b'Purity Obercommander \n'b'  Family:   auttaine  \n'b'  Medium   humanoid  (auttaine),  lawful evil  \n'b'  Armor Class  18 (plate mail)  Hit Points  190 (20d8 + 100)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  20 (+5)  CON:  20 (+5)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +9,  Con  +10,  Wis  +8,  Cha  +10  Skills   Acrobatics  +11,  Arcana  +10,  Insight  +9,  Intimidation  +11,  Perception  +9  Senses  passive  Perception  19  Languages  Common, Abyssal  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Escape Route . The obercommander supervises orderly maneuvers and retreats. The obercommander\xe2\x80\x99s movement never provokes opportunity attacks as long as she is adjacent to an ally, and her allies\xe2\x80\x99 movement never provokes opportunity attacks as long as they are adjacent to the obercommander. \n'b'  Fanatic Defenders . As long as the obercommander is adjacent to an ally, she gains half  cover  against  ranged attacks . \n'b'  Magic Resistance . The obercommander has advantage on saving throws against spells and other magical effects. \n'b'  Reactive . The obercommander can use two  reactions  each round. \n'b'  Shake It Off (1/Turn) . As a bonus action, the obercommander can attempt a saving throw to end one ongoing spell or effect affecting her. Allies adjacent to the obercommander when she uses this ability can likewise attempt a saving throw to end an ongoing effect; this does not require an action for those allies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The obercommander uses her stern gaze (if available) and makes three attacks. \n'b'  Baton .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'  Pepperbox .  Ranged Weapon Attack : +10 to hit, range 20/80 ft., one creature.  Hit : 15 (2d10 + 4) piercing damage. \n'b'  Stern Gaze (Recharge 4-6) . As a bonus action, the obercommander can turn her stern and steely gaze on an enemy within 30 feet, which must make a DC 21  Wisdom  saving throw or become  frightened . The target can make a new saving throw each round at the end of its turn to stop being  frightened , and the DC is reduced by 1 each round after the first. \n'b'\n'b' REACTIONS \n'b'\n'b'  Duck and Cover . When the obercommander and an adjacent ally must make a  Dexterity  saving throw against the same effect, the obercommander and her ally can take the result of either her own die roll or that of her ally. A creature taking their ally\xe2\x80\x99s result falls  prone  after doing so. If the obercommander is adjacent to multiple allies, all of her allies can use a  reaction  to take the obercommander\xe2\x80\x99s saving throw result, but she must select one ally whose saving throw result she might use instead. Exploit Weakness. Whenever an enemy within 30 feet is  blinded ,  frightened ,  incapacitated ,  restrained ,  stunned , or falls  prone , as a  reaction  the obercommander can make an  attack  against that foe. Instead of attacking herself, she can instead use this  reaction  to grant an ally within 30 feet the ability to  attack  the same creature using their own  reaction . She cannot use this ability against the same creature more than once per round.'