Earthrealm Special Forces (5e Creature)
From D&D Wiki
Earthrealm Special Forces[edit]
Medium humanoid (any race), lawful good Armor Class 13
Skills Perception +6, Stealth +6 Keen Hearing and Sight. The special forces unit has advantage on Wisdom (Perception) checks that rely on hearing or sight. Close Quarters Shooter. When the special forces unit makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll. ACTIONSMultiattack. The special forces unit makes two ranged attacks. Battle Rifle. Ranged Weapon Attack: +8 to hit, range 120/1200 ft., one target. Hit: 15 (3d6 + 4) piercing damage. The special forces unit must reload as an action after 20 shots. Grenade (2/Day). The special forces unit hurls explosives at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. BONUS ACTIONSSecond Wind (Recharges after a Short or Long Rest). The special forces unit regains 15 (1d10 + 10) hit points. Sharpshooter (2/Day). The special forces unit adds 1d10 to its next attack and damage roll with a ranged weapon.
|
Although they have not always been aware of the looming threat of Outworld, the Earthrealm Special Forces have managed to oppose multiple invasion attempts, holding their own against forces beyond their understanding. |
Back to Main Page → 5e Homebrew → Creatures