Hold Breath. Crox can hold his breath for 15 minutes.
Hungry Jaws. Twice per day when Crox makes a bite Attack he gains 5 temporary HP.
Second Wind. Once per day Crox can use a bonus action to regain 1d10+5 HP.
Gunner. Crox Ignores the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Trick Shots (3/day). You learn trick shots that enhance a firearm attack in some way and can replace one of your pistol shots with them. The saving throw for your trick shots is a DC 16.
Dazing Shot. When you make a firearm attack against a creature, you can expend Trick Shot charge. On a hit, the creature takes damage and must make a CON saving throw (DC 16) or suffer disadvantage on attacks until the end of their next turn.
Piercing Shot. When you make a firearm attack against a creature, you can expend Trick Shot charge to attempt to fire through multiple opponents. On a hit, the creature takes damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Multiattack. Crox makes two attacks, in any combination.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Pistol (Magic Weapon). Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Description
Crox is a lifelong companion who just wants to prove his worth. On the inside he is a scared little lizardman that who dreams of being strong enough to protect himself and his friends.
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