Medium Humanoid, Neutral Good
Armor Class 12 natural armor
Hit Points 15 (2d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +4, INT +4
Skills Arcana +6, Athletics +3, History +4, Insight +4, Investigation +4, Persuasion +5
Damage Resistances Necrotic, Radiant
Senses Darkvision 60, Passive Perception 11
Languages Celestial, Common, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Celestial Resistance. Alex has resistance to necrotic damage and radiant damage.

Healing Hands. Once per long rest as an action, Alex can touch a creature and restore 2 hit points.

Light Bearer. Alex knows the light cantrip.

University Education. Alex has an education in engineering, mechanical-arcane hybrid technology, and the history of Sommwear City. Whenever he makes a skill check related to these areas of academia he rolls with advantage. 

Gunner. Alex has a quick hand and keen eye when employing firearms, granting him the following benefits:

  • Dexterity score increases by 1, to a maximum of 20.
  • Alex has proficiency with firearms.
  • He ignores the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on Alex's ranged attack rolls.

Ol' Western Shootin'. Alex owns a number of firearms that consistently shoots recreationally with. In fact, he has won second place in the Sommwear annual cowboy action shooting competition. He gains the following benefits:

  • Alex can use the Fanning action while holding a single-shot revolver.
  • Alex can use the Concentrated Shot action while holding a leaver-action gun.
  • Alex can draw or stow a shotgun or pistol as a free action

Tokyo Drifting. Alex owns one of the fastest cars in the entire city and has the skills to match. He's also He gains the following benefits:

  • Alex has advantage on any checks to operate land and air vehicles
  • If a vehicle that Alex is operating a vehicle that is subjected to an effect that allows it to make a dexterity saving throw to take only half-damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 
  • When Alex uses his action to operate a vehicle he can still make one attack. 

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Concentrated Shot. Alex can make 4 (proficiency bonus + dex mod) ranged attacks with a leaver action rifle against the same or separate target(s) in a 70ft cone. Alex cannot take the move action on the same turn that he takes this action. 

Fanning. Alex rolls damage for his pistol and fires every shot in the cylinder, everyone in a 15ft cone must make a dex save to take half damage, taking full damage on a fail. Or, Alex can fire every shot in his pistol at one target with a -5 to hit, rolling damage for each shot fired.  

Action Name. Enter the description for your action.

Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (0d# + 1) [bludgeoning] damage. 

44. Revolver. RangedWeapon Attack: +4 to hit, range 40/120 ft., 1 target. Hit: 12 (2d8 + 2) [piercing] damage.

Winchester 1895. RangedWeapon Attack: +4 to hit, range 300/1200 ft., 1 target. Hit: 14 (4d10 + 4) [piercing] damage.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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.

TheBoozyPilgrim

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