Medium Humanoid (Any Race), Lawful Neutral
Armor Class 20 (Plate)
Hit Points 42 (4d20 + 2)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Skills Perception +2
Condition Immunities Charmed, Frightened
Senses Passive Perception 16
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack. The Spec Ops makes three melee attacks or two ranged attacks.

Rifle, Automatic. Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target. Hit: 11 (2d8 + 3) piercing damage, Burst Fire. spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8+3 peircing. This action uses ten pieces of ammunition.

Pistol, Automatic. Ranged Weapon Attack: +5 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 3) piercing damage

Bayonet. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 6 (1d6 + 3) slashing damage

Grenade. Ranged Weapon Attack: As an action, Spec ops can throw a grenade at a point up to 60 ft. away. With a grenade launcher, the distance becomes 120 ft. Each creature in a 20-ft. radius must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Evasive. The unit can take Dodge, Dash, or Disengage as a bonus action. 

Reload

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Chickenman0211

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