{"name":"Cloud Marine","challenge_rating":"3","xp":"700","types":"Humanoid (any race)","pb":"+2","size":"Medium","sizer":"NONE","languages":"Common and one other (usually elvish)","alignment":"Any alignment","description":"An elite soldier serving in the airfleet. Marines are deployed as shipboard security details and are equipped to conduct boarding operations.","suggested_environments":"","armor_class":"17 (Half Plate)","hit_points":"78 (12d8+24)","strength":"14","dexterity":"16","constitution":"14","intelligence":"12","wisdom":"10","charisma":"12","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"30","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception +2","skills":"Perception +2, Athletics +4","saving_throws":"Advantage on saving throws against harmful gases and vapors","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Multi Attack.[\/b] When using the attack action, the marine can attack twice using either their trench gun or their sabre.\r\n[br][b]Fixed Bayonet.[\/b] After taking the attack action and making at least one attack with the trench gun, the marine can use a bonus action to attack with their bayonet.\r\n[br][b]High Altitude Combat Gear.[\/b] The marine can breathe normally in any environment and has a magical flying speed equal to their walking speed.","actions":"[b]Trench Gun.[\/b] [i]Ranged Weapon Attack:[\/i] +5 to hit, range 30\/90ft , one target. Hit: 8 (2d4+3) piercing damage. Ammunition, Reload (5)\r\n[br][b]Sabre[\/b][b].[\/b] [i]Melee Weapon Attack:[\/i] +5 to hit, reach 5ft, one target. Hit: 7 (1d8+3) slashing damage.\r\n[br][b]Frag Grenade.[\/b] The marine throws a high explosive grenade up to 60 ft. Any creatures within 20 ft. of an exploding frag grenade must make a DC 15 Dex save, taking 17 (5d6) piercing damage on a failed save or half as much on a success. The marine can use this ability two times before needing to restock.\r\n[br][b]Stun Grenade.[\/b] The marine throws a stun grenade up to 60 ft. Each creature within 20 ft. of an exploding stun grenade must make a DC 15 Con save, becoming stunned until the end of its next turn on a failure or deafened until the end of its next turn on a success. The marine can use this ability once before needing to restock.","bonus_actions":"[b]Bayonet.[\/b] [i]Melee Weapon Attack:[\/i] +5 to hit, reach 10ft, one target. Hit: 5 (1d4+3) piercing damage. Can only be used after making an attack with the trench gun.","reactions":"[b]Parry. [\/b]The marine adds 3 to their AC against one melee attack that would hit them. The marine must see the attacker and be wielding a melee weapon.","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"Soldiers, CR 3","isShared":"on","templateId":"2991","blockId":"1410001","world":"b0cead15-e5a6-4731-bf05-70501300feda","folder":"25265"}