Mercenaries and Hooligans

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Bothan Spy

Medium Humanoid (Bothan), Lawful Light


  • Armor Class 14 (Combat suit)
  • Hit Points 33 (5d10+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

  • Senses Passive Perception 16

  • Languages Galactic Basic, Bothese, One other

  • Challenge 3 (700)


Traits.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Sneak Attack (1/Turn) The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Innate Techcasting The spy's innate techcasting modifier is Intelligence. It can innately cast the following powers:

At Will: Kolto Dispenser

3/day: Cloaking screen

Actions

Disruptor Rifle. Ranged weapon attack: +5 to hit, range 100/400, one target. Hit: 8 (1d10+3) acid damage. When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Flash Grenades (3/day) The spy throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.


Duros Mercenary

Medium humanoid (Duros), Lawful Balanced


  • Armor Class 13 (Combat suit)
  • Hit Points 21 (4d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

  • Skills Piloting, Technology
  • Senses Darkvision 60 ft, Passive Perception 11
  • Languages Galactic Basic, Durese
  • Challenge 1/2 (100 XP)

Traits

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Actions

Multiattack. Duros Mercenary can make two ranged attacks with their blaster pistol.

Blaster pistol. Ranged Weapon Attack: +4 to hit, range 40/160, one target. Hit: 1d6 Energy Damage


Ithorian Scout

Medium Humanoid (Ithorian), Lawful Balanced


  • Armor Class 12 (combat suit)
  • Hit Points 25 (6d6+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

  • Skills Nature +3, Perception +3, Stealth +4, Survival +3
  • Damage Resistances Sonic damage
  • Senses Passive Perception 15
  • Languages Ithorese, Understands Galactic Basic
  • Challenge 1/2 (100 XP)

Trait.

Hold Breath Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Actions

Sonic Scream (1/Day). As an action, the Ithorian Scout can violently expel air in a 15-foot cone. When it does so, each creature in the area of the exhalation must make a Wisdom saving throw (DC 11). A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. This ability has no effect on constructs.

Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (2d4+2) kinetic damage.

 

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