Medium Humanoid, Neutral Evil
Armor Class 13 Studded Leather
Hit Points 18 (2d10 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Damage Resistances Bludgeoning
Senses Passive Perception 12
Languages Corpus
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Corpus Shields: This creature has +6 temporary hitpoints as Corpus Shields. These are bypassed by poison entirely but will not be depleted until struck by any other type of damage. Once these temporary hitpoints are gone, the creature can only regain the temporary hp if it takes no damage for 2 turns.

 

Actions

 

Dera Burst: Ranged Weapon Attack: +2 to hit, range 30/60ft, 1 target. Hit: 6 (2d5 +1) [lightning] damage.

Bonus Actions

Plasma Grenade: This creature will lob a plasma explosive at a target within 30ft of itself. This grenade, if it is not stopped by other factors, will then detonate with a 10ft radius (Dex Save 12), dealing 1d10 lightning damage to any creature caught in the blast. After using this bonus action, this creature must wait 2 turns before it can use it again.

Reactions

Close-Quarters Training: If disarmed in anyway of their normal weaponry, this unit will utilize a Prova melee weapon.

  •  A Prova is defined as: Mace Weapon, 1d10+2 lightning damage.

Description

The most basic of Corpus infantry, the Corpus Crewman is armed with basic utilities such as the Dera and Prova, but not much else. While not very dangerous by themselves, they are often stationed with their fellow Corpus and robotic proxies, making up for their weakness in number.

Monster Tags: humanoid

Habitat: Arctic

DrTursko

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