Double Tap. Makes two Sniper Shots with one action.
Ignore. Can choose to ignore persuasion or intimidation checks at will.
Action Name. Enter the description for your action.
Pistol Whip: +1 to hit, reach 5 ft. Hit: 4 (1d6 + 3) bludgeoning damage.
Solution Sniper Shot. Ranged Weapon Attack: +8 to hit, range 80/120 ft., 1 target. Hit: # (4d8 + 8) Piercing damage.
Solution Shotgun Shot. Ranged Weapon Attack: +8 to hit, range 15/#20 ft. cone. Hit: (4d6 + 8) piercing damage.
Ammunition Change - Switches the damage type of ammunition she is firing, from regular piercing, lightning, fire, cold, and acidic.
Reaction Name. Enter the description for your action.
Anti Magic Bullets. Bullets enchanted to have anti magic properties. Capable of piercing the Shield spell, as well as countering spells in progress much like a counter spell.
Grapple Hook. Allows zero to ignore difficult terrain, as well as bind enemies.
Disarming Shot. With her expertise as a gunslinger, Zero makes an exacting shot to shoot the weapon out of a persons hands. Target must make a DC 15 Dexterity saving throw, or be disarmed.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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.
Previous Versions
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