Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 17 (Studded Leather)
Hit Points 221 (34d8 + 68)
Speed 30 ft.
STR
16 (+3)
DEX
20 (+5)
CON
14 (+2)
INT
10 (+0)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +10, CON +7
Skills Athletics +8, Perception +9, Stealth +10, Survival +9
Senses Passive Perception 19
Languages Any two languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magical traps. The commando can create several types of traps. To prepare a trap, the commando must spend 10 minutes assembling and hiding it at a point or on an adjacent surface. The first time a creature other than the commando moves within 5 ft. of the trap, it activates. A hidden trap can be perceived with a DC 17 Wisdom (Perception) check, and can be safely disarmed with a DC 17 Intelligence (Arcana) check or a DC 17 Dexterity check using thieves' tools. The commando can create the following traps:

Blasting Trap. When this trap activates, each creature within 10 ft. of it must make a DC 17 Dexterity saving throw, taking 31 (9d6) force damage, or half as much damage on a success.

Spell Trap. When this trap activates, it creates a 15 ft. radius sphere that suppresses all spells of 4th level or lower. Affected spells cannot be cast within the sphere, and cannot target anything within the sphere. Any part of an affected spell's area that overlaps with the sphere is suppressed. Affected spells on a creature or object are suppressed while that creature or object is within the sphere. The sphere lasts for 1 minute, then disappears.

Fettering Trap. When this trap activates, magical bonds envelop each creature within 5 ft. of the trap. Affected creatures must succeed on a DC 17 Strength saving throw or become Restrained. This effect lasts until the trapped creature or a creature adjacent to it uses its action to end the effect by succeeding on a DC 17 Strength (Athletics) check.

Sunburst Trap. When this trap activates, each creature within 10 ft. of it must succeed on a DC 17 Constitution saving throw or become Blinded for 1 minute. A creature may repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The commando makes three Shortsword or Longbow attacks. It can replace one attack with a use of Rapid Deployment, if available.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) piercing damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 26 (6d6+5) piercing damage.

Rapid Deployment (3/Day). The commando creates one of its Magical Traps, and then throws the trap up to 30 feet. The trap immediately activates where it lands.

Bonus Actions

Covert Action. The commando takes the Hide action.

Description

Commandos are specialists trained to employ a variety of traps and tools to gain an edge over their opponents. Their equipment makes the battlefield a hazardous place for their enemies, and they have the tactical acumen to turn the tables even when outnumbered. With skills in stealth and tracking, as well as both melee and ranged combat, commandos are as capable alone as they are in groups, and the versatility of their traps makes them deadly whether they are hunter or hunted.

Previous Versions

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6/2/2023 4:36:09 AM
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