The Phase Zero Dark Trooper a 10-foot-cube area within normal range with shots. Shotgun +5 to hit, (30/120ft), one target,11 (2d4+3) kinetic damageīlaster Carbine +5 to hit, (60/240ft) one target, 7 (1d6+3) 1d6 energy damageīlaster Volley (Recharge 5-6). Vibro Baton +4 to hit, one target, 5ft, 11 (2d4+3) kinetic damage The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine. Jump Pack (Recharge 2): As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain. Senses 60ft Darkvision, Passive Perception 14Ĭircuitry: The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.
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