drug dealer: +3 to charisma rolls and saving throws
knife Melee Weapon Attack: +3 to hit, reach 5ft. Hit: 1(2d4 + 4) slashing damage.
gun go brrrrrrrrr. RangedWeapon Attack: +4 to hit, range 5/30 ft., 1 target. Hit: 1(3d4+ 4) piercing damage. use this twice
drugs in your eyes: ranged weapon attack. +3 to hit, range 0/10 ft. 10 ft cone. hit 1(2d4), creatures hit by this must succeed on a dc14 con saving throw or be blinded for the next 2 turns and you suffer the effect of drugged.
drugged: you have -2 to all con and wisdom rolls and (dms discretion) you have to act like your high. effect ends after short rest
Description
the main workforce of the alopex mechanicus gang. their jobs include selling of illegal liquor, drug dealing and other task
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.
Comments