Tactical Link. Hax has advantage on attack rolls against a creature if at least one allied Cinder-Guard or Primus Sentinel is within 5 feet of the creature and isn't incapacitated.
Multiattack. Hax makes three Heat-Blade attacks.
Heat-Blade. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage, and 13 (3d8 fire damage.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Parry. Hax adds 3 to its AC against one melee attack that would hit it. To do so, Hax must see the attacker and be wielding a melee weapon.
Commander Hax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. *
Form Up (Costs 1 Action). Hax moves up to his speed without provoking opportunity attacks toward an allied Cinder-Guard.
Brutal Efficiency (Costs 2 Actions). Hax makes one Heat-Blade attack.
Maneuver Tactics (Costs 2 Actions).*Hax targets one allied Cinder-Guard he can see within 30 feet. The target can immediately use its reaction to make one Cinder-Halberd attack or use its Shield Bash.
Description
Commander Hax (Cinder-Guard Prime): A warrior-mage who views the city as a fortress under siege. He carries out the "Extractions" (sacrifices) with cold, logical efficiency.
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