ESC Sector Commander
Sector Commanders decide when a holding stops being worth defending. Those decisions have ended settlements, and the Corps acts on them without a second review. A commander fights with a rail lance, in powered armor and behind an ion shield.
Echelon Corporation- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 19 (powered corps plate)
- Hit points
- 178 (21d8 + 84)
- Proficiency
- +4
- STR 17 +3 save +3
- DEX 18 +4 save +8
- CON 18 +4 save +8
- INT 17 +3 save +3
- WIS 17 +3 save +7
- CHA 17 +3 save +7
- Skills
- Perception +7 , Intimidation +7 , Investigation +7 , Persuasion +7 , Technology +7
- Passive Perception
- 17
- Languages
- Common, Axiom Binary, Low Aurelian
- Condition immunities
- decompressed , frightened
- Found in
- Echelon Prime , Settlement
Equipment
Traits
-
Legendary Resistance
Once per day, when it fails a saving throw, it may choose to succeed instead.
-
Write-Off Authority
Echelon creatures within 120 feet cannot be Frightened and add 1d6 to their damage rolls.
Actions
-
Rail Lance
+8 to hit · long range
2d12 + 4 kinetic damage
The Sector Commander makes three attacks. Against a creature it has written off, each hit deals an extra 2d6 kinetic damage.
-
Asset Denial
DC 15 Dexterity save
The Sector Commander targets a 20-foot radius within 120 feet. Each creature there makes a Dexterity saving throw, taking 10d8 force damage on a failure and half as much on a success. Structures in the area are destroyed outright. Recharges on a 5 or 6.
-
Write It Off Reaction
When an Echelon creature within 120 feet is reduced to 0 hit points, one other Echelon creature within 120 feet gains 20 temporary hit points and can immediately move up to its speed.