Vantage Point. If the nemesis has 1/2 cover, its attacks land a critical hit on a 19 or 20. if it has 3/4 cover, its attacks land a critical hit on an 18-20.
Raptor Ammo Counter. Every time the nemesis makes an attack with the M-13 Raptor, add +1 to its ammo counter. Once the counter reaches 1, the clip is empty and the nemesis cannot attack with it again until it uses its action to reload the clip.
Shields. The nemesis can have up to 50 temp HP at once from this ability. At the start of each of the nemesis' turns, if its temp HP reserve is below 50, it must make a constitution saving throw (DC=10 +1 for every 5 temp HP below 50), healing 1d6+3 damage on a successful save and half as much on a failed one. If the nemesis' temp HP reserve is reduced to 0, it stops generating temp HP.
Team Fighter. The nemesis has advantage on attack rolls against a creature if at least one of the nemesis' allies is within 5 feet of the creature and the ally isn’t incapacitated.
Scope Line. The Nemesis lines up a shot with its M-13 Raptor, giving itself advantage on all attacks made with that weapon until the end of its next turn. The Nemesis can only make an M-13 Raptor attack if it used this action on it's previous turn and has taken no damage since.
M-13 Raptor. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 52 (4d12 + 26) piercing damage, and the nemesis has +1 added to its Raptor ammo counter.
Description
The nemesis is a Cerberus sniper specialist. Customized implants allow the nemesis to withstand the crippling kickback of a modified M-13 raptor rifle, turning a redoubtable opponent into a force capable of inflicting instant death. A suite of high-tech scanning equipment makes the sniper adept at maintaining cover, meaning a nemesis is usually spotted only after opening fire--assuming the target survives the first round.
Previous Versions
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3/14/2026 4:06:37 AM
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2
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1
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Coming Soon
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