Medium Humanoid (Human), Lawful Good
Armor Class 16 (studded leather)
Hit Points 96 (12d10 + 26)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +6, DEX +8, CON +6
Senses Passive Perception 17
Languages Common English
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Action Surge (1/short rest). On his turn, Allan can take an additional action on top of his regular action and a possible bonus action. Attentive Gaze. Allan can use a bonus action to take the Search action.

Excellent Aim (3/short rest). Allan can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Allan makes against the target deal an extra 5 damage.

Favored Enemy. Allan has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Indomitable (1/long rest). Allan can reroll a saving throw that he fails but must use the new roll. Marksman Combatant. Allan doesn’t have disadvantage from making ranged weapon attack rolls against targets within 5 feet of him. In addition, whenever he makes a ranged weapon attack against a creature on his turn, that creature is unable to take reactions until the end of his turn.

Natural Explorer: Grassland. When Allan makes an Intelligence or Wisdom check related to the grassland, his proficiency bonus (+5) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Allan gains the following benefits:
◆ Difficult terrain doesn’t slow his group’s travel.
◆ Allan’s group can’t become lost except by magical means.
◆ Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Allan remains alert to danger.
◆ If Allan is traveling alone, he can move stealthily at a normal pace.
◆ When he forages, Allan finds twice as much food as he normally would.
◆ While tracking other creatures, Allan also learns their exact number, their sizes, and how long ago they passed through the area.

Second Wind (1/short rest). On his turn, Allan can use a bonus action to regain 1d10+12 hit points.

Actions

Extra Attack. Allan attacks three times when he takes the Attack action.

Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Revolver. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.

Hunting Rifle. Ranged Weapon Attack: +11 to hit, range 80/240 ft., one target. Hit: 15 (2d10+4) piercing damage.

Description

Resistant. Allan has proficiency with Dexterity saving throws (included above).

Superb Aim. Allan ignores half cover and threequarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Allan makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Monster Tags: NPC

Jyuro

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