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Ship Captain ability purposes.

## Bioframes

All Bioframes have Blindsense 20 mu and mecha-scale Scent.

The Einst Queen can choose to produce Bioframes of a smaller size than their max, to a minimum of Small, but that'll make their bioweapons deal reduced damage. She can also choose to produce her bioframes in non-mecha scale, in which case it no longer has the benefits of a mecha vs non-mecha (but is still vulnerable to its core being destroyed).

### Level 1 Bioframes

#### Grund

**Size**: Medium
**Save Bonus**: 2
**Nat Armor**: 4
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 20
**Energy (EN)**: 25
**Dodge Bonus**: 1
**Weapons**: 1 Bioweapon Slot
**Speed**: 40 mu, Burrow 20 mu

#### Schütze

**Size**: Small
**Save Bonus**: 3
**Nat Armor**: 1
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 5
**Energy (EN)**: 100
**Dodge Bonus**: 4
**Weapons**: 2 Bioweapon Slots
**Speed**: 60 mu, Burrow 10 mu

#### Ameise

**Size**: Tiny
**Save Bonus**: 4
**Nat Armor**: 3
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 10
**Energy (EN)**: 50
**Dodge Bonus**: 2
**Weapons**: 3 Bioweapon Slots
**Speed**: 25 mu, Fly 15 mu (poor)

### Level 2 Bioframes

#### Knochen

**Size**: Small
**Save Bonus**: 5
**Nat Armor**: 3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 10
**Energy (EN)**: 100
**Dodge Bonus**: 8
**Arsenal Space**: 2
**Weapons**: 2 Bioweapon Slots
**Speed**: 70 mu, Burrow 30 mu

#### Glied

**Size**: Large
**Save Bonus**: 4
**Nat Armor**: 11
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 40
**Energy (EN)**: 40
**Dodge Bonus**: 0
**Weapons**: 3 Bioweapon Slots
**Speed**: 20 mu, Burrow 10 mu

#### Arbeiter

**Size**: Diminutive
**Save Bonus**: 6
**Nat Armor**: 6
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 20
**Energy (EN)**: 75
**Dodge Bonus**: 5
**Weapons**: 4 Bioweapon Slots
**Speed**: {{{speed}}}
**Extras**: 15 mu, Fly 10 mu (poor)

### Level 3 Bioframes

#### Gemuet

**Size**: Large
**Save Bonus**: 7
**Nat Armor**: 15
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 140
**Energy (EN)**: 30
**Dodge Bonus**: -2
**Weapons**: 2 Bioweapon Slots
**Speed**: 70 mu, Burrow 45 mu

#### Fliegend

**Size**: Medium
**Save Bonus**: 8
**Nat Armor**: 0
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 30
**Energy (EN)**: 100
**Dodge Bonus**: 14
**Arsenal Space**: 2
**Weapons**: 2 Bioweapon Slots
**Speed**: 10 mu, Fly 80 mu (average

#### Soldat

**Size**: Fine
**Save Bonus**: 9
**Nat Armor**: 7
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 85
**Energy (EN)**: 65
**Dodge Bonus**: 7
**Weapons**: 3 Bioweapon Slots
**Speed**: 60 mu, Burrow 5 mu

### Level 4 Bioframes

#### Blutbad

**Size**: Huge
**Save Bonus**: 10
**Nat Armor**: 19
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 200
**Energy (EN)**: 40
**Dodge Bonus**: 0
**Weapons**: 3 Bioweapon Slots
**Speed**: 30 mu, Burrow 20 mu

#### Vormund

**Size**: Large
**Save Bonus**: 9
**Nat Armor**: 9
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 60
**Energy (EN)**: 100
**Dodge Bonus**: 10
**Weapons**: 2 Bioweapon Slots
**Speed**: 5 mu, Fly 70 mu (average)

#### Käfer

**Size**: Fine
**Save Bonus**: 11
**Nat Armor**: 10
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 130
**Energy (EN)**: 70
**Dodge Bonus**: 9
**Weapons**: 4 Bioweapon Slots
**Speed**: 50 mu, Fly 10 mu (poor)

### Level 5 Bioframes

#### Ultra Plötze

**Size**: Gargantuan
**Save Bonus**: 13
**Nat Armor**: 18
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 250
**Energy (EN)**: 50
**Dodge Bonus**: 5
**Weapons**: 4 Bioweapon Slots
**Speed**: 50 mu, Fly 50 mu (good)

#### Wasserspeier

**Size**: Huge
**Save Bonus**: 12
**Nat Armor**: 10
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 80
**Energy (EN)**: 100
**Dodge Bonus**: 13
**Weapons**: 3 Bioweapon Slots
**Speed**: 20 mu, Fly 165 mu

#### Schläfer

**Size**: Fine
**Save Bonus**: 14
**Nat Armor**: 13
**Damage Reduction (DR/-)**: 35
**Hit Points (HP)**: 165
**Energy (EN)**: 75
**Dodge Bonus**: 10
**Weapons**: 5 Bioweapon Slots
**Speed**: 105 mu, Fly 35 mu (clumsy)

### Level 6 Bioframes

#### Verseucher

**Size**: Gargantuan
**Save Bonus**: 14
**Nat Armor**: 18
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 100
**Energy (EN)**: 380
**Dodge Bonus**: 17
**Weapons**: 4 Bioweapon Slots
**Speed**: 20 mu, Fly 200 mu

#### Allgemein

**Size**: Colossal
**Save Bonus**: 16
**Nat Armor**: 30
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 340
**Energy (EN)**: 100
**Dodge Bonus**: 5
**Weapons**: 5 Bioweapon Slots
**Speed**: 35 mu, Burrow 15 mu

#### Träumer

**Size**: Fine
**Save Bonus**: 17
**Nat Armor**: 20
**Damage Reduction (DR/-)**: 35
**Hit Points (HP)**: 220
**Energy (EN)**: 240
**Dodge Bonus**: 15
**Weapons**: 6 Bioweapon Slots
**Speed**: 165 mu, Fly 10 mu (clumsy)

### Level 7 Bioframes

#### Regisseur

**Size**: Colossal
**Save Bonus**: 19
**Nat Armor**: 40
**Damage Reduction (DR/-)**: 40
**Hit Points (HP)**: 450
**Energy (EN)**: 100
**Dodge Bonus**: 0
**Weapons**: 6 Bioweapon Slots
**Speed**: 25 mu, Burrow 20 mu

#### Raum Krake

**Size**: Colossal
**Save Bonus**: 16
**Nat Armor**: 27
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 150
**Energy (EN)**: 200
**Dodge Bonus**: 14
**Weapons**: 5 Bioweapon Slots
**Speed**: 30 mu, Fly 300 mu

#### Nûll

**Size**: Fine
**Save Bonus**: 20
**Nat Armor**: 21
**Damage Reduction (DR/-)**: 45
**Hit Points (HP)**: 300
**Energy (EN)**: 150
**Dodge Bonus**: 19
**Weapons**: 7 Bioweapon Slots
**Speed**: 160 mu, fly 15 mu (clumsy)

## Bioweapons

Every Bioframe comes with a free Bite bioweapon that deals 1d6 damage base. They can gather and store nutrients just as the Queen does, being able to hold up to ten tons of nutrients per bioframe level, and regurgitate stored nutrients in the form of a slimy paste that can be quickly absorbed by the Queen as a fullround action.

All bioweapon damages are for small bioframes. Adjust accordingly for bioframes of different sizes.

Each bioweapon can be taken up to two times. If taken twice, they gain the Twin-Linked property for free. The number in brackets is their level. You can take two bioweapons of the same kind in a single slot if they're of a lower level than the bioframe.

In the case of bioweapons with ammo, the only way to recharge them is by consuming nutrients, at the rate of one ton of nutrients to fully recover the ammo of one bioweapon. The action for recharging a bioweapon is the same as other mecha weapons with limited ammo.

The natural bite attack counts as an built-in mecha weapon, while the bioweapons count as Arsenal weapons for damage and purposes of attacking with multiple weapons and disarming and other similar interactions.

### Tier I Bioweapons

#### Nadel Stacheln

Spine clusters that can be launched with great precision. Grants a +4 attack bonus and deals 1d4 damage with a x3 critical multiplier, a range increment of 40 mu and 8 ammo. Has the Disarming Property.

#### Klaue

A sharp claw that grants a +3 attack bonus and deals 1d6 damage in melee with a normal crit and has the Defensive property.

#### Sensen Klingen

Basic claws made for quick attacks. Grants a +2 bonus to attack rolls and deals 1d4 damage with a x3 crit modifier. Has the Finesse, Downfall and Power properties and costs no energy per use.

#### Selbstzerstörung

Sacks filled with dangerous organic chemicals allow the Einst to explode itself for the glory of the swarm. This has the Defensive property. Make a single ranged attack roll against everything within 20 mu of the Einst, using the best attack bonus and critical of your choice from among your bioweapons. Targets hit take damage equal to the combined damage of all the bioweapons of the exploding Einst. This attack also counts as having all the special properties of all the bioweapons of said Einst except Grabbing. The Einst is destroyed, but the chemicals are specifically produced so they won't hurt einst birthed from the same queen.

#### Anlage Beam

Laser produced by natural means. Grants a +2 bonus to attack rolls and deals 3d4 damage with a x4 crit multiplier with a range increment of 25 mu. Has the Area property. Costs 10 energy to be used.

#### Sucher Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +3 bonus to attack rolls and deals 2d6 damage with a 18-20x2 crit multiplier with a range increment of 50 mu. Has the Power property and 7 ammo.

#### Säure Backen

Allows the einst drone to produce digestive acids right from its teeth. Not a weapon by itself but improves the Drone’s bite attack while taking a bioweapon slot, granting it a +2 bonus to attack rolls and +1d4 acid damage on hit plus the Rending property, but now costs 5 energy per use.

#### Blindes Gift

Claw that releases an ichor that temporaly blocks cameras and sensors. Grants a +1 bonus to attack rolls, deals 1d6 damage with normal crit, enemies damaged take a -4 penalty to all attack rolls, AC and Reflex saves for 1 round. Costs 10 energy per use.

#### Schaufeln Krallen

Sharp and long talon, although not very durable. Grants a +2 bonus to attack rolls, deals 1d8 damage with 19-20 critical threat range at critical range. Has the Rending property and 11 ammo.

### Tier II Bioweapons

#### Nadel Klaue

A sharper claw powered by strong muscles. Grants a +5 attack bonus and deals 2d6 damage with a 19-20 crit modifier at the cost of 5 energy. Has the Finesse property.

#### Stacheldraht Würger

Shoots spore pods that quickly grow to cover the target. Grants +4 to attack rolls and deals 1d8 damage with a range increment of 30 mu. Has the Area and Pinning properties and consumes 10 energy per shot.

#### Fleisch-Bohrer

Shoots a hungry worm that borrows itself on the target before dying. Grants +6 to attack rolls and deals 1d6 damage with a range increment of 25 mu and a critical threat of 18-20. Has the Rending and Concussive properties and 7 ammo.

#### Biologische Beam

Laser produced by natural means. Grants a +3 bonus to attack rolls and deals 5d4 damage with a x4 crit multiplier with a range increment of 30 mu. Has the Rending and Area properties. Costs 20 energy to be used.

#### Zerstörer Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +4 bonus to attack rolls and deals 2d10 damage with a 18-20x2 crit multiplier with a range increment of 60 mu. Has the Power and Downfall properties and 6 ammo.

#### Schaufeln Krallen

Wings with talons, able to both catch air and solar currents. Has a +4 bonus to attack rolls, deals 1d12 damage in melee with normal crit and the Rending and Pinning properties, costing 10 energy per attack. If the drone has at least two, allows them to fly at their base speed with poor maneuverability, each extra pair increases maneuverability by one step.

#### Knochen Schwerter

A bone that grew into the shape of a sword. Has a +3 bonus to attack rolls dealing 2d12 damage in melee, x3 critical multiplier. Has the Power property and 9 ammo.

#### Biostatische Rassel

Short tentacles that discharge shocks. Has a +6 bonus to attack rolls dealing 1d8 damage in melee plus 1d8 electricity damage and in a hit inflicts a -4 penalty to Will saves for 1 round. Costs 15 energy per attack.

#### Giftige Nadel

Reinforced tail to crush the prey of the drone. Has a +5 bonus to attack rolls dealing 4d6 damage in melee with normal crit. Has the Downfall and Disarming properties and 13 ammo.

### Tier III Bioweapons

#### Mond Beam

Laser produced by natural means. Grants a +4 bonus to attack rolls and deals 5d6 damage with a x4 crit multiplier with a range increment of 35 mu. Has the Rending and Pinning properties. Costs 30 energy to be used.

#### Hündin Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +5 bonus to attack rolls and deals 3d10 damage with a 18-20x2 crit multiplier with a range increment of 70 mu. Has the Power and Pushing properties and 5 ammo.

#### Peitsche

A whip of hard yet fleixible flesh. Grants a +6 attack bonus, deals 2d6 damage with a 18-20 crit mod and has the the Finesse and Disarming special properties.

#### Verschlinger

Shoots several hungry worms that quickly devour anything they land on before dying. Grants +5 to attack rolls and deals 2d6 damage with a range increment of 25 feet. Has the Power and Disarming properties and 6 ammo.

#### Fleisch-Haken

Tubes of flesh designed to grab prey and keep it close. Grants a +6 bonus to attack rolls and deals 1d12 damage with a 35 mu range increment. Has the Brutal, Grabbing, Concussive, and Downfall properties and costs 15 energy per use.

#### Starke Gliedmaßen

Extra limbs to crush enemies. Grants a +4 bonus to attack rolls, deals 3d6 damage in melee with normal critical. Has the Grabbing and Power properties, costs 10 energy per attack. They can also increase the drone’s non-flying movement speeds by 10 mu each, but in that case cannot be used for attacking in the same round.

#### Zerreißende Krallen

Large claw that channels bio energy. Grants a +7 bonus to attack rolls, deals 2d10 damage in melee with a x4 critical multiplier. Has the Rending and Downfall properties, costs 15 energy per attack.

#### Giftige Wimpern

Nasty appendages. Grants a +5 bonus to attack rolls, deals 2d8 damage in melee with a 19-20 x3 critical. Has the Defensive, Power, and Rending properties and 5 ammo.

### Tier IV Bioweapons

#### Knochenschwert

Seemingly a serrated blade made of bone. Grants a +7 attack bonus, deals 2d8 damage with a x4 crit mod, has the Defensive and Rending properties and costs 10 energy per attack.

#### Vencom Kanone

This long organ shoots a stream of dissolving acid. Grants +6 to attack rolls and deals 2d12 damage with a range increment of 100 mu. Has the Area, Brutal, Power, and Rending properties and consumes 15 energy per shot.

#### Sonne Beam

Laser produced by natural means. Grants a +5 bonus to attack rolls and deals 5d8 damage with a x4 crit multiplier with a range increment of 40 mu. Has the Rending and Concussive properties. Costs 30 energy to be used.

#### Prinzessin Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +6 bonus to attack rolls and deals 4d10 damage with a 18-20x2 crit multiplier with a range increment of 80 mu. Has the Power and Disarming properties and 4 ammo.

#### Greifzange Schwanz

Living claw that evolves all the time to adapt to the target, burning itself out. Grants a +5 bonus to attack rolls, deals 6d8 damage in melee with a 19-20 critical threat range. Has the Power and Disarming properties and 7 ammo.

#### Greifklauen

Short hooked claws for holding prey. Grants a +7 bonus to attack rolls, deals 8d6 damage in melee with a x3 critical modifier. Has the Grabbing and Pinning properties and costs 15 energy per attack.

#### Dreschmaschine Sichel

Reinforced tail with multiple layers of crystallized bone. Grants a +6 bonus to attack rolls, deals 2d12 damage in melee with normal critical. Has the Downfall and Concussive properties, costs 5 energy per attack.

### Tier V Bioweapons

#### Sterne Beam

Laser produced by natural means. Grants a +6 bonus to attack rolls and deals 12d6 damage with a x4 crit multiplier with a range increment of 45 mu. Has the Rending, Area, and Concussive properties. Costs energy 50 energy to be used.

#### Königin Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +7 bonus to attack rolls and deals 7d10 damage with a 18-20x2 crit multiplier with a range increment of 90 mu. Has the Power, Downfall, Pushing properties and 3 ammo.

#### Tod Werfer

Shoots many hungry worms that quickly devour anything they land on before dying. Grants +7 to attack rolls and deals 3d10 damage with a 19-20 critical threat with a range increment of 20 mu. Has the Power, Brutal, and Disarming properties and 5 ammo.

#### Reißend Klaue

A Claw with strange minerals at its tip, harder than any known metal. Grants a +7 bonus to attack rolls and deals 3d12 damage with a 19-20 x3 critical. Has the Power, Finesse, and Rending properties and consumes 20 energy per attack.

#### Hellebarde Ei

A swarm of short lived parasites is launched over the prey. Grants a +7 bonus to attack rolls and deals 6d8 damage with a 17-20 crit mod and a 75 mu range increment. Has the Area, Power, and Pinning properties and 4 ammo.

#### Knochen Säbel

Bones shaped like wicked sabers. Grants a +8 bonus to attack rolls, deals 6d12 damage in melee with 16-20 critical threat range. Has the Rending and Disarming properties, costs 25 energy per attack.

#### Dehnbar Kiefer

Allows the einst drone to produce exceptionally strong acids right from its teeth. Not a weapon by itself but improves the Drone’s bite attack while taking a bioweapon slot, granting it a +5 bonus to attack rolls, +3d12 damage and +3d12 acid damage on hit plus the Power property, but it now costs 10 energy per use.

#### Große giftige Wimpern

Bony protuberances harder than diamond. Grants a +6 bonus to attack rolls and deals 11d8 damage in melee with x3 critical multiplier. Has the Concussive and Defensive properties and 5 ammo.

### Tier VI Bioweapons

#### U-Bahn-Klaue

A claw that can extend itself to great range. Grants a +9 bonus to Attack rolls and deals 4d12 damage with a x3 crit mod and a 55 mu range increment. Has the Brutal, Grabbing, and Disarming properties and costs 35 energy per use.

#### Säure-Speichel

Spit highly corrosive gastric juices. Grants a +10 bonus to attack rolls and deals 6d10 damage with a 19-20/x4 crit mod and 105 mu range increment. Has the Power, Rending, Downfall, and Pinning properties and 3 ammo.

#### Faust Klaue

An exotic claw too strange for words to describe. Grants a +9 bonus to attack rolls and deals 10d6 damage with a 16-20 critical. Has the Disarming, Downfall, and Pinning properties and consumes 25 energy per attack.

#### Faust Beam

Laser produced by natural means. Grants a +7 bonus to attack rolls and deals 20d4 damage with a x4 crit multiplier with a range increment of 50 mu. Has the Rending, Area, and Pinning properties. Costs 60 energy to be used.

#### Kaiserin Missiles

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +8 bonus to attack rolls and deals 8d10 damage with a 18-20/x2 crit multiplier with a range increment of 100 mu. Has the Power, Concussive, Pushing properties and 2 ammo.

#### Knochen Keule

Massive prehensile armored tail. Grants a +9 bonus to attack rolls, deals 9d10 damage in melee. Has the Concussive and Grabbing properties and 5 ammo.

#### Wirbelsäule-Backen

Chest spikes to crush and impale targets simultaneously. Grants a +8 bonus to attack rolls, deals 7d12 damage in melee with a 19-20/x4 critical. Has the Pinning and Rending properties and costs 15 energy per attack.

#### Mäht Krallen

Mighty Claws able to break through all but the most advanced alloys. Grants a +7 bonus to attack rolls, deals 11d6 damage in melee with a 18-20/x3 critical. Has the Power and Pushing properties and 3 ammo.

#### Große Krallen

Molecular sharp claws of impossibly light bone. Grants a +9 bonus on attack rolls, deals 8d10 damage in melee with a 17-20 critical threat range. Has the Finesse property and costs 5 energy per attack.

### Tier VII Bioweapons

#### Liebe Beam

Laser produced by natural means. Grants a +8 bonus to attack rolls and deals 24d6 damage with a x4 crit multiplier with a range increment of 55 mu. Has the Rending, Area, Concussive, and Pinning properties. Costs 70 energy to be used.

#### Göttin Missile

Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +9 bonus to attack rolls and deals 12d12 damage with a 18-20/x2 crit multiplier with a range increment of 110 mu. Has the Power, Disarming, Pushing, and Downfall properties and 1 ammo.

#### Kaiser Klingen

A massive blade of both hardened organic matter and mineral composites. Grants a +9 attack bonus on attack rolls, deals 7d12 with a 17-20 critical threat and crit multiplier of x4 with the Grabbing, Power, and Rending properties, costing 40 energy per attack.

#### Tentakel-dringt

Giant Tentacle that is impossibly flexible. Grants a +11 bonus to attack rolls and deals 8d12 damage with a 15-20 crit mod with a range increment of 185 mu. Has the Brutal, Grabbing, Pinning, Concussive, Disarming, and Downfall properties. Doesn't need energy to be used.

## Instincts

Einst Drones acting under Instinct have a racial bonus to Spot, Listen, Hide and Move Silently (Perception and Stealth in Pathfinder) each equal to four times their Biodrone level. They don't take penalties to Hide/Stealth for being bigger than medium.

Regardless of the instinct chosen, einst drones will never attack the queen that spawned them. They may still attack einst drones of different kinds, even if spawned from the same Queen.

### Lurker

The Einst Drone will search for an area where there's enough cover or concealment to allow it to hide, then remain there until it detects another creature, upon which it will attack it with its ranged weapons. If it has no ranged weapons, it will not attack unless the enemy comes in reach. If reduced to half or less HP, it will run away from danger and look for a place where to hide until its wounds are healed.

### Guardian

The Einst Drone will patrol an area with a radius of 100 mu from the place where it was born, attacking and devouring any creature or mecha it finds besides other einsts of the same queen with the same behavior. The Einst Queen may as a fullround action spray a creature or mecha with special pheromones that make a Guardian Einst ignore them unless attacked, but they only last 24 hours and can't be replicated by any other means, even magic ones.

### Hunter

The Einst Drone will actively seek sentient creatures and attack them by any means necessary. When spawned, the Queen can choose for the Einst Drone to focus on targeting a specific kind of creature, be it race, class, gender, age, or any other distinct characteristic. But if she does so, then the Hunter Einst Drone will ignore any other creatures, unless attacked first, in which case it will focus on killing the last one that attacked it until either is dead.

### Feeder

The Einst Drone will consume whatever nutrients it can detect. If a more efficient source of nutrients shows up, they'll prioritize it. So for example if an Einst Drone is eating a forest, and a group of humans appears, the Feeder Einst Drone will target its hunger to them. Once the Einst Drone is “full”, it will roam in search of its queen and regurgitate the nutrients it had gathered in a slimy paste that can be absorbed by the Queen as a single fullround action. The feeder Einst Drone will then roam back to the area where it previously was and resume eating nutrients. If attacked while full, a Feeder Einst Drone retreats.

## Einst Queen Feats

### Shadow in the Stars

**Prerequisites**: Einst Queen level 3+

**Benefit**: The Einst Queen becomes immune to indirect divination effects and half the range of all special senses for the purpose of detecting her. As long as she bothers to dress and behave properly, she can pass as her "base" humanoid race, fooling even scientific, spirit and magic detectors close and personal, only if she's seen giving birth to her drones will the jig be up. In addition reduce CL/PL/IL similar by 1 for all non-Einst inside the range of Queen’s Will. At the Einst Queen’s decision, she may exclude a number of non-einst allies up to her Wis mod from being affected by this. Such allies will also not be affected by any ill auras produced by other Einst Queen feats from the same Queen.

### Alien Adaptation

**Prerequisites**: Einst Queen level 6+

**Benefit**: Choose one of the following benefits. You can change the chosen benefit by you and your drones going into metamorphosis for 1 week. You can choose to leave drones out of metamorphosis to serve as guards or something else, but when your metamorphosis is complete they’ll no longer recognize you as their Queen.

#### Hyper Aggression

You and your drones can change direction one time and ignore hard terrain while charging plus move an extra 30 mu when charging.

#### Adaptive Toxins

Your melee bio-weapons always make the target lose HP at least equal to 2x the bio-weapon tier in every hit regardless of other defenses.

#### Swarming Instincts

You and your drones deal +1d6 damage per tier against flanked enemies.

#### Tunnel Networks

You and your drones count as having cover and concealment as long as standing on a solid surface. If they move, those bonus are lost until the start of their next turn. Having a fly speed negates this bonus.

#### Questing Tendrils

Increase movement speed by 50% while using the Run action, when using the 5-step option, can move an extra 5 feet per drone tier.

#### Bio Barrage

As long as they didn’t move in the same turn (not even a 5-feet step), half enemy cover and reduce their miss chances by 10% per bio-weapon tier for ranged bio-weapons only.

#### Imperative Will

You and drones inside Queen’s Will gain hardness equal to your tier and never suffer harmful effects on a successful save.

### Alien Arts

**Prerequisites**: Einst Queen level 9+

**Benefit**: You can use the following options by paying the energy cost in brackets once a round as a free action even if it isn’t your turn. Alternatively you may spend one spell slot to pay the cost, which counts as paying 5 energy+5 per spell level.

#### Adrenaline Surge (30 energy)

You and any drones under Queen’s Will that performed a charge or full melee attack this round may perform a new melee full melee attack.

#### Feeder Tendrils (10 energy)

When you or a drone under Queen’s Will kills a named victim, they recover 1d3 times 10 energy and the queen recovers that much spirit.

#### Death Frenzy (20 energy)

When you or a drone under Queen’s Will would die, they perform a full attack right before dying.

#### Implant Attack (10 energy)

One enemy that took damage in melee from the Einst Queen or one of her drones under Queen’s Will this round loses HP equal to 1/3 the attacker’s own. If it was a piloted mecha, the pilot suffers damage as if the melee attack had been a critical hit, ignoring any immunities.

#### Caustic Blood (10 energy)

Can only be used at the start of turn. For 1 round, enemies hitting the Einst Queen or the drones under Queen’s Will in melee lose 2d12 HP.

#### Metabolic Overdrive (10 energy)

You and any drones under Queen’s Will that had taken no action besides movement gain two extra move actions that can only be used for basic movement, however until the start of your next turn anyone who benefited from this cannot take any other non-movement action besides non-cha mental skills.

#### Overrun (10 energy)

You and any drones under Queen’s Will that defeated an enemy in melee this turn gain an extra move action.

#### Pathogenic Slime (20 energy)

Choose either the Einst Queen or one of her Drones under Queen’s Will. For 1 round all their shooting attacks deal an extra 1d12 acid damage on hit plus -2 to saves for 1 round.

#### Rapid Regeneration (20 energy)

Choose either the Einst Queen or one of her Drones under Queen’s Will to recover 4d12 lost HP and remove all non-permanent non-instantaneous ill conditions affecting them.

#### Scorch Bugs (10 energy)

Choose either the Einst Queen or one of her Drones under Queen’s Will. For 1 round all their shooting attacks deal an extra 1d12 fire damage on hit.

#### Bounty of the Einst Garden (see text)- You can grant a Mutation (20 energy)

or Bio-Weapon of tier (5 energy per tier) that doesn’t need a slot to either the Queen or one of the drones under Queen’s Will, but the enery invested in this does cannot be recovered while the extra mutation or bio-weapon lasts. Making it wither away it is an immediate action.

#### Single-minded Annhilation (20 energy)

Drones under Queen’s Will that made a ranged full attack may make a new full ranged attack.

#### Grisly Feast (10 energy)

Use after the Queen or one of her drones under Queen’s Will defeats an enemy in melee. Other enemies within 30 mu take a -3 penalty to Will saves for 1d12 rounds.

#### Sporefield (30 energy)

All empty spaces in a radius of up to 1 mile with no creatures bigger than medium within 30 feet are filled with floating alien spores that count as hard terrain, block vision as a fog and make any non-einst crossing them lose 1d12 HP per 5 mu moved (minimum 1d12 HP). The sporefield does not move with you and you do not recover the energy spent in this while the sporefield lasts. It is dismissable as an immediate action.

#### Invisible Hunter (10 energy)

Select one Einst Drone in melee. They may take a basic move action whitout provoking attacks of opportunity, make a ranged full attack then a charge.

#### Magic of the Einst Mind (10 energy)

If the Einst Queen casted a spell this turn, they may cast another as long as it would take a standard action or less. Can’t be used more than 1/round.

#### Pheromone Trail (10 energy)

You and any Einst Drones under Queen’s Will may instantly move adjacent to one of your drones you can detect, or you may bring any one of your drones adjacent to you. This does not provoke attacks of opportunity nor counts as teleportation, it’s pure love.

#### Voracious Appetite (10 energy)

Choose the Einst Queen or one of her Drones. For 1 round damage they cause cannot be healed by any means beyond 8 hours of intensive care.

#### Call the Brood (30 energy)

You can instantly create any combination of 1 drone up to max tier you could create (or 3 drones one tier lower each, or 9 drones two tiers lower each, etc) anywhere inside your Queen’s Will range. You actually had prepared them before, but they’re weakened by the wait and thus will only last 1 minute, have only half bioweapons, they provide no useable nutrients, deal only average damage(rounded up) against non-mook mechas and take maximized damage from non-mook mechas.

#### Digestive Denial (20 energy)

Choose a terrain feature of a radius up to 30 mu within 100 mu. You infest it with microorganisms that consume it from inside, making it either crumble right away, or you may stop at the last moment so it still looks intact from outside but when somebody attempts to use it for their benefit such as taking cover, it will crumble into useless dust.

**Special**: If you have Alien Adaptation and Shadow over the Stars, you can use one of the following extra options depending on your current adaptation.

#### Hyper-Toxicity (Adaptive Toxins, 10 energy)

Double the critical threat range of melee weapons for the Queen and the drones under Queen’s Will for 1 round.

#### The Deepest Shadow (Bio Barrage, 10 energy)

For 1 round enemies affected by Shadow over the Stars have their CL/IL/PL reduced by 4 instead of just reduced by 1.

#### Opportunistic Advance (Questing Tendrils, 10 energy)

For 1 round double all non-flying movement speeds of of the Queen and her drones under Queen’s Will.

#### Enemy Below (Tunnel Networks, 10 energy)

For 1 round the Queen and her drones under Queen’s Will gain a burrow speed equal to half their land speed. If they already had a Burrow speed, they can double it instead.

#### Brute Force (Hyper-Aggresion, 10 energy)

For 1 round when the queen or one of her drones under Queen’s Will moves adjacent to a smaller target, they may make the smaller target lose 4d12 HP. Nothing can be affected by this more than 1/round.

#### War on All Fronts (Imperative Will, 10 energy)

For 1 round, if the Einst Queen and/or her Drones under Queen’s Will are flying and attack an enemy in the ground, they count the enemy as flat-footed and flanked.

#### Endless Swarm (Swarming Instincts, 20 energy)

You may instantly convert stored nutrients into a new drone you could normally create up to max tier (or 3 drones one tier lower, or 9 drones 2 tiers lower, and so on).

### War Queen

**Benefit**: Select one of the following options. In the case of an Adaptative Queen, those bonus transfer to any drone she’s currently “swallowed” by. It may be changed with 8 hours of self-metamorphosis.

#### Adaptive Biology

Once you’ve taken damage from a weapon, you only take half damage from that weapon for the next minute.
Alien Cunning-Once per round as a free action you may instantly swap places with one of your drones under Queen’s Will.

#### Heightened Senses

Gain True Seeing plus Scent and Tremorsense and Blindsight 120 feet plus Blindsense 240 feet.

#### Mind Eater

When the Queen kills an enemy in melee, they learn all of their memories.

#### Instinctive Killer

As a swift action the Einst Queen can choose an enemy, and re-roll all her 1d20 rolls against that enemy as well as other beings sharing at least half their levels with them until a new target is picked.

**Special**: If you have Shadow over the Stars and Alien Adaptation, you can pick from the following list instead depending on your current adaptation:

#### Soul Hunger (Bio Barrage)

Any non-einst using a spell/power/maneuver while inside the range of Queen’s Will loses 4d12 HP.

#### Monstrous Hunger (Hyper Aggression)

Double critical threat range of melee attacks, stacking with any other such effects. Against enemies immune to critical, threaten as normal instead.

#### One Slither Ahead (Questing Tendrils)

Once per round, when one drone under Queen’s Will may attacks an enemy within 30 mu of the Einst Queen, that enemy counts as flat-footed against that drone.

Perfectly Adapted (Imperative Will)-You ignore all ill enviromental effects as well as lasting ill area effects such as Black Tentacles. Once per round you may re-roll any one roll you make.

#### Lethal Miasma (Adaptive Toxins)

At the end of the Queen’s Wills turn adjacent non-einst lose 4d12 HP.

#### Insidious Threat (Tunnel Networks)

The Queen and her adjacent drones ignore all cover besides total cover and all concealment from enemies.

#### Endless Regeneration (Swarming Instincts)

The Einst Queen gains Regeneration III and Reactor III.