Medium Humanoid (Human), Neutral Evil
AC 18 (studded leather)    Initiative +10 (20)
HP 360 (22d8 + 44)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 22 +6 +10
CON 15 +2 +2
Mod Save
INT 11 +0 +4
WIS 22 +6 +6
CHA 17 +3 +3
Skills Acrobatics +10, Perception +10, Sleight of Hand +10
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 20
Languages Thieves' cant plus any two languages
CR 11 (XP 7,200; PB +4)
Traits

Legendary Resistance (3/day). When Cornelius fails a saving throw, he can choose to succeed instead.

Action Surge (1/day). Cornelius takes another action.

Deadeye. Cornelius's ranged weapon attacks ignore half cover and three-quarters cover.

Quickdraw. Cornelius has advantage on initiative rolls, and has advantage on attack rolls against any creature that hasn't taken a turn.

Swift Step. Cornelius can take the Disengage action as a bonus action.

Adept Marksman. Cornelius has a number of trick shots he can perform, and a pool of 6 grit points.

Trick Shots. Cornelius can expend a grit point to perform one of the following trick shots. He can only use one trick shot at a time. Whenever he rolls a natural 20 on an attack roll, he regains one grit point.

Dazing Shot. On a hit, the target suffers normal damage and must make a DC 20 Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot. Cornelius rolls hit next firearm shot with advantage.

Disarming Shot. On a hit, the target suffers normal damage and must succeed on a DC 20 Strength saving throw or be forced to drop one held object of Cornelius's choice and have that object be pushed 10 feet away from you.

Violent Shot. Cornelius can expend one or more grit points. For each grit point expended, the attacks gains a +2 to the firearm's misfire score. If the attack hits, Cornelius rolls an additional weapon damage die per grit point spent when determining damage.

Winging Shot. On a hit, the target suffers normal damage and must succeed on a DC 20 Strength saving throw or be knocked prone.

Grey Hunt Spellcasting. Cornelius has access to a number of spells due to a special gauntlet granted to him by the Grey Hunt. His spellcasting ability is Wisdom (save DC 20). He can cast the following spells:

At will: hunter's mark, ensnaring strike

3/day: pass without trace, silence, zephyr strike

1/day: freedom of movement, locate creature

 

Actions

Multiattack. Cornelius makes four attacks, with either his pepperbox, hunting rifle or hunting knife.

Hunting Knife. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) piercing damage

Pepperbox, +1 (Misfire 1, Vex). Ranged Weapon Attack: +11 to hit, range 240 ft., one target. Hit: 7 (1d10 + 7) piercing damage.

Hunting Rifle, +1 (Misfire 1, Slow). Ranged Weapon Attack: +11 to hit, range 320 ft., one target. Hit: 7 (2d6 + 7) piercing damage.

Bonus Actions

Second Wind (1/day). Cornelius heals himself  1d10 + 11.

Rapid Repair. Cornelius can spend a grit point to attempt to repair a misfired (not broken) firearm as a bonus action.

Reactions

Fancy Shooting (Recharge 5-6). When Cornelius misses with a ranged attack, he can roll to hit another target within 20 feet of the original target.

Monster Tags: NPC

Habitat: Urban

Lokstar2435

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