Remove these ads. Join the Worldbuilders Guild

Hochland Grenadier

Medium Human Soilder , Any Non-chaotic

Armor Class 18, Grenadier Plate
Hit Points 80 (8d12+24)
Speed 30ft Climb: 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
12 +1
WIS
10 0
CHA
12 +1

Saving Throws DEX and STR
Skills Athletics +6, Acrobatics +4
Damage Vulnerabilities None
Damage Resistances Peircing, Slashing, Blugenoning, Cold and Fire from non-magical sources.
Damage Immunities None
Condition Immunities Charm and Intimidation
Senses Passive Perception 12
Languages Common, Dwarvern, Hochlander
Challenge 6


Description

Hochland Grenadiers are the elites of House Hugel, specialising in close quarter fighting and mountainous warfare. They are equipped Infantry Blastguns, Bayonets, Short Swords, climbing equipment, entrenchment tools and (of course) Grenades; for which they have earned their name. They are infamous in many circles for their ruthless resolve and iron discipline in the face of brutal close quarter fighting. They march into battle in fully enclosed and well-padded armour plating, protecting them from harsh environments and enemy attacks. No conventional force can withstand a direct assault from these forces for long.

Suggested Environments

Hill, Mountain, Urban, Arctic, Grassland, Forest, Underdark



Dash: The Grenadier may choose to use an action to move an additional 20 feet in addition to normal movement.   Grenade Assault Tactics: The Grenadier may not move while performing this ability. The Grenadier may use its action to throw 3 grenades in rapid succession at a target within 20 feet. They must pass a strength test to successfully do so with a DC equal to the distance the grenade must travel (with modifiers) for each grenade. Targets in a 5 foot radius of a grenade when it lands must make a DC 17 Dex saving throw or suffer 15 (2d6+6) fire and piercing damage. If successfully dodged, but not a critical success, take 5 (1d6+1) fire and piercing damage instead. These damage effects stack with multiple grenades, critical success rolls in dodgeing negate all damage.   Entrentchment: The Genadier may spend 2 turns digging an entrenchment for itself, or for a Hochland Weapon Team or Warmachine. Once finished, any creature may use the Entrenchment if they remain stationary within it. The Entrenchment grants +5 AC against ranged attacks.


Actions

Infantry Blastgun (Scatter Shot). Ranged Weapon Attack: Fires buck-shot in a 5 foot wide cone 50 feet in front of the grenadier. All targets in the cones path must make a DC 16 Dex saving throw or suffer 16 (4d6) piercing damage.   Infantry Blastgun (Solid Shot). Ranged Weapon Attack, +4 to hit, range 90/200, one target. hit: 32 (4d6+16)   Grenade. Throwing Weapon Attack: The Grenadier may throw a high explosive grenade as a bonus action at any target within 20 feet, they must pass a strength test to successfully do so with a DC equal to the distance the grenade must travel (with modifiers). Targets in a 5 foot radius of the grenade when it lands must make a DC 17 Dex saving throw or suffer 15 (2d6+6) fire and piercing damage. If successfully dodged, but not a critical success, take 5(1d6+1) fire and piercing damage instead. These damage effects stack with multiple grenades, critical success rolls in dodgeing negate all damage.   Bayonet. Melee Weapon Attack: +8 to hit, one target. Hit: 7 (1d6+3) piercing damage.   Short Sword. Melee Weapon Attack: +6 to hit, one target. Hit: 7 (1d6+3) piercing damage or 9 (1d10+3) slashing damage if two handed.   Entrenching Tools. Melee Weapon Attack: +2 to hit, one traget. Hit: 4 (1d4+3) Blugoning damage.

Reactions

Block. If an attack is directed at the Grenadier, they may choose to block that attack with their blastgun. May not be used in the same phase as Bayonet Thrust. May only be used one per turn, for one attack.   Bayonet Thrust. As a Bonus action during the opponents turn the Grenadier may choose to discard defensive measures and rush the enemy to make one attack with their bayonet with the following damage profile:   Melee Weapon Attack: +8 to hit, one target. Hit: 7 (1d6+3) piercing damage.   May not be used in the same phase as Block. May be used in addition to a standard attack with the Bayonet for 1 action, or any other action.


 

79000XPAthletics Mastery/Acrobatics Proficiency

Created by

CALiGeR190.

Statblock Type

NPC

Link/Embed