Terrorist Captain
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Medium humanoid (human), chaotic evil


Armor Class 16 (medium combat armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages English, German
Challenge 2 (450 XP)


Actions


Multiattack. The captain makes three melee attacks with its knives, or the captain makes two ranged attacks with its autoloader or assault rifle. Additionally, he may choose to use the burst fire action provided he has enough ammunition.

2 knives. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Heavy autoloader. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 80/240 ft., one target. Hit: 12 (2d8 + 3) piercing damage. (Burst fire (short burst), loading, 9 box.)

Assault rifle. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 120/360 ft., one target. Hit: 12 (2d8 + 3) piercing damage. (Two-Handed, burst fire, loading, 30 box.)

Long burst. The captain can spray a 10-foot-cube area within 120 feet using his assault rifle. Each creature in the area must succeed on a Dexterity saving throw DC 13 or take 12 (2d8 + 3) piercing damage. This action uses 10 pieces of ammunition.

Assault rifle (short burst). The captain may reroll all damage dice and take the higher result with either his assault rifle or heavy autoloader. This action uses 3 pieces of ammunition.


Terrorist captains are utterly devoted to the cause and to testing themselves. They are often entrusted with the secrets of their organization.

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