Medium Humanoid, Lawful Evil
AC 15 half plate, padded joints    Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +6
CON 16 +3 +6
Mod Save
INT 12 +1 +1
WIS 12 +1 +1
CHA 10 +0 +0
Gear Repeating hand crossbow (10-bolt magazine) Virin saber (curved short sword) Belt harness carrying 1 each of Silencer, Smoke, and Flash grenades Mirror token for coded field communication Half plate armor with padded joints (disadvantage removed for Stealth)
Senses Passive Perception 14
Languages Virin Combat Signs
CR 8 (XP 3,900; PB +3)
Traits

Coordinated Fire.
If an ally of the suppressor is within 10 ft. of the same target, the suppressor’s ranged attacks against that target have advantage.

Suppressive Tactics.
When the suppressor hits a creature with a ranged weapon attack, the target must succeed on a DC 15 Strength saving throw or have its speed reduced by 10 ft. until the end of its next turn.

Formation Discipline.
While within 10 ft. of another suppressor, each suppressor gains +2 AC against ranged attacks.

Actions

Multiattack.
The suppressor makes two ranged attacks or one ranged and one melee attack.

Repeating Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.

Virin Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage

Silencer Charge (Action; 1/Combat)

The Virin Suppressor throws an alchemical vial to a point it can see within 30 feet. On impact, the vial creates a 20-foot-radius sphere of magical silence centered on that point for 1 minute (as the silence spell).

The suppressor and its allies are trained to fight within this field and do not suffer disadvantage on attack rolls due to being unable to hear while inside the area.

Once this charge is used, it cannot be used again during the same combat.


Smoke Bomb (Action; 1/Combat)

The Virin Suppressor throws a canister to a point it can see within 30 feet. The canister releases thick smoke in a 10-foot-radius sphere centered on that point. The area is heavily obscured for 2 rounds, or until a strong wind disperses it.

Once this charge is used, it cannot be used again during the same combat.


Flash Vial (Action; 1/Combat)

The Virin Suppressor throws a shattering glass sphere to a point it can see within 20 feet. Each creature within 10 feet of that point must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.

Once this charge is used, it cannot be used again during the same combat.

Suppressive Fire (Action)

The Virin Suppressor targets one creature it can see within 60 feet and unleashes a controlled hail of fire designed to pin the target down.

The target must succeed on a DC 15 Wisdom saving throw or be suppressed until the start of the Suppressor’s next turn.

While suppressed, the creature:

  • Provokes opportunity attacks if it moves voluntarily before the effect ends.

This effect ends early if the Suppressor is incapacitated or if the target gains total cover from the Suppressor.

Reactions

Covering Shot.
When an ally within 30 ft. is targeted by an attack, the suppressor may use its reaction to make one ranged attack at the attacker. On a hit, the target has disadvantage on the triggering attack roll.

Description

Virin Suppressors form the backbone of every Imperial covert detachment. Drawn from the disciplined core of the Empire’s military, they are retrained in the Black Division’s doctrine of control through precision.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2025 4:17:42 PM
1
1
1.0
Coming Soon
Golden_Spider

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