Sneak Attack (1/Turn). The trooper deals an extra 10 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the trooper doesn't have disadvantage on the attack roll, or when using the Sniper Rifle mode of their DC-17m ICWS.
Evasion. If the trooper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the trooper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Stealth Generator. Have advantage on stealth checks if they move half their movement or less that turn.
Multiattack. The Trooper makes two attacks with its Silenced ICWS Marksman Blaster Rifle, its Arm-Mounted Vibroblade or one of each. They may also replace one of these with a grenade throw.
Arm-Mounted Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d6 + 4) kinetic damage.
Silenced ICWS Marksman Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 105/420 ft., 1 target. Hit: (1d8 + 4) energy damage. Reload 12
Silenced ICWS Marksman Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 1 target. Hit: (1d12 + 4) energy damage. Does not have disadvantage at long range.
DC17 Blaster pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 8 (1d6+4) energy damage.
Fragmentation Grenade (4/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Flash Grenade (2/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Ion Grenade (4/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Activate Jetpack. The Trooper engages their flying speed.
Cunning Action. On each of his turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.
Reconfigure DC-17m ICWS. The Trooper Swaps the firing mode of their rifle between Sniper Rifle, Grenade Launcher or Blaster rifle modes.
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 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.
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.
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