Large Beast, Lawful Evil
Armor Class 12 (Natural Armor)
Hit Points 30 (2d12 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
5 (-3)
CON
7 (-2)
INT
28 (+9)
WIS
28 (+9)
CHA
1 (-5)
Saving Throws INT +11, WIS +11
Skills Deception +19
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 60ft, Passive Perception 18
Languages Telepathic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Horrific Appearance Any creature within 20ft of the Combine Advisor must succeed on a DC 15 saving throw or be frightened for 1 minute.

Actions

Punch The Combine Advisor punches an enemy in range with it's metallic arm. +4 to hit, range 10ft, Hit: 14 (2d8) [bludgeoning] damage

Grab The Combine Advisor grabs a creature of it's choice within range. The creature must roll a DC 16 saving throw to escape. On a fail, that creature is restrained until the Combine Advisor let's go or drops to 15 hitpoints.

Extract Brain The Combine Advisor takes the grab action on a creature in range. That creature must make a DC 16 saving throw. On a success, the creature takes half damage. If the damage drops the creature's hitpoints to 0, the Combine Advisor shoves it's tendril through the brain, killing them instantly. The Combine Advisor can take the bonus action Heal. (3/day)

Bonus Actions

Heal If a dead body that has not been used to heal is in the area, then the Combine Advisor can heal itself, adding the creatures max health to the Combine Advisor's active health. The Combine Advisor rolls a DC 15 saving throw. On a success, the health the Combine Advisor gains is doubled. (2/day)

Reactions

Dodge When attacked, the Combine Advisor can roll a DC 16 saving throw. on a success, the Combine Advisor takes half damage. (5/day)

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A Combine Advisor is the species in charge of the entire Combine force. Many people don't even know they exist, but they control everything, including Dr.Breen. They live in The Citadel in seclusion. They wear a green bodysuit with golden designs around the collar. They have a pair of robotic arms mounted on their back.

Lair and Lair Actions

The Citadel is a Combine Advisor's lair, a

Lair Actions

On initiative count 17, the Combine Advisor takes a lair action to cause one of the following effects; the Combine Advisor can’t use the same effect two rounds in a row:

  • The Combine Advisor calls in 5 Overwatch Elites
  • The Combine Advisor calls in another Combine Advisor

Regional Effects

The region containing a legendary Combine Advisor’s lair is damaged, which creates one or more of the following effects:

  • All attempts to break objects draw the automatic attention of all nearby enemies on that creature.

If the Combine Advisor dies, these effects fade over the course of 1d10 days.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

HalbesPint26

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