TECHNIC LEAGUE COMMANDO

Somewhat inspired by both the original and the Mass Effect 3 Cerberus Commando.  The commando’s took a beating before Silus called for parley and saved their lives.

TECHNIC LEAGUE COMMANDO
Medium humanoid (human), chaotic evil

Armour Class 18 (Ceramite Body Armour)
Hit Points 236 (15d8 + 45)
Speed 30 ft.

STR 18 (+4)        DEX 17 (+3)       CON 16 (+3)
INT 14 (+2)         WIS 13 (+1)        CHA 15(+2)

Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages Gothic, Common
Challenge 12 (8,400 XP)

Brave. The commando has advantage on saving throws against being frightened. 

Brute. A melee weapon deals one extra die of its damage when the commando hits with it (included in the attack). 

Tank Mage. The commando can channel spells via their melee attacks. Each spell has a 1 per day limit, if cast, then it can’t be cast again. Re-roll used spells or use a cantrip affect – fire bolt and acid splash.

ACTIONS          
Multiattack. Commando makes three melee attacks or two ranged attacks. He may always use black tentacles if available.

Machina Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 4) bludgeoning damage plus a random spell affect (DC 17):

  1. Confusion. WIS, can’t take reactions and rolls on the confusion table at the start of its turn (PHB pg. 225)
  2. Vampiric Touch. 9 (3d6) necrotic damage, and the commando regains hit points equal to half the amount of necrotic damage dealt.
  3. Lightning Bolt. CON for ½, 24 (8d6) lightning damage.
  4. Fire Bolt. 12 (3d8) fire damage.
  5. Acid Splash. 12 (3d8) acid damage.
  6. To The Max! Roll again and the spell effect is maximized. 

Laspistol. Ranged Weapon Attack: +8 to hit, range 80/320 ft.; one target.
Hit: 18 (3d10 + 3) radiant damage, a flammable object hit by this spell ignites if it isn’t being worn or carried.

Black Tentacles (1/day). Squirming, ebony tentacles fill a 20 foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles lakes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action lo make a DC 17 Strength or Dexterity check (its choice). On a success, it frees itself.

REACTIONS  
Shield. A commando adds 5 to his AC against one attack that would hit him or cancels a magic missile attack.

TACTICS  
Before Combat The commandos cast bear’s endurance, cat’s grace, and shield before combat.

During Combat The commandos rely upon their spells for ranged combat (starting with confusion and black tentacles), resorting to their laser pistols only against foes that resist their magic. In melee, they work together, focusing attacks on similar foes—one of them casts haste as soon as possible.

Morale The commandos fight to the death.

GEAR
Combat Gear potion of cure serious wounds; Other Gear Ceramite Body Armour (15, Max DEX 4), laser pistol, warhammer, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, battery

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