- Unstoppable Force: Can move through difficult terrain without penalty and can make a single extra attack when using the Attack action.
- Superior Combatant: Proficient in all weapons and has advantage on attack rolls against creatures that haven't taken a turn in combat yet.
- Regenerative Systems: Regains 15 hit points at the end of its turn if it has at least 1 hit point remaining.
- Optical Enhancements: Commander Veers can has dark vision for 120 feet and standard sight for 240 feet.
Multiattack. Veers makes three melee attacks: two with his right handed weapon and one with his left handed weapon. Veers can also throw each weapon, which can be magnetized back as a bonus action.
Hadium Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d12 + 3) slashing damage.
Lightning Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d10 + 3) piercing damage. If the target fails a DC 15 Strength save, they will take 3d6 lightning damage, or half as much on a success.
Throwing Blades . Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 40/80 ft., one target. Hit: 5 (3d8 + 3) piercing damage.
Breakpoint. Utilizing his optical enhancements, Veers can double the damage of his next successful melee attack upon a hit. Veers has six charges of this ability, 1d4+2 recharge at dawn.
Recall: Veers can recall any thrown weapon to him in a single bonus action. The weapon will return in the most direct possible path. Any enemies in a ten foot wide line from where the weapon is returning need to make a DC 16 Dexterity save or take 3d6 (12) bludgeoning damage, or half as much on a success.
Hadium Shield. Veers adds 5 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.
Furious Stride. Veers can move up to 20 feet towards an enemy combatant that has landed a melee attack against him after the combatant's turn ends.
Breakpoint. Utilizing his optical enhancements, Veers can double the damage of his next successful melee attack upon a hit. Veers has six charges of this ability, 1d4+2 recharge at dawn.
Enhanced Resistance (recharge 5-6). Veers calls upon the numerous enhancements he has received to ignore a condition. Veers begins with three charges of enhanced resistance.
Shatter Inhibitors. Commander Veers can activate Shatter Inhibitors once. The ability lasts for one minute, or if Veers is reduced to zero hitpoints. Shatter Inhibitors allows Veers to make six attacks in one round. Upon use of this ability, Commander Veers will no longer be able to regenerate health via Regenerative Systems. Once a minute passes or Commander Veers has been reduced to zero hitpoints, Commander Veers will die.
Description
Commander Veers has fought in the service of King Aurash since the Unification War of the Valley of Kyrus. Since then, he has been an effective, if not brutal, instrument to enforce the royal will. Veers is rightfully known as the strongest living combatant in the entire Valley of Kyrus. Fighting Commander Veers is ill advised, even for the strongest of adventurers.