Armor Class
19
studded leather
Hit Points
78
(12d8 + 24)
Speed
30 ft.
STR
12
(+1)
DEX
18
(+4)
CON
14
(+2)
INT
12
(+1)
WIS
10
(+0)
CHA
16
(+3)
Saving Throws
DEX +6
Skills
Acrobatics +8, Athletics +5, Perception +2, Persuasion +5
Senses
Darkvision 60 ft, Passive Perception 12
Languages
Aquan, Common, Elvish, Thieves' Cant
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. Laslikar makes three attacks: one with a dagger and two with its rapier or pistol.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Pistol. Raged Weapon +6 to hit, range 30/120 ft., one target. Hit: 9 (1d10+4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
Laslikar Carries 10 pistol bullets
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments