Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!
Played | 104 times |
Cloned | 22 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
Commanders are leaders within the Ironclad Ascendency, equipped with advanced technology and possessing tactical acumen. They direct their forces effectively and can disrupt enemy technology. Their advanced exosuits often feature personal energy shields for added protection.
Size | Medium |
Type | Humanoid |
CR | 7 |
XP | 2900 |
Languages | Common, plus two other |
Armor Class | 18 |
HP Range | 97 - 97 (Avg: 97) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Commanding Presence (1/Day)
As a bonus action, the commander can issue a command to one or more Ironclad Ascendency allies within 60 feet that it can see. Each affected ally can immediately use its reaction to move up to its speed and make one weapon attack.
Integrated Energy Rifle
Ranged Weapon Attack: +7 to hit, range 70/210 ft., one target. Hit: 16 (3d10 + 1) force damage.
Multiattack
The commander makes two attacks with its integrated energy rifle.
Wrist-Mounted EMP (Recharge 5-6)
The commander unleashes an electromagnetic pulse in a 20-foot radius centered on itself. Each creature in that area that is wearing or carrying metal armor, using shields made of metal, or operating electronic devices must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.