Medium Humanoid (Lizardfolk), Neutral
Armor Class 16 (leather armor)
Hit Points 42 (5d10 + 3)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +3, CON +5
Skills Athletics +4, History +3, Intimidation +2, Nature +3, Perception +5, Survival +5
Senses Passive Perception 15
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Killer10ag

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