AC
20
plate
Initiative
+7 (17)
HP
100
(40d8 + 2)
Speed
| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 17 | +3 | +3 |
| CON | 30 | +10 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 14 | +2 | +2 |
Immunities
Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Unconscious
Senses
Passive Perception 16
Languages
None
CR
30 (XP 155,000; PB +9)
Traits
Energy shields. The cruiser can activate an energy barrier, and any attack must make a DC 18 Dexterity check, or fail.
Actions
Surge volley. The Cruiser makes 2 Turrets attacks and 2 Plasma railgun attacks.
Turrets. Ranged Weapon Attack: +1 to hit, range 5/30 ft., 5 targets. Hit: 21 (2d10 + 1) Piercing damage.
Plasma railgun. Ranged Weapon Attack: +5 to hit, range 5/100 ft., 3 targets. Hit: 40 (4d10 + 0) Fire damage.
Reactions
Energy shields. The cruiser can activate an energy barrier, and any attack must make a DC 18 Dexterity check, or fail.
Description
Comments