Medium Humanoid, Lawful Evil
Armor Class 17 Cerberus Assault Armor
Hit Points 105 (30d6 + 5)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistances Bludgeoning
Condition Immunities Frightened
Senses Darkvision 20 ft., Passive Perception 14
Languages Common, Telepathy 30 ft., only to other Cerberus creatures
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Mattock Ammo Counter. Every time the shock trooper makes an attack with the M-96 Mattock, add +1 to its ammo counter. Once the counter reaches 16, the clip is empty and the shock trooper cannot attack with it again until it reloads the weapon using a bonus action.

Team Fighter. The shock trooper has advantage on attack rolls against a creature if at least one of the shock trooper's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The shock trooper makes two M-96 Mattock (shot) attacks.

M-96 Mattock (Strike). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (3d6 + 3) bludgeoning damage.

Stun Baton. Melee Weapon  Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (2d4) bludgeoning damage and 2 (1d4) lightning damage, and the target must succeed on a dc16 constitution saving throw or be stunned until the end of their next turn.

M-96 Mattock (Shot). Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 9 (2d8) piercing damage, and the shock trooper has +1 added to its Mattock ammo counter.

Description

Cerberus Shock Troopers are highly trained frontline infantry, armed with advanced Cerberus rifles and body armor. Conditioned for combat both physically and psychologically, they are fearless soldiers who follow orders with deadly efficiency. These troops excel at suppressing enemies, holding key positions, and supporting elite units like Centurions or Atlases. While not as intelligent as their commanding officers, they are disciplined, coordinated, and lethal on the battlefield.

Monster Tags: skirmishersoldier

ShinyAtol

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