AC 14 (scale mail)
HP 60 (5d10 + 10; bloodied 30)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Constitution +4
Skills Engineering +2
Damage Resistances fire, force;
Senses passive Perception 10
Languages any one
Loading Weapon. Explosive gauntlets must be loaded before they can be used. The door breaker can only make one attack with a single gauntlet when they use an action, bonus action, or reaction to use it, even if they can normally make more attacks, unless they have another loaded gauntlet.
Specialized Weaponry. The door breaker’s attacks with its gauntlet have the breaker property, allowing them to deal double damage to objects and structures. They also have advantage on attack rolls against objects and structures, such as doors or barricades.
Smoky Sight. Door breakers do not suffer penalties to attack rolls , Perception checks, or other checks to navigate when engulfed in obscuring smoke.
ACTIONS
Multiattack.The door breaker attacks twice using its explosive gauntlets .
Explosive Gauntlets. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3 bludgeoning + 3 (1d6) fire + (1d6) force) damage.
Clear the Way. The door breaker claps their gauntlets together, directing the force of the explosion in a 15 feet cone. Each creature in that area makes a DC 13 Strength saving throw , or is knocked prone , pushed back 15 feet, and takes 3 (1d6) fire damage and 3 (1d6) force damage. On a success, a creature is not pushed back or
BONUS ACTIONS
Reload. As a bonus action, the Door Buster reloads both of its gauntlets..
REACTIONS
Smoke Screen (Recharge 4–6). When hit by a ranged attack, the door breaker throws a bunch of burning rags on the floor, granting them three-quarters cover (+5 bonus to AC, Dexterity saving throws , and ability checks made to hide) until the beginning of their next turn.
Walking Weapons. Picked from the toughest and burliest warriors, door breakers are deployed wherever the enemy is occupying a choke point. While they are often given high pay and special privileges to incentivize membership, door breakers rarely survive long enough to enjoy either.
When faced with a locked door or defended entry points, door breakers are called in to open the fight up and gain entrance. They do this by using their explosive gauntlets directly on the door or utilizing Clear the Way on foes obstructing the entrance before rushing into the gaps.
CR 3–4 Door breaker and 1d2 soldiers
Treasure d4 black powder charges, 165 gold
CR 5–10 1 door breaker , 2d4 soldiers and an apprentice mage ; 1 door breaker , 1 veteran , 2d4 soldiers , and an apprentice mage
Treasure 100 sp, 750 gp, 20pp, bag of holding
CR 11–16 1–2 door breakers and 2 soldier squads ; 1 door breaker , 2 soldier squads , and a knight
Treasure 200 sp, 1,500 gp, 150 pp, bag of holding, decanter of endless water ,
CR 17–22 2 door breakers , 1 knight , 1 veteran , and a soldier squad ; 2 door breakers , 1 knight , 1d2 priests , 1d3 veterans, 1d3 soldier squads .
Treasure 600 pp, gold statuette worth 750 gp, chained platinum earrings worth 750 gp, fine chain necklace worth 750 gp
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.