Holocron

Trooper, Mounted

Medium Humanoid · CR 2
sizeMediumcr2
Trooper, Mounted
A lance-wielding cavalry trooper locked to its mount, charging to trample and flooding tight quarters with flamethrower fire.
Soldier
How to run itCharge 20+ ft for the vibrolance plus bonus-action trample, knock targets prone, and use the flamethrower cone on grouped foes; it can't be dismounted.

Well-suited for destroying lightly defended buildings, such as Prefab shelters and power cores, mounted troopers' primary role was in attacking hostile combat vehicles such as combat speeders and attack tanks. They accomplished this task by utilizing a flamethrower as their primary weapon. Mounted troopers were usually vulnerable to unmounted troopers and ground vehicles. Common mounts include Orray form Geonosis, Dewbacks from Tatooine, Kaadu and Tusk-cats from Naboo, Tauntauns from Hoth, Blurrgs from Endor, and Varactyls from Utapau.

Armor Class 19 · Hit Points 75 (10d8 + 30) · Speed 40 ft.

STR DEX CON INT WIS CHA
14 12 17 10 14 8

Charge (Trait). If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

Locked Saddle (Trait). The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

Mounted Warrior (Trait). While the trooper is mounted, the mount cannot be charmed or frightened.

Vibrolance (Action). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) kinetic damage.

Assault Cannon (Action). Ranged Weapon Attack. +3 to hit, range 80/320 ft., one target. Hit: 6 (1d10 + 1) energy damage.

Trample (Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Flamethrower (Action). The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.