b'Bil\xe2\x80\x99djooli Commander \n'b'  Medium   aberration ,  lawful evil  \n'b'  Armor Class  18 (enchanted bil\xe2\x80\x99djooli armor)  Hit Points  273 (26d8 + 156)  Speed  20 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX:  22 (+6)  CON:  22 (+6)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +5,  Dex  +11,  Con  +11  Skills   Athletics  +10, Intimidate +7,  Stealth  +11  Damage Resistances  cold  Damage Vulnerabilities  poison  Senses   darkvision  60 ft., passive  Perception  11  Languages  Bil\xe2\x80\xbadjooli, Ultari  Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Bil\xe2\x80\x99djooli Military Training . A bil\xe2\x80\x99djooli rod deals one extra weapon die of damage when the bil\xe2\x80\x99djooli commander hits with it in melee (included in the attack). The rod is also considered to have the finesse trait when wielded by a bil\xe2\x80\x99djooli commander. \n'b'  Bil\xe2\x80\x99djooli Traits . The bil\xe2\x80\x99djooli aquamancer has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b'  Die Hard . When reduced to  0 hit points  instead of dying the bil\xe2\x80\x99djooli commander becomes immune to all damage until the end of the next round when it dies. During this \xe2\x80\x9cdie hard\xe2\x80\x9d round it may take its  actions  as normal. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The bil\xe2\x80\x99djooli commander uses one of the following  attack  options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b'  Bil\xe2\x80\x99djooli Rod .  Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. and range 60 ft., one target.  Hit : 15 (2d8 + 6) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, lightning or necrotic), or 20 (4d6+6) energy damage (acid, cold, fire, lightning or necrotic) if used to make a range  attack . \n'b'  Bil\xe2\x80\x99djooli Rod Blast (1/Day) . The bil\xe2\x80\x99djooli commander fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15  Dexterity  saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, lightning or necrotic damage \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli commander\xe2\x80\x99s bonus action if it differs from the energy type of a previous attack made by it. \n'b'  Tentacle Slam .  Melee Weapon Attack : +11 to hit, reach 10 ft., one creature.  Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 18  Constitution  saving throw or be  poisoned  for 1 hour. The bil\xe2\x80\x99jooli can then use a bonus action to Shove the target, and if successful can force the target to drop one held item instead of knocking them  prone  or pushing them away. \n'b'\n'b' ACTIONS \n'b'\n'b'  Side Shot . Any time an  attack  targets a bil\xe2\x80\x99djooli commander, it may use its  reaction  to make a bil\xe2\x80\x99djooli rod  ranged attack  against any creature it can see. The commander must be wielding a bil\xe2\x80\x99djooli rod to use this  reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bil\xe2\x80\x99djooli commander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A bil\xe2\x80\x99djooli commander regains spent legendary actions at the start of its turn. \n'b'\n'b'  Decisive Strike . One of the commander\xe2\x80\x99s allies that can see and hear it immediately makes a single melee or  ranged attack  with advantage. The damage dealt by this  attack  bypasses all damage reduction. This attack doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s actions on its turn. \n'b'  Rise Up . All allies that can see or hear the commander can add 1d10 to their next attack roll. \n'b'  Directed Assault (1/Day) . By finding a gap in the enemy\xe2\x80\x99s defenses, the commander allows its allies to take advantage of the weakness. All allies of the commander within 30 feet of the commander can move up to 30 feet and make one melee or  ranged attack . This  attack  is made with advantage and has its critical hit chance increased by 1 (for example a 20 becomes a 19 or 20) and if a critical hit is rolled the  attack  deals maximum damage. This  attack  doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s  actions  on its turn. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli commanders are decorated combatants recognized for ferocity and obedience. They bark commands during combat and expect their soldiers to follow them to death if necessary. A bil\xe2\x80\x99djooli commander makes use of its legendary actions to threaten spellcasters or end formidable melee threats, and don\xe2\x80\x99t shy away from combat themselves. Though each chafe under its aquamancer\xe2\x80\x99s conceit, commanders are responsible for their fellow officers, both cooperating with them and defending them in combat. \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid.'