Trooper, Sniper
Medium humanoid · CR 1/2
sizeMediumcr1/2

A keen-eyed sniper trooper picking off targets at extreme range with a rifle, helpless once foes close.
Artillery
How to run itPerch at 150+ ft and snipe priority PCs each turn; keep allies between it and the party, and relocate if anyone reaches melee with the vibrodagger.
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 13 (2d8 + 4) · Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 | 15 | 12 | 14 | 13 | 9 |
Keen Hearing and Sight (Trait). The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Sniper Rifle (Action). Ranged Weapon Attack: +4 to hit, range 150/600, one target. Hit: 8 (1d12+2)
Vibrodagger (Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2)