Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 17 Leather
Hit Points 95 (13d8 + 20)
Speed 40 ft.
STR
18 (+4)
DEX
19 (+4)
CON
17 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +8, DEX +8, INT +6
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 Rover has advantage on saving throws against being frightened.

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

Actions

Multiattack. The Rover makes three ranged or melee attacks.

Hatchet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Whip. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage. On a hit, the target must make a dex save (16) or be knocked prone

Poisoned Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., Hit: 16 (1d8 + 6) plus 11 (2d10) poison damage.

 

 

Bonus Actions

A rover can heal one of its allies if they are within 30ft. for 2d10 points.

Reactions

Dash. When any opponent takes movement as part of their action, the Rover can Dash as a reaction.

Description

Rovers often travel with large group that includes Rifleman and Gunslingers who are equally as dangerous.

Monster Tags: NPC

Habitat: Urban

Master_of_Nothing

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