Air Supply. If it has at least 1 hit point, the arczaurian’s armor can generate breathable air when in a vacuum or underwater. This air can sustain the arczaurian indefinitely.
Firearms Knowledge. The arczaurian’s mastery of its weapons enables it to ignore the loading property of any firearm.
Keen Sight and Smell. The arczaurian has advantage on Wisdom (Perception) checks that rely on sight or smell.
Magic Resistance. The arczaurian’s armor gives it advantage on saving throws against spells and other magical effects.
Spellcasting (Special Equipment). The arczaurian can cast the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At will: light, message, shocking grasp
3/day each: fly (self only), invisibility (self only), lightning bolt, nondetection (self only)
1/day each: chain lightning, dimension door, plane shift
Multiattack. The arczaurian makes two attacks, using Lightning Gun, or Claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Lightning Gun. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 22 (3d10 + 4) lightning damage.
Force Grenade. The arczaurian throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After the arczaurian throws the grenade, roll a d6; on a roll of 4 or lower, the arczaurian has no more grenades to throw.
Frightening Roar. The arczaurian targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 10 Wisdom saving throw or be frightened of the arczaurian until the end of arczaurian’s next turn.
Description
Arczaurians are hulking dinosaur like reptilian humanoids who were forced to leave their home world to avoid extinction, they now seek to conquer a new world to call home.
Don’t let their brutish appearance fool you, Arczaurians are highly intelligent and equipped with advanced alien technology.
Variant Weapons:
Antimatter Rifle. Ranged Weapon Attack: +5 to hit, range 120/360 ft., one target. Hit: 29 (6d8 + 2) necrotic damage.
Electro-Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4) slashing damage plus 5 (1d10) lightning damage, and on a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn.
Laser Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 11 (3d6 + 2) radiant damage.
Laser Rifle. Ranged Weapon Attack: +5 to hit, range 100/300 ft., one target. Hit: 14 (3d8 + 2) radiant damage.
Previous Versions
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3/31/2024 12:57:16 AM
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Coming Soon
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