Lore - Veteran Of The War. The Thumb Expeditionary Captain is Immune to Front Effects and has advantage on INT, WIS and CHA saving throws, The Thumb Expeditionary Force Captain can move through Difficult terrain without spending extra movement.
Lore - This Takes Me Back... When attacking an Enemy that is from G-Corp, R-Corp or a Sweeper, Deal Maximum Damage instead of Rolling, if this attack kills the target, Heal 26 (2d10+15) HP
Lore -Tactical Retreat. Upon taking 100HP damage, The Thumb Expeditionary Force Captain and any of its allies Immediately retreat from combat. If they take damage that would reduce the damage down to 0, instead remain at 1HP, if The Thumb Expeditionary Force Captain is below 50HP after retreating, they are removed from the 'Expedition Combat encounter Chart'.
"Company, On Me!" When The Thumb Expeditionary Force Captain takes its movement, all allies within 10ft of them move as well without spending their movement speed.
Armour Piercing Steel Swordplay When The Thumb Expeditionary Force Captain deals damage to an opponent through an attack roll, this attack's damage ignores passive damage negation / reduction effects (not including Resistances brought on through class/race/features/spells)
Try Parrying This, *******! Once a turn, If the Thumb Expeditionary Force Captain misses an attack roll, they can chose to succeed instead. Additionally, if this creature misses an attack roll and does not use this feature, the attacked creature takes an amount of damage of the skill's main damage equal to its proficiency Bonus. (this damage cannot be reduced in any way)
You Rat Bastards! Upon Reaching Half HP for the first time, The Thumb Expeditionary Force Captain's AC rises to 22, gains resistance to all damage types, and can make an additional attack during their turn.
Evasion. When The Thumb Expeditionary Force Captain rolls a Dexterity saving throw to take half damage. take half damage on a failure and 0 damage on a success
Unique Multiattack - Expeditionary Captain's Swordplay. The Thumb Expeditionary Captain makes 4 attacks on their turn with any combination of 'Bayonet Combat' and 'Sabre Swinging'. they can replace one attack with 'Try THIS on for size, then!'. Or they make 2 'Sezionatura di Mostro' attacks against 3 creatures within 5ft of it (rolling once to hit all creatures in range)
Bayonet Combat. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 6) Piercing damage and 7 (2d6) Slashing damage.
A creature hit by this attack must succeed a DC16 Constitution Saving Throw or become Vulnerable to Piercing damage until the end of this creature's Next Turn.
Sabering. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 6) Slashing damage and 9 (2d8) Fire damage
A creature hit with this attack has disadvantage on the next attack roll it makes.
'Try THIS On For Size, Then!'. Ranged Weapon Attack: +12 to hit, reach 30/60 ft., 1 target. Hit: 20 (2d10 + 9) Piercing damage and 4 (1d8) Fire Damage.
Increase the fire damage by 1D8 per 10ft between the target and this creature.
Sezionatura di Mostro. Melee Weapon Attack: +6 to hit, reach 5 ft., 3 targets. Hit: 21 (2d8 + 12) Slashing damage and 10 (1d10+5) Piercing
Creatures Hit by this Attack suffer the combined effects of 'Bayonet Combat' and 'Sabering'.
Tremoring Blast. If The Thumb Expeditionary Force Captain hits a creature on its turn with a Melee attack skill, force the creature to make a DC17 Constitution Saving Throw or become Stunned until the start of the Captain's next turn.
Fire At Will! (2/Day). Causes all Thumb Soldatos in the combat encounter to immediately use their 'Reload' bonus action without expending a use, and forces them to use 'Focus Fire' on their next turn.
Kill That One! The Thumb Expeditionary Force Captain grants all allies within 20ft of it at the time of using this ability advantage on attack rolls against one creature it can see. if they already have advantage, they deal an additional damage dice.
Hah, Try Again~. When The Thumb Expeditionary Force Captain is targeted with an attack roll, roll 1d6, Add this dice to its AC for the rest of the turn and have the creature roll to attack again.
Get Clear! When the Thumb Expeditionary Force Captain is targeted by an effect with an AOE distance, before saving throws are made, immediately move up to half of their movement speed, potentially evading the attack's range.
Description
Hag
Lair and Lair Actions
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