Holocron

Trooper, Jump

Medium humanoid · CR 2
sizeMediumcr2
Trooper, Jump
A jetpack trooper that flies in, doubles up pistol and explosive wrist-launcher fire, then leaps away before retaliation.
Skirmisher
How to run itBonus-action the jetpack to fly over the line, multiattack pistol plus wrist-launcher on a grouped pair, and peel off to high ground each turn.

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 15 · Hit Points 32 (5d8 + 10) · Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 16 14 11 13 10

Jetpack (Trait). Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Multiattack (Action). The trooper makes two attacks, one with its blaster pistol and one with its wrist launcher.

Blaster Pistol (Action). Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

Wrist Launcher (Action). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage, and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.