Fearless. The Rover has advantage on saving throws against being frightened.
Mental Resilience. The Rover has advantage on saving throws against being charmed.
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.
A rover can heal one of its allies if they are within 30ft. for 2d10 points.
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.
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