Medium Humanoid (Human), Chaotic Good
Armor Class 17 (studded leather)
Hit Points 164 (15d10 + 89)
Speed 30 ft.
STR
10 (+0)
DEX
20 (+5)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +5, CON +8
Skills Acrobatics +11, Athletics +6, Deception +7, Insight +7, Perception +7
Senses Passive Perception 17
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Action Surge (1/Day). On his turn, Wyatt can take one additional action on top of his regular action.

Adept Marksman. Wyatt gains 1 grit point, which he can use to disable or damage his opponents using his firearms. He regains an expended grit point each time he rolls a 20 on the d20 roll for an attack with a firearm, or deals a killing blow with a firearm to a creature of significant threat.

Athlete. When Wyatt is prone, standing up uses only 5 feet of his movement. Climbing doesn’t halve his speed. He can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Firearm Expert. Wyatt ignores the loading property of firearms, and being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls.

Hat of Disguise. Wyatt can use this hat to cast the disguise self spell at will. The spell ends if the hat is removed.

Indomitable (2/Day). Wyatt can reroll a saving throw that he fails. If he does so, he must use the new roll.

Lucky (3/Day). Wyatt has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can choose to spend one of his luck points after he rolls the die, but before the outcome is determined. Wyatt can also spend one luck point when an attack roll is made against him. He rolls a d20, and then chooses whether the attacker uses the attacker's roll or his.

Quickdraw. Wyatt adds his proficiency bonus (+5) to initiative rolls. He can also stow a firearm, then draw another firearm as a single object interaction on his turn.

Sharpshooter. Attacking at long range doesn’t impose disadvantage on Wyatt's ranged weapon attack rolls, and his ranged weapon attacks ignore half cover and three-quarters cover. Before making an attack with a ranged weapon that he is proficient with, Wyatt can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.

Trick Shots. Wyatt knows maneuvers that can enhance his attacks in some way, which are detailed below. Wyatt can use only one trick shot per attack:

  • Bullying Shot. Wyatt can expend 1 grit point while making an Intimidation check to gain advantage on a firearm attack roll. He makes the Intimidation check with advantage.
  • Deadeye Shot. Wyatt can expend 1 grit point to gain advantage on a firearm attack roll.
  • Disarming Shot. Wyatt can expend 1 grit point on a firearm attack roll. On a hit, the creature takes damage and must succeed on a Strength saving throw (DC 18) or drop 1 held object of Wyatt's choice and have that object be pushed 10 ft. away from him.
  • Piercing Shot. Wyatt can expend 1 grit point on a firearm attack roll to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature takes damage and Wyatt makes an attack roll with disadvantage against every creature in a line directly behind the target within his first range increment. Only the initial attack can misfire.
  • Violent Shot. Wyatt can expend 1 grit point on a firearm attack roll. The attack gains a +2 to the firearm’s misfire score. If the attack hits, he can roll one additional weapon damage die.
Actions

Multiattack. Wyatt makes three attacks with any of his weapons.

Bad News, +2. Ranged Weapon Attack: +14 to hit, reach 200 ft./800 ft., one target. Hit: 19 (2d12+7) piercing damage. Misfire: 3.

Bloodshot Rifle. Ranged Weapon Attack: +14 to hit, reach 80 ft./240 ft., one target. Hit: 17 (2d10+7) piercing damage.

  • Septic Shock (8/Day). On a hit, the Bloodshot Rifle deals its normal piercing damage and the target must succeed on a Constitution saving throw (DC 16) or become poisoned until the end of Wyatt's next turn, as its blood becomes corrupted.

Pepperbox, +3. Ranged Weapon Attack: +15 to hit, reach 80 ft./320 ft., one target. Hit: 13 (1d10+8) piercing damage. Misfire: 2.

Bonus Actions

Rapid Repair (1/Day). Wyatt can spend 1 grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Second Wind. Wyatt can use a bonus action to regain hit points equal to 1d10 + 15.

Reactions

Misfire Correction (1/Day). If Wyatt rolls a misfire on an attack with a firearm, he can use his reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire.

Legendary Actions

Wyatt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Wyatt regains spent legendary actions at the start of his turn.

Explosive Shot (Costs 2 Actions). Ranged Weapon Attack: +14 to hit, reach 80 ft./320 ft., one target. Upon a hit, everything within 5 ft. of the target must succeed on a Dexterity saving throw (DC 18) or suffer 1d8 fire damage. If the attack misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Pepperbox, +3. Wyatt makes an attack with his Pepperbox.

Description

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Monster Tags: Human

Erick_Quiroz11

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