Medium Humanoid, Typically Lawful Neutral
Armor Class 16 (Atlesian Armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +5, WIS +3, CHA +5
Senses Passive Perception 14
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Command. All allied units Gain +1 to proficiency, and will employ more efficient tactics, taking cover more often and using overwatch and suppressive fire more often so long as this unit is still conscious

H.V.T.  The unit takes an action to designate a enemy as a High Value Target, or H.V.T all allied forces within audible distance will focus all attacks on that target, target must be At least Major rank or higher.

RALLY.  The Atlesian Guard makes a Charisma Check DC 14 on a success all allied units within audible distance lose the Frightened condition and gains 10 temporary hp unless they are unconscious.

Actions

Hardlight Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) force damage if used with two hands.

GHK-109. Ranged Weapon Attack: +5 to hit, range (60/240), one target. Hit: 12 (2d8 + 3) force, fire, lightning, or cold damage. This weapon does not have disadvantage when used within 5 ft. of the target.

GHK-99. Ranged Weapon Attack: +5 to hit, range (150/300), one target. Hit: 12 (2d8 + 3) force, fire, lightning, or cold damage.

GHK-109B. Ranged Weapon Attack: +5 to hit, range (60/260), one target. Hit: 14 (2d10 + 3) force, fire, lightning, or cold damage. This weapon does not have disadvantage when used within 5 ft. of the target.

SANCHESTER 99 12-GAUGE. Ranged Weapon Attack: +5 to hit, range (30/90), one target. Hit: 13 (3d6 + 3) force, fire, lightning, or cold damage. Targets within 15 feet take twice as much damage.

LAGRANGE 9-SHOOTER. Ranged Weapon Attack: +5 to hit, range (60/180), one target. Hit: 10 (2d6 + 3) force, fire, lightning, or cold damage.

LACHTI 2908 9mm. Ranged Weapon Attack: +5 to hit, range (45/180), one target. Hit: 8 (2d4 + 3) force, fire, lightning, or cold damage.

Dust Grenade (1/day). Every creature within a 20 foot radius centered on one point within 60 feet must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (5d6) force, fire, lightning, or cold damage. On a success, they take half as much damage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2023 4:23:17 AM
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Stargamer509

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