Imperial Guard Commissar (5e Creature)

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Imperial Guard Commissar[edit]

Medium humanoid (human), any lawful alignment


Armor Class 16 (breastplate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Insight +6, Intimidation +7, Perception +4
Proficiency Bonus +2
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)


Brave. The commissar has advantage on saving throws against being charmed or frightened.

Martial Advantage. Once per turn, the commissar can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commissar that isn’t incapacitated.

ACTIONS

Multiattack. The commissar uses its Frightful Presence. It then makes two chainsword attacks and a bolt pistol attack.

Chainsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands.

Bolt Pistol. Ranged Weapon Attack: +4 to hit, range 30/120, one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) slashing damage. The bolt pistol carries 10 rounds of ammunition.

Execute (Recharge 5-6). The commissar makes a bolt pistol attack against a charmed or frightened ally within 30 feet of it with advantage on the attack roll. If the attack reduces the target to 0 hit points, each creature of the commissar’s choice within 30 feet cannot be charmed or frightened by hostile creatures for 1 minute. If a creature was already charmed or frightened, it has advantage on any new saving throw against it.
A creature can only gain this benefit once per short rest.

Frightful Presence. Each creature of the commissar’s choice that is within 30 feet of the commissar and aware of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the commissar’s Frightful Presence for 24 hours.


Commissars are special officers attached to regiments of the Imperial Guard. They are tasked with rooting out traitors and maintaining morale, carrying out these tasks with ruthless efficiency.

Special Assignment. Commissars exist outside the normal structure of the Imperial Guard. They are trained to be fearless and uncompromising in pursuit of their duties, which include enforcing regimental discipline, leading troops into battle, and weeding the treacherous, incompetent, and cowardly out of the regiment’s ranks. Even officers must toe the line around a commissar, for the slightest hint of being unfit for command may be grounds for summary execution.

Fearful Inspiration. When the Imperial Guard goes to war against horrific and inhuman foes, it is the commissar’s duty to ensure that unit morale does not break. Many commissars do this by ensuring that the troops fear them more than they fear the enemy, executing any man that deserts his post on the spot.
Fear is a potent motivator, but only in moderation. A commissar that executes guardsmen too readily and too often may find himself the target of friendly fire. Commissars who execute men in moderation, and try to lead by example as much as by fear, are more likely to earn the respect of their men.

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