Immunity to Necrotic Damage:
She is naturally immune to Necrotic Damage.
Stacked Hits:
After stacking up 5 hits on her opponents she can activate her ultimate.
Hexgun:
Roll a D10
1- Radiant Explosion (4d4 5tiles Blindness) Light
2- Blooming Gaze (1d10 3tiles Charm) Pink
3- Lymphatic Syringe (4d8 + 2d10p/t 2tiles Explosion) Blood
4- Confusion Gas (2d10 4tiles Confusion) Green
5- Lowly Slumber (1d8p/t 4tiles Sleep) White
6- Corrupted Mind (17 Wisdom Saving Throw or Stun for 2 rounds 3tiles) Light
7- Sound Blasphomy (1d4 5tiles Daze) Transparent
8- Undead's Blood (8d6 3tiles Rotten) Dark Purple
9- Practical Plague (15 Dexterity Saving Throw if fail 2d12 8tiles Infection, each person within 2 tiles of the infected player for 1 total round is infected too)
10- Mutanted Strength (1tile Healing of 3d12, +2 to Strength stat, +4d4 to every attack and all Buffs lasts 3 rounds) Blue
HexVacuum:
50 feet pull of gas
Sniper's Resolve:
Once every 5 Stacks she gets to use (Sniper's Resolve), her pistol turns into a sniper, she rolls an unmodified d10, with an attempt to get 10+:
If succeeds: She does 10d10 Piercing Damage + Stun for 1 Round
If fails: She does 5d10 Piercing Damage, loses her 2nd action and doesn't stun
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.
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