Runarcana

Part 4 · Monsters & Creatures

Enforcer Captain

Armed with Hextech equipment, these high-ranking officers are only deployed when a mission demands a swift resolution with minimal casualties, always acting diplomatically or enforcing order by force in a precise and lethal manner, depending on each one’s moral compass.

Enforcer Captain Sheet

Enforcer Captain

CategoryElite
CR7

Humanoid, Medium

HP147 (30d8+12)
AC16
DR
Proficiency+3
Initiative+5
Attributes
STR: 15+2
DEX: 18+4
CON: 16+3
INT: 15+2
WIS: 16+3
CHA: 14+2
Additional
Senses
Darkvision 30 feet* (Night-vision goggles). Passive perception 13.
Speed
30 feet Walking
Skills
Athletics +5, Acrobatics +6.
Languages
Zaunite with Piltovan dialect
Collective1,450
Individual544

Saving Throws: Dexterity +7

Shooting Ace. The Enforcer Captain can use his bonus action to reload a firearm he's wielding or make an extra attack if he makes an attack roll.

Evasive Officer. When the Enforcer Captain makes a Dexterity saving throw, he takes only half damage on a failure and negates the damage on a success. In addition, he can use his reaction to move 10 feet when a creature makes a melee attack roll against him and, as part of the same reaction, make an attack.

Field Training. When choosing a target to make an attack roll with a firearm, the Enforcer Captain can choose not to move; if he does, he gains advantage on the attack roll.

Multiattack. When taking an attack action, the Enforcer Captain can make two attacks of his choice among the options he has.

Hextech Revolver. Ranged Weapon Attack, +7 to hit, 60/250 ft. range, one target. On a hit, deals 17 (3d8+4) Force damage.

Unarmed Strike. Melee Unarmed Attack, +5 to hit, 5 ft. reach. On a hit, deals 6 (1d8+2) Bludgeoning damage.

The Enforcer Captain has 3 epic action charges, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Enforcer Captain's turn, the number of charges resets to 3

The Enforcer Captain can take an action and restore his reaction (if spent)

The Enforcer Captain can spend all or the rest of his movement

The Enforcer Captain can spend 2 epic actions to make an additional attack with his reaction

The Enforcer Captain can repeat a saving throw against an effect affecting him

Cost. When the Enforcer Captain redoes the saving throw this way, he loses 7 hit points.

When looted, the Enforcer Captain has a 70% chance of yielding crafting components, 20% of yielding the items intact, or 10% of them being too damaged for use, requiring repair, from the items below:

Night-vision Goggles (Uncommon). Using this item grants 30 feet of darkvision.

A pair of Hextech Revolvers (Rare). Firearm. Each weapon generates energy ammunition, making the damage dealt Force damage and ignoring the weapon's Capacity property. Can't receive Reload-type modifications.

Runic Pulse: Agate Pulse (1d6 Bludgeoning and Force damage).

Runes: Pack Leader, 2 uses.