Operator, Modern (5e Creature)
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Medium humanoid (any race), any alignment
Saving Throws Strength + 6, Dexterity + 7, Wisdom + 6
Brute. A melee weapon deals double damage if the operator hits with it (included in the attack).
Evasion. If the operator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the operator instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the operator can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the operator. A creature can benefit from only one Leadership die at a time. This effect ends if the operator is incapacitated.
Marksmanship. The operator gains a +2 bonus to ranged attack rolls (included in the attack).
Sneak Attack (1/Turn). The operator deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the operator that isn't incapacitated and the operator doesn't have disadvantage on the attack roll.
Throw Grenade. The operator throws a fragmentation grenade at a point up to 60 feet away. Each creature within 60 feet of that point must make a DC 18 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one.
Multiattack. The operator makes two melee or ranged attacks.
Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
An operator is a member of an elite unit who has received focused, intense training in special operations. Think Army Rangers, Navy SEALs, or Marines who go MARSOC.