Medium Humanoid (Human), Lawful Neutral
Armor Class 16 Kevlar
Hit Points 45 (5d8 + 5)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +5, DEX +6
Skills Athletics +5, Investigation +2, Perception +2, Stealth +6, Survival +2
Senses Passive Perception 12
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

VISR Mode. The ODST can activate and deactivate VISR Mode as a bonus action. While it is active, they can see in dim light within 75 feet as if it were bright light, and in darkness as if it were dim light. They can discern color. If bright light comes within 15 feet of the ODST while VISR Mode is active, they have disadvantage on ranged attack rolls for 1 minute.

Prepare to Drop. Drops are considered 20 feet shorter when determining damage from falling.

Strike from the Shadows. The ODST deals an additional 3 (1d6) damage when they make an attack with advantage.

Headshot. The ODSTs attacks score a critical hit on a roll of 19 or 20.

Vehicle Specialist. The ODSTS has proficiency in land, sea and air vehicles. As an action, they may cause one vehicle they are touching to regain 2 (1d4) hit points.

Actions

Multiattack. The ODST makes two attacks with their M7 SMG or M6C PDW.

M7 SMG. Ranged Weapon Attack: +5 to hit, range (45/90), one target. Hit: 8 (2d4 + 3) piercing damage. This weapon is silent and does not have disadvantage when used within 5 ft. of the target.

M6C PDW. Ranged Weapon Attack: +5 to hit, range (45/180), one target. Hit: 7 (1d8 + 3) piercing damage. This weapon is silent and does not have disadvantage when used within 5 ft. of the target.

Gun Bash. Melee Weapon Attack: +6 to hit, reach 5., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Fragmentation Grenade (2/day). Every creature within a 20 foot radius centered on one point within 60 feet of the marine must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (5d6) piercing damage. On a success, they take half as much damage.

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Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

If ODSTs were any better, they'd be Spartans. Orbital Drop Shock Troopers drop from UNSC frigates from orbit in specialized pods, often under the cover of night. Lacking the bulletproof energy shields of Spartans, squads of 6 ODSTs use silenced weapons and shadows to do what a platoon of marines couldn't. Due to weight constraints in their pods, they are expected to be proficient with and use any and all weapons they find in the field

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

hobbinky51

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