Medium Humanoid (Any), Any Non-Lawful Alignment
Armor Class 15 (bulletproof jacket)
Hit Points 175 (18d8 + 94)
Speed 30 ft.
STR
15 (+2)
DEX
25 (+7)
CON
21 (+5)
INT
23 (+6)
WIS
21 (+5)
CHA
26 (+8)
Saving Throws DEX +13, CON +11, INT +12, CHA +14
Skills Acrobatics +13, Athletics +8, Perception +11, Persuasion +14, Survival +11
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 21
Languages Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Parry. The army commander adds 5 to its AC against one melee attack that would hit it. To do so, the army commander must see the attacker.

Observation Haki (2/Day). Whenever the Army Commander makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Army Commander can change the outcome of a roll when an attack is made against it. Roll a d20 and then choose whether the attack uses the attacker’s roll or the Army Commander’s. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Okama Techniques (requires Variant: Okama). The revolutionary’s spellcasting ability is Charisma, spell save DC 19. It can innately cast the following spells, requiring no components, and are self-cast only:

  • 5/day each: feather fall, jump, misty step
     
    Shapechanger (requires Variant: Mink). While exposed to a full moon, the mink can use its action to polymorph into a Large sulong mink form, or back into its true form, which is humanoid. The transformation changes the following:
  • Gains +1 to AC
  • Gains +10 ft. speed in walking and climbing.
  • Empowered Electro Claw gains 2d8 extra slashing damage.

Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies or is no longer exposed to the full moon.

Variant: Devil Fruit User. If the Army Commander has consumed a Devil Fruit, it gains a Very Rare or Legendary Devil Fruit power, granting the Army Commander any abilities and spells it gives. The Army Commander will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

This variant can be chosen with one other variant.

Variant: Giant. This variant of the Army Commander allows the use of the Giant Polearm. In addition, the Army Commander’s size increases to gargantuan and switches its strength and dexterity stats.

Variant: Inventor. This variant of the Army Commander allows the use of the Double-Barreled Machine Gun and Enhanced Heat Gauntlet. The Army Commander also dawns a rocket backpack and gain a fly speed of 60 ft.

Variant: Mink. This variant of the Army Commander allows the use of Shapechanger and Empowered Electro Claw. Additionally, the Army Commander gains 10 ft. of movement.

Variant: Okama. This variant of the Deputy Commander allows the use of Okama Kick and Okama Techniques.

Actions

Multiattack. The army commander can make four attacks.

Haki Infused Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage and 4 (1d8) force damage. If the target is a creature, the revolutionary can choose one of the following additional effects:

  • The target must succeed on a DC 19 Strength saving throw or drop one item it is holding (revolutionary’s choice).
  • The target must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the revolutionary’s next turn
     
    Giant Polearm (requires Variant: Giant). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 24 (5d6+7) bludgeoning damage and 9 (2d8) force damage.
     
    Enhanced Heat Gauntlet (requires Variant: Inventor). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) bludgeoning damage and 4 (1d8) fire damage.
     
    Double Barreled Machine Gun (requires Variant: Inventor). Ranged Weapon Attack: +13 to hit, reach 80/320 ft., one target. Hit: 22 (6d4+7) piercing damage.
     
    Empowered Electro Claw (requires Variant: Mink). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) slashing damage and 4 (1d8) lightning damage.
     
    Supreme Okama Kick (requires Variant: Okama). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage and 4 (1d8) force damage. If this attack lands twice on a turn against the same target, the okama may use a bonus action to attack a target again.

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