Elite Infiltrator (Metal Gear Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Soldier class and no background, and as such does not follow traditional CR.

Elite Infiltrator[edit]

Medium humanoid (Human), any alignment


Armor Class 18 (Fatigues)
Hit Points 86 (9d12+27)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +5, Dex +4, Con +7
Skills Athletics +6, Intimidation +4, Investigation +4, Perception +5, Stealth +9, Survival +5
Senses passive Perception 15
Languages any one
Challenge 9 (5,000 XP)


Fatigues. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. The soldier gains advantage on Stealth checks while in the chosen terrain while wearing their fatigues.

Hustle. The soldier may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of their turns, but they gain 1 level of exhaustion immediately after doing so.

Adaptability. When the soldier fails a saving throw, they may choose to succeed instead. Immediately after using this feature, they gain 1 level of exhaustion.

Close Quarters Shooter. When the soldier makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll and their base movement speed increases by 5 feet.

Dueling. When the soldier is wielding a weapon in one hand and no other weapons, they gain a +2 bonus to attack and damage rolls with that weapon (included in attack).

Disappear. While the soldier is within an object, such as a cardboard box or barrel, and not moving, they are visually indistinguishable from a normal object.

Stealth Take-down. When the soldier makes an attack against a creature that is unaware of them and the attack does not have disadvantage, the attack is automatically a critical hit. If the attack has disadvantage, the attack only counts as a critical hit if it hits normally.

ACTIONS

Handgun. Ranged Weapon Attack: +11 to hit, range 60/600 ft., one target. Hit: 12 (2d6 + 7) piercing damage. Attacks with this weapon while hidden do not reveal the soldier. Must be reloaded as a bonus action after 12 shots, can be reloaded up to 3 times.

CQC Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

REACTIONS

CQC Reaction. When the soldier is targeted by an attack made by a creature within 5 feet, they may make an unarmed strike against them, and on a hit the target must succeed a 19 Dexterity saving throw or have the attack automatically miss.

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[Source].

Certain expert soldiers are trained in intrusion strategies, typically on orders to assassinate a target or retrieve certain information that could be lost with a more straight-forward approach. Infiltrators are typically given extremely sensitive missions with little to no room for error, making otherwise unknown soldiers legends in the eyes of militaries and PMCs.


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