Pack Tactics. The Vandal has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Evasive. The Vandal has advantage on all Dexterity saving throws to avoid effects such as a Blue Dragon's lightning breath and only takes half damage on failed saving throws.
Multiattack. The Vandal makes three ranged attacks or the Vandal makes two melee attacks with its Electro Daggers.
Electro Daggers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) lightning damage.
Line Rifle (Variant 1). Ranged Weapon Attack: +5 to hit, range 180/460 ft., one target. Hit: 9 (2d12 + 3) lightning damage. Reloading (6 shots).
Shock Rifle (Variant 2). Ranged Weapon Attack: +5 to hit, range 60/260 ft., one target or burst fire. Hit: 7 (2d10 + 3) lightning damage. Reloading (30 shots).
Parry. The Vandal adds 2 to its AC against one melee attack that would hit it. To do so, the Vandal must see the attacker and be wielding a melee weapon.
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