Medium Swarm of Medium constructs, Lawful Neutral
Armor Class 10 (18 Space Suit + Dex)
Hit Points 80 (20d10 - 1)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
8 (-1)
INT
20 (+5)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +7, INT +10, WIS +5
Senses Truesight Legendary scanner action activated and deactivated, Passive Perception 10
Languages Federation common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Advanced Apparatus. the xenobounty hunter has a unique self-sustaining system that acts as both a unique form of bag of holding(magical storage without volume limits but item type limits, 20 items) but also as a power system to his exosuit using its charges like legendary charges. (5 charges)

Modular rifle. The xenobounty hunter's rifle is an interchangeable weapon that acts as a melee, ranged, and spell casting focus that takes an action to switch as well also having rechargeable powered clips attack charges in it. The rifles form is also switchable to dual pistols.(Using a legendary action as a bonus action to switch or reload) 

Spelljammer Starship(mobile lair). The xenobounty hunter's Starship is telepathically connected to it at all times within a range of 5,000 ft. This 20l x20w x10h spelljammer acts as his mobile layer. Supplying him with power and items psionically at their telepathic range. Also supporting him independently suspended in the air with its cannons and invisibility.

Interchangeable Brain. The xenobounty hunter's brain is in an interchangeable jar that comes from an advanced merfolk like race. Allowing it to use clones or substitutes to Pilot as the Bounty Hunter explorers worlds. The brain is also connected telepathically or psionically to any available plug in body remotely as a operable drone. This requires the bounty hunters concentration giving the drone it's active turn instead of host organism. When detached it has a hover of 10 ft 50 health points and an armor class of 18. It cannot cast spells or attack. (While having substitutes you can only control the host or the substitute of that turn. Using other templates such as creatures or wild animals. Starship is independent and does not act as a substitute when following hosts commands.)

Items: Upon death than it and it's advanced technology will dematerialize. Leaving only salvageable material with a DC 30 intelligence to learn and copy it. It carries rechargeable weapon charges that recharge in one rounds per 2 cartridges. Having 10 charges per cartridge. It carries 10 cartridges. The cartridges recharge in one round if the host is in the equivalent of sunlight. (Solar power)

Actions

Modular attack. The xenobounty hunter with modular rifled equipped perform two attacks of one the three selected functions. Xenofire burst, Energy Strikers, or spellcasting.

Xenofire Burst. Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (1d10 + 8) force damage. 1 charge per cartridge per attack.

Energy strikers.  Melee Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (2d8 + 8) lightning damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Two charges per attack.

Spellcasting. The Xenobounty Hunter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18): using cartridge charges based on spell level: (exp: level one spells are one charge, level two is 2 charges)

 At will(1/2 charge): ray of frost

1stll level(1 charge): comprehend languages, ray of sickness, thunderwave

2nd level(2 charges): ray of enfeeblement, scorching ray, shatter

3rd level(3 charges): tongues

6th level(6 charges):disintegrate

8th level(8 changes):clone

Legendary Actions

Legendary charges: Due to the xenobounty hunter's advanced apparatus it is able to carry legendary charges giving him one legendary action per turn but only recharging three legendary actions per turn instead of all five(4 if in solar like light). The xenobounty hunter's weapon charges charge on these very charges. Allowing it the following actions per turn. If careless it can run out of charges quickly.

1 charge: Charge 2 weapon clips fully, use a bonus action to reload or change weapon module, or use scanner "true sight 120 ft." 

2 charges: freely cast blur, disguise self, or invisibility for three turns but cannot recast during duration. Deactivate by one action. 

3 changes. Change one movement movement to a 60 ft jump or 30 ft hover for two turns. During hovering host cannot recover legendary charges until grounded.

Description

Xenobounty hunters are common to an alternate universe. It is rare that they jump universes to find a uniquely gifted target. 

Xeno ecology is more of a lawful race depending on their federation laws. And are quick to restate those laws and standards. They're advanced technologies give them extreme advantages over realms creatures. But their weak and fragile clone bodies don't serve them well naked needing EXO suits to survive. Experimentive and clever. They are very hard to find or to call out on their disguise. 

They often find samples of creatures. As well as document local planetary activity for the federation secretly. Don't be fooled by having only one around. Their starship is not very far away from one of them. And has very powerful cannons. 

Due to their lawful natures their laws could be used against them. But don't think bounty hunters follow the standards outside federation areas. They will risk life and limb and possible bodies to acquire their target and bring them to their lawful Justice.

Lair and Lair Actions

Lair

Xenopowered Starship spelljammer. The Xenobounty Hunter has a 20 ft by 20 ft x 10 ft high hovering object. Of a CR 16 difficulty. It has an occupiable space of 10x10ft inside with controls, life support, one containment cell, and 2 cloning tubes.

Gargantuan object. 

Ac 27 hp 300 Immune to cold, psionics, poison, and paralyzed. Has resistances to fire and acid damage. Vulnerabilities to lightning damage.

Hover/swim 1200ft, true sight 1200 ft, languages (telepathy, all, command Xenobounty Hunter only).

It attacks on targeted command from host using the following attacks. Making 2 multiple attacks.

 Xeno-photoplazma cannon. Ranged Spell Attack: +5 to hit, reach 5 ft. or range 1200 ft., one target. Hit: 44 (10d8 + 9) force damage.

Seeking missile turret: Ranged Attack: +5 to hit, reach 1200 ft cone., one target (5 ft area). Hit: 36 (5d10 + 8) fire damage.

Spellcasting: the following spell is casted at a difficulty class of 18.

3/day: greater invisibility

If host is completely destroyed no backups the starship self-destructs in a Kamikaze like fashion( movement action into then explode). 5d4 fire damage in 120ft area. (DC 18 to half damage.)

Habitat: CoastalDesertForestGrasslandUnderdarkUrban

Steward_champion_of_righteousnes

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