Medium humanoid (locathah), neutral good
Armor Class: 13
Hit Points: 50
Speed:
30 ft
, swim: 30 ft
Saving Throws: Dexterity and Charisma
Skills: Insight +5, Persuasion +6, Acrobatics +7, Investigation +4, Stealth +7
Languages: Aquan, Common
Challenge Rating: None
Proficiency Bonus: +3
Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
GM slugs and munitions
James Pond relies on a Megacarpolis staple in warfare, live ammunition in the form of artificially created slugs. The slugs he wields are shown below, James must use his bonus action to load a specialty slug into his weapon:
- Thunder Slug. DC 15 dexterity saving throw: Range 45ft. anyone caught within a 15ft sphere of the thunder slug's blast must make a dexterity saving throw or take 4d8 thunder damage, those who succeeded on the saving throw take only half. Constructs have disadvantage on the saving throw. James has two Thunder Slugs
- Metal Slug. Ranged Attack roll: +7, range 45/90ft. The standard issue slug that deals 1d12 piercing damage upon hitting a target
- Flash Slug. DC 15 Constitution saving throw, each creature in a 15 ft cone in front of James who failed this saving throw have the blinded condition until the start of his next turn. James has 3 Flash Slugs
- Leech Slug. Ranged attack roll: +7, 45/90ft. When this slug makes contact, the opponent must make a DC 14 Constitution saving throw. This happens over the course of 3 turns and on each fail, the target takes 1d6 +3 piercing damage and the slug gets bigger with each failed con check. At the end of the 3rd turn, this slug detaches from the target and acts as a health potion that equals the piercing damage dealt. James has 3 Leech Slugs
Actions
Fire Slug. James fires the loaded slug.
Bonus Actions
Load Slug. James loads a slug into his hand cannon. This changes the effects of his next attack.