Bright Bomber

Medium human, any alignment

Armor Class 15
Hit Points 34 (4d8 +8)
Speed 30 ft., fly 50 ft.

11 (+0) 16 (+3) 10 (+0) 18 (+4) 14 (+2) 16 (+3)

Condition Immunities charmed
Skills Investigation +6, Insight +4, Persuasion +5, technology +6
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 12
Languages Terran, Binary
Challenge 1 (200 XP)


  • Cunning Action. On each of its turns, the bright bomber can use a bonus action to take the Dash, Disengage, or Hide action.
  • Optical Camo. As an action you activate her optical camo belt. The bomber becomes invisible for up to 1 hour. Anything she is wearing or carrying is invisible as long as it is on their person. The power ends if they attack or use a power. This feature cannot be used again until the next dawn.


  • Blaster. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 6 (2d4 +1) radiant damage.
  • Homing Missiles (Recharge 6). The bright bomber releases a barrage of three small homing missiles. Each missile hits a creature of its choice that it can see within 120 feet. A missile deals 1d4+1 fire damage to its target. The missiles all strike simultaneously, and the bomber can direct them to hit one creature or several.
Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

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