Commanding Aura. All friendly guardsmen who can see the commissar have advantage on saves against being charmed or frightened.
Legendary Resistance (3/Day). If the commissar fails a saving throw, it can choose to succeed instead.
Multiattack. The Commissar makes three attacks.
Chainsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (1d8 + 1d10 + 4) slashing damage or 15 (1d10 + 2d6 + 4) slashing damage if two handed.
Bolter Pistol. RangedWeapon Attack: +7 to hit, range 50/150 ft., 1 target. Hit: 9 (2d6 + 3) piercing damage plus 2 (1d4) thunder damage.
(4/day): The Commissar chooses one creature other than itself within 60 feet who can hear them. That creature gains one Imperial Voice die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Parry. Rolls a D10 and adds the result to their armour class against one melee attack against it or an ally within 5ft.
The Commissar has three legendary actions.
Command Ally (Costs 1 Action). The commissar targets one ally it can see within 30 feet of it. If the target can see or hear the commissar, the target can make one action using its reaction, if available, and has advantage on attack rolls.
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