Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 17 Leather
Hit Points 104 (14d10 + 16)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +8, DEX +8, INT +4
Skills Insight +14, Intimidation +15
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fearless. The Riflemen has advantage on saving throws against being frightened.

Mental Resilience. The Riflemen has advantage on saving throws against being charmed.

Actions

Multiattack. The Rifleman makes three ranged or melee attacks.

Military Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.

Rifle. Ranged Weapon Attack: +10 to hit, range 80/240 ft., Hit: 18 (2d10 + 8)

 

Reactions

Parry. The Rifleman adds 4 to its AC against one melee attack that would hit it. To do so, the Rifleman must see the attacker and be wielding a melee weapon.

Tenacity. When an attack reduces to an Rifleman to 0 hit points, they may make one last Ranged Attack with a +5 to Hit bonus. After this attack, the Rifleman dies.

Description

Rifleman often travel with large group that includes gunslingers and quicklabdes who are equally as dangerous.

Monster Tags: NPC

Habitat: Urban

Master_of_Nothing

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