Armor Class
10
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
13
(+1)
DEX
17
(+3)
CON
14
(+2)
INT
11
(+0)
WIS
12
(+1)
CHA
15
(+2)
Skills
Animal Handling +3, Intimidation +4, Medicine +3, Perception +3, Persuasion +4, Sleight of Hand +5
Senses
Passive Perception 10
Languages
Common, Thieves' Cant
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Quickdraw. The cowboy gets a +9 to initiative.
Shootout. At initiative count 20, the cowboy chooses a target. That target makes a Dc 15 wisdom save, on a fail that target can not go further than 50 ft (30 ft if the target is wielding a ranged weapon) of the cowboy, and if the target is further than that, they must use there movement to get there (dashing if needed).
Cowboy Charm. The cowboy has advantage on charisma checks.
Actions
Revolver. Ranged Weapon Attack: +5 to hit, range 170/680, one target. Hit: 12 (2d8+3) piercing damage.
Comments