Trooper Squad

by Achelon

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Trooper Squad (Marine 9 man)


Trooper

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 1/4 (50 XP)

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.


Trooper, Grenadier

Medium humanoid (any), any alignment


  • Armor Class 16 (mesh armor)
  • Hit Points 32
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2

Actions

Multiattack. The trooper makes one blaster attack and one grenade attack if possible

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Underbarrel Grenade. (2/day) Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6+2) Kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d10 kinetic damage on a failed save or half as much on a successful one. Reload 1 action.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.


Trooper, Captain

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 90 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 9 (-1) 14 (+2) 15 (+2)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 4 (1,100 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Actions

Multiattack. The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

Stock Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Fragmentation Grenade (3/Day). The captain throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Commander's Order (1/Day). When an allied creature the captain can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.


Trooper, Demolitions

Medium humanoid (any), any alignment


  • Armor Class 16 (weave armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Explosives Style. The trooper can throw grenades as a bonus action on its turn.

Actions

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.

Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.

Breaching Charge (2/Day). After spending at least 30 seconds setting a charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire damage and 10 (3d6) kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

Fragmentation Grenade (3/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Set Mine (2/Day). After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) kinetic damage, or half as much on a successful one.


Trooper, Flame

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 10 (+0) 11 (+0)

  • Skills Athletics +4
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Actions

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

Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Flamethrower. Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.


Trooper, Headhunter

Medium humanoid (any), any alignment


  • Armor Class 14 (combat suit)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 10 (+0)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, any one other language
  • Challenge 3 (700 XP)

Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Once per turn, the trooper can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trooper that isn’t incapacitated.

Actions

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage.

Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.


Trooper, Heavy

Medium humanoid (any), any alignment


  • Armor Class 17 (heavy exoskeleton)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Skills Athletics +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Rock Steady. At the end of each of its turns, if the trooper moved less than half its speed, it has advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of its next turn.

Actions

Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Burst. The trooper sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Trooper, Jump

Medium humanoid (any), any alignment


  • Armor Class 15 (fiber armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+1) 13 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Jetpack. 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.

Actions

Multiattack. The trooper makes two attacks: one with its blaster pistol and one with its wrist launcher.

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

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


Trooper, Mounted

Medium humanoid (any), any alignment


  • Armor Class 17 (assault armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +3
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 3 (700 XP)

Charge. 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. The trooper cannot be knocked prone, dismounted, or moved against its will while mounted.

Mounted Warrior. While the trooper is mounted, its mount cannot be charmed or frightened.

Actions

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

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

Trample (Mounted Only). 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 12 Strength saving throw or be knocked prone.

Flamethrower (1/Day). Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.


Trooper, Scout

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Perception +3, Piloting +4, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 1/2 (100 XP)

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The trooper makes two weapon attacks.

Hold-Out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage.

Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Trooper, Shore

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +3, Perception +2, Persuasion +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Actions

Multiattack. The trooper makes two blaster rifle attacks or two stock strike attacks.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6+3) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.

Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.


Trooper, Sniper

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Wis +3
  • Skills Perception +5, Piloting +4, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, any one other language
  • Challenge 1/4 (50 XP)

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Sniper Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d12+2) energy damage.

Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Trooper Squad

Gargantuan swarm of medium humanoids (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 175 (13d20 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Dex +5, Wis +3
  • Skills Perception +3
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 7 (2,900 XP)

Reactive. The squad can take one reaction each turn.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) energy damage.

Massed Fire (Recharge 5-6). The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


Trooper, Medic

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 1/4 (50 XP)

Actions

Medpac (2/day). Can use his action to restore 6 (1d8+2) hit points to a beast or humanoid within 5 feet.

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.


Energy Spider

Small, beast unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6 +4)
  • Speed 30 ft., climb 30ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Damage Vulnerabilities ion
  • Damage Immunities energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Challenge 1 (200 XP)

Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage plus 9 (2d8) necrotic damage. The target must make a DC 12 Constitution saving throw, taking the necrotic damage on a failed save, or half as much damage on a successful one. The energy spider gains temporary hit points equal to the necrotic damage taken.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

Draw In. The energy spider pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the energy spider, the spider can make one bite attack against the creature as a bonus action.



Mother of'an Energy Spider

Large, beast unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 112 (-)
  • Speed 30 ft., climb 30ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Immunities energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Challenge 5 (1800 XP)

Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider bites once and uses its web/draw in if available.

Bite. Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 9 (2d8) necrotic damage. The target must make a DC 15 Constitution saving throw, taking the necrotic damage on a failed save, or half as much damage on a successful one. The energy spider gains temporary hit points equal to the necrotic damage taken.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

Draw In. The energy spider pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the energy spider, the spider can make one stinger attack against the creature as a bonus action.

 

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