Scro Captain (5e Creature)
Scro Captain[edit]
Medium humanoid (orc), lawful evil Armor Class 16 (chain mail)
Saving Throws Str +7, Con +6, Wis +5 Hardened Sailor. The scro adds its proficiency bonus to skill checks involving the use or control of spelljamming vessels. Nerves of Steel. The scro has advantage on wisdom saving throws against being charmed or frightened. ACTIONSMultiattack. The scro makes two greataxe attacks or two pistol attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. BONUS ACTIONSAggressive. The scro moves up to its speed toward a hostile creature that it can see. Battle Command. The scro chooses one creature it can see within 30 feet of it. If the chosen creature can see or hear the scro, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.
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Scro captains lead scro marines in battle. They are charged with the command of spelljamming ships, fortresses, and fighting units. Since scro combat training emphasizes both strength and cunning equally, their leaders are expected to excel in both. Captains tend to be bulkier than their subordinates, wielding heavy axes in combat and donning chainmail for protection. They further supplement their arsenals with firearms, demonstrating a deadly accuracy that rivals that of the giff. |
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