Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Multiattack. The cowboys can make two crossbow attacks.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

hit","rollAction":"Shortsword"}[/rollable] to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Description

Cowboys are like peacekeepers. Yes, they do protect the people of Claimwaters, but do so at the biding of Boon Pickens. These men are more loyal to the Pickens family than the Royal Family in Norm. Are always in conflict with the Red Clay Knights and Roughneck guards who are the rightful peacekeepers. And argue over who has the right to keep the peace in the town of Claimwaters.

They wear an orange hat and chain shirt. With the letter P on the front.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Stroyteller_of_Beyond