Commander

Medium Humanoid
  • Armor Class 15
  • Hit Points 98 13d8+39
  • Speed 30 ft.
  • Initiative 1d20+3

STR 20 (+5) DEX 16 (+3) CON 17 (+3) INT 10 (+0) WIS 16 (+3) CHA 15 (+2)

  • Skills Perception +7 1d20+7 , Intimidation +6 1d20+6
  • Saving Throws Wis +10 1d20+10 , Cha +9 1d20+9
  • Senses Passive Perception 17
  • Languages One language, usually English
  • Challenge 7 (2 ,900 XP)

Tactical Genius

The commander acts twice every round, once at its initiative value, and again at its initiative value -10.

Sleep When You’re Dead

When an ally within 25 feet of the commander is reduced to 0 hit points or fewer, the target makes an attack action before dropping as a reaction.

Empty the Clip 

  • (Recharge 6) 1d6
When the commander hits with a machine pistol attack, he can use a bonus action to repeat the attack and continue until the commander misses or hits 4 times. (If using empty the clip with multiattack, the commander still gains the second attack).

ACTIONS

Multiattack

The force commander makes two machine pistol attacks.

Machine Pistol

Ranged Weapon Attack: +10 to hit 1d20+10 , range 50/200 ft., one target. Hit: 8 1d8+3 piercing damage.

Ultra Max Modifications

  • Armor Class 17
  • Hit Points 6/6/6/6

ACTIONS

Machine Pistol

Ranged Weapon Attack: +10 to hit 1d20+10 , range 50/200 ft., one target. Hit: 8 1d8+3 piercing damage.
Children

Comments

Author's Notes

Images created using Hero Forge


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