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Excal-heim

The Sargent CR: 15

Medium humanoid (human), lawful neutral
Armor Class: 17 (Metal Armor)
Hit Points: 204 24d8+96
Speed: 30 ft

STR

10 +0

DEX

22 +6

CON

16 +3

INT

20 +5

WIS

22 +6

CHA

20 +5

Saving Throws: Dex +10, Int +8, Cha +9
Skills: Deception +8, Insight +7, Perception +20, Stealth +9
Damage Resistances: Cold, fire, psychic, bludgeoning, piercing, and slashing from nonmagical attacks, and magic
Condition Immunities: paralyzed, restrained, and incapacitated
Senses: Passive Perception 17
Languages: Common, Draconic, Infernal, Undercommon, Underdraconic
Challenge Rating: 15 ( 13,000 XP)
Proficiency Bonus: +5

Legendary Resistance (3/day). If Zurow fails a saving throw, he can choose to succeed instead.
Magic Resistance The Srgt has advantage on saving throws against spells and other magical effects.
Bloodflame Phoenix. The srgt has a pet phoenix.
Drops Two for Flinching, 20 Silver Ammo, 20 Blight Ammo, and airship captains hat.

Actions

Multiattack. The srgt makes 2 attacks per turn, causing the gun to fire 4 times.   Two for flinching 1st shot. Ranged Weapon Attack: +11 to hit, all targets in a 60-foot-cone. Hit: 15 2d8+6 radiant damage. Target can't use healing feats for 3 turns.
Two for flinching 2nd shot. Ranged Weapon Attack: +11 to hit, all targets in a 60-foot-cone. Hit: 15 2d8+6 necrotic damage. When dealing 22 dam, the target's current hp becomes max hp for 1 min.

Legendary Actions

The srgt makes 3 legendary actions per round. Legendary actions are taken at the end of someone else's turn. The srgt regains spent legendary actions at the start of its turn.   Move. The srgt moves up to 30 ft.
Speed Load. The srgt reloads his gun.
Command. The srgt summons 1d4 guards to help him.


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