Holocron

Trooper, Captain

Medium humanoid · CR 4
sizeMediumcr4
Trooper, Captain
A brave trooper officer who lays down rifle fire, lobs frag grenades, and steadies subordinates with battlefield commands.
Leader
How to run itStay behind the line firing two rifle shots plus a frag at clustered PCs, and spend Leadership reactions to shore up allies' attacks and saves.

Whether clones, conscripts, or academy recruits, the backbone of the central government's war and peace machine are well trained, well armed, and well armored individuals. Deployed throughout the galaxy to deal with threats to authority, these troopers have various roles and specialties.

Armor Class 16 · Hit Points 90 (10d8 + 45) · Speed 30 ft.

STR DEX CON INT WIS CHA
13 16 15 9 11 10

Brave (Trait). The captain has advantage on saving throws against being frightened.

Multiattack (Action). The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

Blaster Rifle (Action). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

Frag Grenade (Action). The captain throws a grenade, choosing a point within 40 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.

Stock Strike (Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Leadership (Reaction). The Trooper Captain 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 Trooper Captain. A creature can benefit from only one Leadership die at a time.