Medium Humanoid
Armor Class 17 Plate Carrier
Hit Points 34 (3d10 + 3)
Speed 30 ft., Swim 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +3, CON +4
Skills Athletics +3, Medicine +5, Perception +5
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Speed Reloader: Can reload Assault Rifle as a free action

Spec Ops: Has advantage on CON saving throws, and on any saving throws against being charmed or frightened

Actions

Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again

Tactical Tomahawk. Melee Weapon Attack: +6 to hit, reach 5 ft. (Thrown (20/60), 1 target. Hit: (1d6 + 1) Slashing damage. 

Assault Rifle. Ranged Weapon Attack: +8 to hit, range 100/200 ft., 1 target. Hit: # (1d8 3 #) ballistic damage. Reload: (30) Box

Bonus Actions

Spec Ops: Once per turn, as a bonus action, you can give an ally you see advantage on their next ability check or attack roll. You can use this ability twice

Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A marine serving on board

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

archangel115

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