Black Hand Sniper. Can make one attack with the KAR98K or two attacks with the short sword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) [Piercing] damage.
KAR98K. RangedWeapon Attack: +7 to hit, range 120/240 ft., 1 target. Hit: 12 (2d12 + 4) [Piercing] damage.
Lending A Helping Hand. As a bonus action, the Black Hand Sniper can use his bonus action to use the help action for any non-hostile target within 5ft of him.
Take Cover. As a bonus action, the Black Hand Sniper can move to the nearest cover available, be it half, three-quarters, or full.
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Description
Clad in camouflages, the Black Hand Sniper moves among the unseen, dealing out death to their foes with surprising and deadly accuracy. Recruited from some of the most efficient militaries in Thume, they are the best in their field for a reason. Aside from the camouflages, they come equipped with a KAR98K with an 8x magnification scope with a red-dot reticle. As well as a short sword for short-ranged combat.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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