Medium Humanoid, Any Chaotic Alignment
Armor Class 10
Hit Points 12 (4d4)
Speed 30 ft., Climb 30 ft.
STR
8 (-1)
DEX
9 (-1)
CON
9 (-1)
INT
5 (-3)
WIS
5 (-3)
CHA
11 (+0)
Saving Throws DEX +1
Damage Vulnerabilities Fire
Senses Darkvision, Passive Perception 14
Languages Common, Thieves' Cant, Undercommon
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

drug dealer: +3 to charisma rolls and saving throws

Actions

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.

danielrex101

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