Medium Humanoid (Human), Chaotic Neutral
Armor Class 17
Hit Points 115 (10d10 + 30)
Speed 50 ft.
STR
17 (+3)
DEX
22 (+6)
CON
16 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +7, DEX +10, INT +8
Skills Stealth +10, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 15
Languages Common, elvish, dwarvish, goblin, orc, giant
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Bullet Time. (5/day) As a bonus action the Bounty Hunter adds an extra 3 revolver attacks to his multiattack replacing his Deadly Dagger attack.

Actions

Multiattack. The bounty hunter can make three attacks (five with his Bullet Time activated) in one turn, two with his revolver and one with his deadly dagger. The revolver attacks can be replaced by an attack from a deadly dagger.

Deadly Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) slashing damage. If hit the target must succeed a DC 16 Constitution saving Throw or take an additional 5d6 poison damage.

Revolver. RangedWeapon Attack: +7 to hit, range 15/80 ft., 1 target. Hit: 18 (2d6 + 6) piercing damage. (When rolling for revolver damage, whenever you roll a 6, add an extra d6 to the damage)

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Shoot Back. When an enemy rolls a 1 on an attack roll against the Bounty Hunter he gets an attack of opportunity against them.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

The Bounty Hunter has 5 mythic action points.

Return (Costs 2 Actions). When the Bounty Hunter is reduced to 0 hit points or fewer he can come back at half his Max HP (The Bounty Hunter cannot use this mythic action if he is at -55 Hp or lower)

Reload (Costs 1 Action). The Bounty Hunter regains 2 Bullet Times.

Description

When an adventurers are to hard to handle for normal thugs to deal with. He is sent.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2023 4:12:31 AM
8
1
5e
Coming Soon
Blade0711

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