Scro Almighty Leader (5e Creature)
Scro Almighty Leader[edit]
Medium humanoid (orc), lawful evil Armor Class 18 (plate)
Saving Throws Str +11, Con +9, Wis +7 Hardened Sailor. The scro adds its proficiency bonus to skill checks involving the use or control of spelljamming vessels. Indomitable (2/Day). The scro can reroll a saving throw it fails. It must use the new roll. ACTIONSMultiattack. The scro makes three melee weapon attacks or two ranged weapon attacks. +1 Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage. Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. BONUS ACTIONSAggressive. The scro moves up to its speed toward a hostile creature that it can see. LEGENDARY ACTIONSThe scro can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scro regains spent legendary actions at the start of its turn. Attack. The scro makes a greataxe attack or a pistol attack. |
Almighty leaders are both the tribal authority and leaders of their scro forces. Furious combatants in their own right, they are adept field commanders who coordinate the actions of entire spelljammer fleets to seize the initiative and decimate enemy offensives before they can start. |
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