| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 13 | +1 | +1 |
| CON | 20 | +5 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 18 | +4 | +6 |
| CHA | 13 | +1 | +1 |
Stored Energy. The infantry master is immune to Radiant damage. If the infantry master is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the infantry master lets off Dim Light in a 10-foot radius. If the infantry master is dealt Bludgeoning, Piercing, Slashing, or Force damage while Charged, each creature within 15 ft. must succeed a DC 15 DEX saving throw or take 2d8 Piercing damage and 2d8 Radiant damage, taking half damage on a successful save. After this, the infantry master is no longer Charged.
Multiattack. The amarax infantry master makes two Plas-Blaster attacks.
Plas-Blaster. Ranged Weapon Attack: +5, range 50/200 ft. Hit: 10 (1d10+5) Acid damage.
Hadron Cyclo-Hose (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 3-foot-wide Line. Failure: 22 (5d8) Radiant damage. Success: Half damage.
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