Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ammo. The Bandit Gunslinger carries a pouch with 20 pistol bullets in it, 10 for each gun.

Actions

Multiattack. The gunslinger makes two ranged attacks: two with its pistol. Or the gunslinger makes one ranged attack with its musket then reloads.

Musket. Ranged Weapon Attack: +5 to hit, range 120 ft./480 ft. one target. Hit: 9 (1d12 + 3) piercing damage. Reload (1), Misfire (2)

Pistol. Ranged Weapon Attack: +5 to hit, range 60 ft./240 ft., one target. Hit: 8 (1d10+3) piercing damage. Reload (4), Misfire (1)

Description

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit gunslinger has these qualities in spades. In addition to managing a crew of selfish malcontents, the sky pirate slinger is a variation of the bandit gunslinger, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit gunslinger or sky pirate slinger craves infamy. A prisoner who appeals to the gunslinger's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

VapeMasterMiller

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