Squire
Small humanoid (human)
Armour Class 13 (light chest)
Hit Points 21 (6d6)
Rad Resist 5
Speed 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | 11 (+0) |
Skills Athletics +1, Perception +2
Senses passive Perception 12
Languages American English
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the squire can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the squire that isn't Incapacitated.
Coordinated Fire. Once per turn, the squire has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the squire's last turn.
Actions
Laser Gun. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Scribe Initiate
Medium humanoid (human)
Armour Class 14 (light chest, 4 light limbs)
Hit Points 36 (8d8)
Rad Resist 5
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 11 (+0) |
Skills Athletics +2, History +4, Investigation +4, Mechanic's Tools +4, Perception +3, Science +4
Senses passive Perception 13
Languages American English
Challenge 1 (200 XP)
Martial Advantage. Once per turn, the initiate can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the initiate that isn't Incapacitated.
Coordinated Fire. Once per turn, the initiate has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the initiate's last turn.
Actions
Laser Rifle. Ranged weapon attack: +4 to hit, range 110/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lancer-Initiate
Medium humanoid (human)
Armour Class 13
Hit Points 45 (10d8)
Rad Resist 5
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Air Vehicles +5, Perception +4
Senses passive Perception 14
Languages American English
Challenge 1 (200 XP)
Martial Advantage. Once per turn, the initiate can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the initiate that isn't Incapacitated.
Coordinated Fire. Once per turn, the initiate has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the initiate's last turn.
Actions
Laser Rifle. Ranged weapon attack: +5 to hit, range 110/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Combat Knife. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Initiate
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 55 (10d8 + 10)
Rad Resist 7
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 10 (+0) | 12 (+1) | 11 (+0) |
Skills Athletics +3, Intimidation +2, Perception +3
Senses passive Perception 13
Languages American English
Challenge 2 (450 XP)
Martial Advantage. Once per turn, the initiate can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the initiate that isn't Incapacitated.
Coordinated Fire. Once per turn, the initiate has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the initiate's last turn.
Actions
Laser Rifle. Ranged weapon attack: +4 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Aspirant
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 78 (12d8 + 24)
Rad Resist 9
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) |
Skills Athletics +3, Intimidation +2, Perception +3
Senses passive Perception 13
Languages American English
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the aspirant can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the aspirant that isn't Incapacitated.
Coordinated Fire. Once per turn, the aspirant has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the aspirant's last turn.
Actions
Multiattack. The aspirant makes two attacks.
Laser Rifle. Ranged weapon attack: +4 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Scribe
Medium humanoid (human)
Armour Class 14 (light chest, 4 light limbs)
Hit Points 72 (16d8)
Rad Resist 7
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 16 (+3) | 14 (+2) | 11 (+0) |
Skills Athletics +3, History +6, Investigation +6, Mechanic's Tools +6, Perception +5, Science +6
Senses passive Perception 15
Languages American English
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the scribe can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the scribe that isn't Incapacitated.
Coordinated Fire. Once per turn, the scribe has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the scribe's last turn.
Actions
Multiattack. The scribe makes two attacks.
Laser Rifle. Ranged weapon attack: +5 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lancer
Medium humanoid (human)
Armour Class 13
Hit Points 90 (20d8)
Rad Resist 7
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Athletics +3, Air Vehicles +6, Perception +5
Senses passive Perception 15
Languages American English
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the lancer can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the lancer that isn't Incapacitated.
Coordinated Fire. Once per turn, the lancer has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the lancer's last turn.
Actions
Multiattack. The lancer makes two attacks.
Laser Rifle. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Combat Knife. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lancer-Knight
Medium humanoid (human)
Armour Class 13
Hit Points 110 (20d8 + 20)
Rad Resist 9
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Athletics +4, Air Vehicles +7, Perception +6
Senses passive Perception 16
Languages American English
Challenge 4 (1,100 XP)
Martial Advantage. Once per turn, the lancer can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the lancer that isn't Incapacitated.
Coordinated Fire. Once per turn, the lancer has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the lancer's last turn.
Actions
Multiattack. The lancer makes two attacks.
Laser Rifle. Ranged weapon attack: +7 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Combat Knife. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lancer-Sergeant
Medium humanoid (human)
Armour Class 13
Hit Points 130 (20d8 + 40)
Rad Resist 11
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Athletics +4, Air Vehicles +8, Perception +6
Senses passive Perception 16
Languages American English
Challenge 5 (1,800 XP)
Martial Advantage. Once per turn, the lancer can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the lancer that isn't Incapacitated.
Coordinated Fire. Once per turn, the lancer has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the lancer's last turn.
Actions
Multiattack. The lancer makes two attacks.
Laser Rifle. Ranged weapon attack: +8 to hit, range 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Senior Scribe
Medium humanoid (human)
Armour Class 14 (light chest, 4 light limbs)
Hit Points 108 (24d8)
Rad Resist 9
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 18 (+4) | 16 (+3) | 13 (+1) |
Skills Athletics +4, History +8, Investigation +8, Mechanic's Tools +8, Perception +7, Science +8
Senses passive Perception 17
Languages American English
Challenge 5 (1,800 XP)
Martial Advantage. Once per turn, the scribe can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the scribe that isn't Incapacitated.
Coordinated Fire. Once per turn, the scribe has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the scribe's last turn.
Actions
Multiattack. The senior scribe makes three attacks.
Laser Rifle. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lancer-Captain
Medium humanoid (human)
Armour Class 13
Hit Points 162 (25d8 + 50)
Rad Resist 13
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Athletics +5, Air Vehicles +9, Perception +7
Senses passive Perception 17
Languages American English
Challenge 7 (2,900 XP)
Martial Advantage. Once per turn, the lancer can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the lancer that isn't Incapacitated.
Coordinated Fire. Once per turn, the lancer has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the lancer's last turn.
Actions
Multiattack. The lancer makes three attacks.
Laser Rifle. Ranged weapon attack: +9 to hit, range 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Knight
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 97 (15d8 + 30)
Rad Resist 16
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) |
Skills Athletics +5, Intimidation +4, Perception +5
Senses passive Perception 15
Languages American English
Challenge 10 (5,900 XP)
Martial Advantage. Once per turn, the knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the knight that isn't Incapacitated.
Coordinated Fire. The knight's ranged weapon attack bonus increases by +2 for each of its allies that also made a ranged weapon attack against its target since the knight's last turn, up to a maximum of +8 (twice the initiate's Proficiency bonus).
Actions
Multiattack. The knight makes two attacks.
Laser Rifle. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Gatling Laser. The knight can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 14 Dexterity saving throw (with advantage if they are more than 80 feet from the knight), taking 17 (6d4 + 2) energy damage on a failed saving throw or half that on a success.
Knight-Sergeant
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 117 (18d8 + 36)
Rad Resist 17
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) |
Skills Athletics +5, Intimidation +4, Perception +5
Senses passive Perception 15
Languages American English
Challenge 11 (7,200 XP)
Martial Advantage. Once per turn, the knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the knight that isn't Incapacitated.
Coordinated Fire. Once per turn, the knight has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the knight's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the knight-sergeant and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The knight makes three attacks.
Laser Rifle. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Gatling Laser. The knight can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 14 Dexterity saving throw (with advantage if they are more than 80 feet from the knight), taking 17 (6d4 + 2) energy damage on a failed saving throw or half that on a success.
Bonus Actions
Lead By Example. If the knight-sergeant uses Incite Action, they may make a single attack against one target.
Knight-Captain
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 135 (18d8 + 54)
Rad Resist 19
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 10 (+0) | 14 (+2) | 13 (+1) |
Skills Athletics +7, Intimidation +6, Perception +7
Senses passive Perception 17
Languages American English
Challenge 12 (8,400 XP)
Martial Advantage. Once per turn, the knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the knight that isn't Incapacitated.
Coordinated Fire. Once per turn, the knight has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the knight's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the knight-captain and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The knight makes four attacks.
Laser Rifle. Ranged weapon attack: +8 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Combat Knife. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Gatling Laser. The knight can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 16 Dexterity saving throw (with advantage if they are more than 80 feet from the knight), taking 18 (6d4 + 3) energy damage on a failed saving throw or half that on a success.
Bonus Actions
Lead By Example. If the knight-captain uses Incite Action, they may make a single attack against one target.
Knight-Commander
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 150 (20d8 + 60)
Rad Resist 21
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 10 (+0) | 14 (+2) | 13 (+1) |
Skills Athletics +7, Intimidation +6, Perception +7
Senses passive Perception 17
Languages American English
Challenge 14 (11,500 XP)
Martial Advantage. Once per turn, the knight can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the knight that isn't Incapacitated.
Coordinated Fire. Once per turn, the knight has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the knight's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the knight -commander and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The knight makes four attacks.
Laser Rifle. Ranged weapon attack: +9 to hit, range 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Boosted Gatling Laser. The knight can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 80 feet from the knight), taking 25 (6d6 + 4) energy damage on a failed saving throw or half that on a success.
Bonus Actions
Lead By Example. If the knight-commander uses Incite Action, they may make a single attack against one target.
Paladin
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 187 (22d8 + 88)
Rad Resist 23
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 18 (+4) | 10 (+0) | 16 (+3) | 15 (+2) |
Skills Athletics +8, Intimidation +7, Perception +8
Senses passive Perception 18
Languages American English
Challenge 15 (13,000 XP)
Martial Advantage. Once per turn, the paladin can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the paladin that isn't Incapacitated.
Coordinated Fire. Once per turn, the paladin has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the paladin's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the paladin and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The paladin makes five attacks.
Laser Rifle. Ranged weapon attack: +9 to hit, range 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Beta-Tuned Boosted Gatling Laser. The paladin can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 80 feet from the paladin), taking 25 (6d6 + 4) energy damage on a failed saving throw or half that on a success. Half of the damage dealt to each creature (rounding down) is fire damage, and the rest is energy damage. In addition, the creature is set on fire. Target on fire: While ablaze, the target takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Bonus Actions
Lead By Example. If the paladin uses Incite Action, they may make a single attack against one target.
Paladin-Commander
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 204 (24d8 + 96)
Rad Resist 24
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 18 (+4) | 10 (+0) | 16 (+3) | 15 (+2) |
Skills Athletics +9, Intimidation +8, Perception +9
Senses passive Perception 19
Languages American English
Challenge 16 (15,000 XP)
Martial Advantage. Once per turn, the paladin can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the paladin that isn't Incapacitated.
Coordinated Fire. Once per turn, the paladin has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the paladin's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the paladin-commander and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The paladin commander makes six attacks.
Laser Rifle. Ranged weapon attack: +11 to hit, range 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Beta-Tuned Boosted Gatling Laser. The paladin can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 80 feet from the paladin), taking 25 (6d6 + 4) energy damage on a failed saving throw or half that on a success. Half of the damage dealt to each creature is fire damage, and the rest is energy damage. In addition, the creature is set on fire. Target on fire: While ablaze, the target takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Bonus Actions
Lead By Example. If the paladin-commander uses Incite Action, they may make a single attack against one target.
Star Paladin
Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 247 (26d8 + 130)
Rad Resist 26
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 20 (+5) | 20 (+5) | 10 (+0) | 16 (+3) | 15 (+2) |
Skills Athletics +12, Intimidation +10, Perception +11
Senses passive Perception 21
Languages American English
Challenge 18 (20,000 XP)
Martial Advantage. Once per turn, the paladin can deal an extra 7 (2d6) damage to a creature it hits with a weapon Attack if that creature is within 5 ft. of an ally of the paladin that isn't Incapacitated.
Coordinated Fire. Once per turn, the paladin has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the paladin's last turn.
Actions
Incite Action. A member of the Brotherhood of Steel who can hear the star paladin and has a lower CR than them immediately takes an Action or moves up to their speed.
Multiattack. The star paladin makes six attacks.
Laser Rifle. Ranged weapon attack: +13 to hit, range 90/210 ft., one target. Hit: 14 (2d8 + 5) energy damage.
Combat Knife. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Beta-Tuned Boosted Gatling Laser. The paladin can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 21 Dexterity saving throw (with advantage if they are more than 80 feet from the paladin), taking 26 (6d6 + 5) energy damage on a failed saving throw or half that on a success. Half of the damage dealt to each creature (rounding down) is fire damage, and the rest is energy damage. In addition, the creature is set on fire. Target on fire: While ablaze, the target takes takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Bonus Actions
Lead By Example. If the star paladin uses Incite Action, they may make a single attack against one target.