“We’ve all heard stories of Vex speaking with voices of people we’ve lost. Campfire silliness, stuff to spook newbies on their first night on Venus. The Vex aren’t people, and they certainly don’t become them.”
—Toro-10, Vanguard Scout
No one knows where the Vex came from or what they want, though everyone has a theory. Some say they are from the future, come to reshape the past to ensure their own eventual existence. Many believe they predate the known universe, and invaded our spacetime to escape the collapse of their own. A few insist they are not an alien threat at all, but a concurrence of Golden Age technology projects in robotics, artificial intelligence, and time travel, all run amok. Whatever the case, one thing is clear: of all the enemies humanity faces, the Vex are the least like humans, and the most difficult to comprehend. If a single Vex entity were separated from the Collective, no one can say what its nature might be.

A Collective Disembodied
The Vex exist primarily as interconnected, decentralized thought and information flowing through their vast network, sometimes coalesced into discrete minds for particular tasks. When they require physical manifestation, they occupy hulls, robotic shells of various shapes and sizes designed for different purposes. The humanoid types include small goblins and hobgoblins, typically deployed in numbers as basic combatants; and larger minotaurs, a sturdier hull primarily intended for construction work and architectural maintenance, but also incidentally capable of fearsome violence.
All Vex hulls are constructed identically from interchangeable metallic components, and are indistinguishable from each other, aside from occasional variations in coloration and markings that indicate which divisions of the Collective they belong to.
Treading The Face Of Time
Not only are the origins of the Vex unknown, but when they arrived in the Sol system is a mystery as well. Humans first became aware of their presence during the Golden Age, when exploration of Venus revealed Vex ruins on the planet that predated the earliest human life by billions of years. It may well be that the Vex relate to time entirely differently than temporally constrained beings who merely move through it in a single direction. If the Vex can move through time like a spatial dimension, then even if they were not here before the Golden Age, once they did come, it meant they had always been here.
Incomprehensible Design
The Vex Collective is inscrutable from the outside. It speaks only through its actions, without explanation or any foothold for inference of cause or purpose. Many Guardians, cryptarchs, and researchers have struggled to understand the Vex, some going so far as to attempt to interface with their information confluxes or even enter their gate network. Such investigative work has a notoriously high rate of fatality, and the Vex remain more or less unfathomable.
Whatever it is like to be a Vex within the Collective, it is surely utterly unlike the experience of existing as a conscious individual.
Vex units of every type share certain characteristics, regardless of hull configuration.
Preset Physical Ability Scores. The frame you choose determines your physical ability scores (Strength, Dexterity, and Constitution), which cannot be changed except by use of exotic items or spells cast on you.
Mental Ability Scores. To determine your mental ability scores (Intelligence, Wisdom, and Charisma), assign the following in any order you like: 15, 12, 10. Unlike your physical ability scores, your mental ability scores can be altered as normal, such as by increasing them with your class’s Ability Score Increase feature, or by dealing with the consequences of a Curse spell cast on you.
Age. Vex do not age in any meaningful way. Even when residing in hulls for immensely long periods, they are not affected by the passage of time.
Languages. You can speak, read, and write Vex hexinary, and can process any other language after sufficient sampling.
Darkvision. Vex monocular sensors can be tuned to perceive various electromagnetic spectra. You have darkvision.
Radiolarian Creature. Even though you are part of a machine, your consciousness itself is processed in a substrate of living radiolarian organisms suspended in fluid. You are considered a living creature, and you appear on scanners as one. You are immune to disease, and you do not eat or breathe, as all your base needs are performed via chemosynthesis within your radiolarian core.
Instead of sleeping, you enter an inactive state for 4 hours each day. While inactive, you experience dreamlike sensory episodes. These dreams are a result of memory defragmentation in your machine hull’s data core. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Superior Memory. You are naturally proficient in the History skill, and it benefits from Expertise.
Chassis
Vex have four main hull designs, referred to as the goblin, the harpy, the hobgoblin, and the minotaur. Choose one as your starting chassis. You can change your chassis over the course of a short rest, if you possess a second chassis to change into. Your mental ability scores carry over to the new chassis but your physical ability scores are determined by the new chassis, as normal.
Goblin
The most common Vex hull with the most basic set of functional capabilities, goblins are deployed in vast numbers as guards, scouts, and infantry. They are about six feet tall when standing at full extension. Their heads feature a broad, rounded crest.
Preset Ability Scores. Your Strength score is 14, your Dexterity score is 14, and your Constitution score is 14.
Size. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Quick Blink. As a free action on your turn, you can teleport to an unoccupied space you can see within a range equal to 5 times your proficiency bonus. You take all carried and worn equipment of your choice with you when you do this. Unlike normal teleportation, you can move through openings you normally wouldn’t be able to fit through with this trait.
Reactive Blink. If you’re the target of a weapon attack and you’re not Incapacitated, you can choose to invoke your Quick Blink trait to teleport. When you choose to do this, you cause disadvantage on the attack. You must wait until the start of your next turn before you can invoke Quick Blink in this way again.
Hobgoblin
Hobgoblins are based on the same body design as goblins, and are the same size, but feature a broad, horned crest and a slender antenna tentacle attached to the spinal column, somewhat like a tail. These features contain enhanced sensors and transmission hardware, indicating the hobgoblin’s role as a signaling unit, as well as a precision sharpshooter.
Preset Ability Scores. Your Strength score is 11, your Dexterity score is 16, and your Constitution score is 12.
Size. Your size is Medium.
Speed. Your base walking speed is 15 feet.
Aimbot. Once on your turn, you can choose to begin Aiming without expending movement to do so. While Aiming, you have a +2 bonus to hit with medium- or long-range band weapons.
Blink. As an action or bonus action on your turn, you can teleport to an unoccupied space you can see within 5 feet. You take all carried and worn equipment of your choice with you when you do this. The range of this trait increases to 10 feet when you reach 9th level, then to 15 feet when you reach 17th level. Unlike normal teleportation, you can move through openings you normally wouldn’t be able to fit through with this trait.
Bioscanners. The extensive sensor array in your horns grants you 5 feet of bioscanners.
Wireless Communication. If a machine is capable of being wirelessly communicated with, you may do so if you’re within 10 feet of it.
Minotaur
Minotaur hulls resemble the humanoid design of their smaller cousins, but are considerably larger and more sturdily built, with limbs much longer in proportion to the torso. This bulkier chassis not only makes them stronger combatants, but allows minotaurs to carry much more extensive onboard computational capacity.
Preset Ability Scores. Your Strength score is 18, your Dexterity score is 7, and your Constitution score is 18.
Size. Your size is Large.
Speed. Your base walking speed is 20 feet.
Blink. As an action or bonus action on your turn, you can teleport to an unoccupied space you can see within 5 feet. You take all carried and worn equipment of your choice with you when you do this. The range of this trait increases to 10 feet when you reach 9th level, then to 15 feet when you reach 17th level. Unlike normal teleportation, you can move through openings you normally wouldn’t be able to fit through with this trait.
Extended Reach. When you make a melee weapon attack on your turn, your reach for it is 5 feet greater than it is normally.
Natural Armor. If you would be hit with an attack roll, but the attack roll totals 15 or less and it isn’t a critical hit, the attack misses instead.
Harpy
Harpy hulls consist of a central module, which houses the monocular sensor, weapon systems, and several flexible sensory tendrils, and two sets of three smaller and larger ridged fins that it uses for propulsion and stability. These are not directly attached to the central module, but appear to be held to it by carefully controlled tensions in manipulated particle fields. This same technology also allows the harpy to hover and fly.
Preset Ability Scores. Your Strength score is 8, your Dexterity score is 18, and your Constitution score is 10.
Size. Your size is Medium.
Flying Speed. You have no base walking speed and no jump distance, as you have no legs and cannot walk or jump. Instead you have a base flying speed of 30 feet (can fly in place). Whenever a feature, trait, Power, spell, or other source refers to your base walking speed, treat your base flying speed as your base walking speed to determine the effect.
You cannot fly if you are carrying a weight greater than half your weight limit, and if you are flying when you acquire this weight, you begin to fall. Furthermore, if you become Incapacitated while flying, you begin to fall.
Hover Speed. You have a hover speed equal to your base flying speed. You must be no more than 3 feet above a solid ground to hover.
Lightweight Chassis. You count as one size smaller when determining your weight limit, as well when you attempt to grapple or shove.
Sensory Tendrils. You have four sensory tendrils. Each individual tendril is capable of holding up to 2 lb. Whenever you cast a spell or Power that requires one or more free hands, you may treat two of your free tendrils as a single free hand.
Integrated Firearms. Firearms must be integrated into your chassis before you can use them. Only firearms you’re proficient with can be integrated into your chassis. You cannot be disarmed of an integrated firearm, and so long as you’re not Unconscious, your integrated firearm can’t be broken.
You can only have a maximum of 4 bulk worth of firearms integrated into your chassis at a time. You must choose which firearms you’re wielding (active) and which are stowed (inactive) as if you only had two hands.
If one of your integrated firearms requires attunement, your attunement to it can’t be forcibly broken. You can’t have more than one firearm that requires attunement integrated into your chassis.
A creature outside your chassis can upgrade integrated firearms as normal. A creature outside your chassis, who is proficient with a weaponsmithing toolkit, can integrate or remove one firearm from your chassis over the course of 6 hours (12 hours for exotics).
Scout Rifle Proficiency. You are proficient with scout rifles. You start with a scout rifle integrated into your chassis.
