| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +8 |
| DEX | 18 | +4 | +10 |
| CON | 16 | +3 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +11 |
| WIS | 14 | +2 | +9 |
| CHA | 15 | +2 | +8 |
Tactical Assessment. At the start of combat and at the start of each of her turns, Veyr silently analyzes the battlefield. She cannot be surprised, and she has advantage on initiative rolls.
Evasion. If Veyr is subjected to an effect that allows a Dexterity saving throw for half damage, she takes no damage on a success and half on a failure.
Calculated Withdrawal. When Veyr is reduced to 40 HP or fewer, she does not panic. On her next turn she may use her movement and one action to Disengage and activate her SpillTech Portal Device (see Reactions). She will not fight to the death — she is not her mission.
SpillTech Anti-Magic Device (1/Encounter). As a bonus action, Veyr activates a small alchemical device. Choose a point within 30 feet. Until the start of her next turn, all spell slots spent on spells targeting creatures or objects in a 15-foot radius centered on that point are expended without effect. Concentration spells already active are not dispelled, but cannot be recast in the zone if they drop. (DM note: track this as suppression, not full dispel — it's a field device, not a counterspell.)
Multiattack. Commander Veyr makes two Tactical Blade attacks, or one Tactical Blade attack and one Venom Dart attack.
Tactical Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) piercing damage plus 14 (4d6) poison damage.
Venom Dart. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of their next turn.
Field Assessment (Recharge 5–6). Veyr studies a creature she can see within 60 feet. Until the end of her next turn, she has advantage on all attacks against that creature, and that creature has disadvantage on saving throws against her abilities. She may use this as a bonus action instead of an action if she has not moved this turn.
Shadow Step Simple, mobile, slippery
As a bonus action, Veyr moves up to 15 feet without provoking opportunity attacks. If she ends this movement in dim light or darkness, she becomes lightly obscured until the start of her next turn.
Operational Note Tactical debuff, very on-character
As a bonus action, Veyr marks one creature she can see within 60 feet as a Priority Target. Until the start of her next turn, her attacks against that creature deal an extra 1d8 damage, and that creature's AC is reduced by 2 against her attacks as she exploits observed weaknesses.
Coordinated Strike Commander feel, squad synergy
As a bonus action, Veyr issues a clipped tactical command. One SpillTech ally she can see within 30 feet may immediately make one weapon attack as a reaction. If no allies are present, she instead gains advantage on her next attack roll this turn.
Redirect. When Veyr is targeted by a melee attack, she may force the attacker to make a DC 16 Dexterity saving throw. On a failure, the attack instead targets a creature of Veyr's choice within 5 feet of the attacker.
SpillTech Portal Device. When Veyr activates Calculated Withdrawal, she uses her reaction to open a small SpillTech portal within 10 feet. She steps through and vanishes. She does not reappear in the session. (This is not a permanent escape — she returns as a recurring antagonist. She simply leaves.)
Reassess (Costs 1 Action) Defensive, repositioning
Veyr moves up to half her speed without provoking opportunity attacks and rerolls one saving throw she failed this turn, taking the new result.
Best for: Making her feel impossible to corner. Every time the party thinks they have her, she adjusts. Frustrating in the best way.
Cold Read (Costs 1 Action) Debuff, psychological
Veyr studies one creature she can see within 60 feet. That creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on all saving throws against Veyr's abilities until the end of her next turn. No attack roll. No damage. Just her looking at them.
Execute Protocol (Costs 2 Actions) High damage, ruthless finisher
Veyr makes one Tactical Blade attack against a creature that is poisoned, restrained, or below half HP. On a hit, the attack deals an additional 3d6 damage and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.
Description
Commander Veyr is a lean human woman in her late thirties, built like someone who has never once moved without purpose. Her armor is matte black studded leather, unmarked except for a small SpillTech eclipse seal pressed into the left pauldron, a sun with its light eaten from within. Her dark hair is pulled back with military precision. Her eyes are the color of old iron and carry the particular stillness of someone who is always counting something.
She does not raise her voice. She does not need to.
Comments