Ripcord. The After Jumper is attached to a cord connected to it's ship. As an action the Jumper can reel in the cord and gain a temporary flying speed of 40 feet but must land on it's turn.
Multiattack. The After Jumper makes two attacks with it's Flame Scimitars
Flame Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage and (1d4+1) fire damage.
Sabotage. The After Jumper will give all for his cause. When near death they sabotage the kyber shard wiring in their weapons rigging them to explode. It takes one turn to complete the effect. If successful all creatures within a 10 yard radius must make a dexterity saving throw, 14 DC, taking 3d6 damage or half that amount on a successful save.
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