Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (chain shirt)
Hit Points 16 (2d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws STR +2
Skills Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Musket. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 8 (1d12 + 2) piercing damage. 

Reload. The weapon can be fired 1 time 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 2, 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 10). 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 DC 11 Dexterity saving throw or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate or bounces away harmlessly before doing so.

Description

 

Bank guards protect the public and private wealth of a citizenry.

 
 
 

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

qwa127

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