Armor Class 20 Beskar Exoskeletons & Shields
Hit Points 44 (3d8 + 12)
Speed 30 ft., walk 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Senses Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Beskar Armour. When you are wearing armour or wielding a shield with this property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

Fortress Shield Generator. The Trooper has 27 Shield hit points, while this is active its AC increases by +1, it regenerates 5 hit points at the start of its turn until the shield is reduced to 0. It will come online again after a long or short rest.

Stealth Field Generator. Activating or deactivating the generator requires a bonus action and, while active, the Trooper has advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if they make an attack or cast a force or tech power.

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.

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.

 

Actions

Multiattack. The Trooper makes two attacks with its Enhanced Marksman Blaster, its Stock Strike or one of each.

Stock Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d4 + 4) kinetic damage.

'Anvil' Marksman Blaster. Ranged Weapon Attack: +9 to hit, range 125/500 ft., 1 target. Hit:  (1d10+ 1d4+6) energy damage.

DC17 Blaster pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 8 (1d6+4) energy damage.

Grenades. Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, the trooper can prime and throw a grenade at a point  within 40ft.

Ion 2/Day. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 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.

Flash 1/Day. 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.

Frag 1/ Day. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.

Blaster Cannon Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Hit: 8 (2d6+4) energy damage. Auto, Burst, Rapid. Has Disadvantage and can not fire at long range while not deployed. 

Rocket Launcher Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 This rocket launcher ammunition deals 2d6+4 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes.

Fragmentation - The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.

Ion - The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Incendiary - Sets the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

 

Bonus Actions

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.

Deploy Weapon System. Deploy or take down Blaster Cannon Shield gaining +2 AC but reduces your speed by half and removes firing restrictions.

Description

Enhanced trooper from the 103rd's SPARTAN program

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2026 5:05:46 PM
10
1
--
Coming Soon
Ratharna

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