Property of Egregious. Colt gains a +2 bonus to attack and damage rolls with this magic weapon. When Colt attacks an object or creature while its Hit Points are above 100, treat this weapon as a +3 weapon with the following effects: If the attack hits, roll three additional damage die for this attack. If your target was a creature, roll a d20. If the roll was an 18, 19, or 20, one of the creature's arms or legs is severed, ultimately GM can decide. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need its arms or legs, has more legs or arms or other method of preventing the effects, or the GM decides that the creature is too big for its arms or legs to be cut off with this weapon. If your target was an object, no matter what the object was made of, it is cut cleanly in two in the direction you slashed it, unless it is magical. If it is magical, roll as if it were a creature.
Resilient Mind. Due to Colt's fierce mind, he is immune to the following conditions: paralyzed, charmed, frightened and petrified. This feat also grants Colt immunity to psychic damage and resistance to damage dealt by traps.
From the streets. Colt's urchin-like background grants him expertise in the following skills: perception, deception, sleight of hand, stealth and intimidation. This feat also grants Colt advantage on investigation (int) checks when trying to deduce something that happened in a city or town.
Assassinate. During its first turn, Colt has advantage on attack rolls against any creature that hasn't taken a turn yet. Any hit Colt scores against a surprised creature is a critical hit.
Sneak Attack. Once per turn, Colt deals an extra 36 (9d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Colt that isn't Incapacitated and Colt doesn't have disadvantage on the attack roll.
Speedy Fellow. When prone, Colt can use 5 ft. movement speed to stand up, and his movement speed is doubled (not included in current movement speed).
Multiattack. Colt can make three melee attacks or 2 ranged attacks.
Egregious. Melee Weapon Attack: +14/15 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 6) slashing damage.
Assassin Dagger. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 12 (3d4 + 6) piercing/slashing damage. On a successful attack against an enemy, they must make a DC 18 Con saving throw. If they fail it they take 1d6 poison damage and are poisoned for 1 minute, however if they succeed the constitution saving throw they are immune to this effect for 24 hours.
Colt's Crossbow. RangedWeapon Attack: +13 to hit, range 5/320 ft., 1 target. Hit: 19 (3d8 + 7) piercing damage. When Colt scores a critical hit with this weapon, the target takes an additional 2d6 piercing damage; on top of the double damage included when scoring a critical hit.
Cunning Action. Colt can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Evasion. If Colt is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Colt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Uncanny Dodge. when an attacker that Colt can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
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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