Hydraulic Arm. Cedric’s mechanical arm is fitted with a custom revolver. Reloading costs him no action. If he hasn’t moved this round, his ranged attacks with this weapon have advantage.
Gunslinger’s Arsenal. Cedric carries a revolver with specialized ammunition. He has 36 bullets total, including special shots.
Aura of Hatred. Humanoids not of human origin have disadvantage on Charisma checks against Cedric, as he immediately mocks, intimidates, or demeans them.
Multiattack. Cedric makes three revolver attacks or two shots and one melee attack with his gun butt.
Hydraulic Revolver. Ranged Weapon Attack: +7 to hit, range 90/300 ft., one target.
Hit: 13 (2d8 + 4) piercing damage, depending on ammunition type.
Ammunition Types:
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Standard Rounds: 2d8 + 4 piercing damage.
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Armor-Piercing: Ignores cover, deals 2d10 piercing damage. 6 rounds available.
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Flash Rounds: Target must succeed on a DC 15 Con save or be blinded until the end of its next turn. 4 rounds available.
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Incendiary Rounds: Deals an extra 1d6 fire damage and ignites flammable objects. 6 rounds available.
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Stun Rounds: Target must succeed on a DC 15 Strength save or be knocked prone. 3 rounds available.
Gun Butt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 3) bludgeoning damage.
Menacing Glare. Cedric locks eyes with a creature within 30 ft. That creature must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next attack roll until the end of Cedric’s next turn.
Switch Ammo. Cedric swaps his revolver’s ammunition type (to incendiary, armor-piercing, flash, or stun rounds) without expending an action.
Pistol Whip (Bonus). If Cedric hit with his revolver this turn, he can make one Gun Butt melee attack against a creature within 5 ft.
Draw the Line. Cedric stamps his boot or drags it across the ground, marking a 10-ft. line. Any creature that crosses this line before the start of Cedric’s next turn provokes an opportunity attack from him.
Quick Shot. When a creature within 30 feet makes an attack against Cedric, he may fire one revolver shot as a reaction.
Cedric can take 2 legendary actions, only one at a time, and only at the end of another creature’s turn:
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Reload. Cedric reloads 1d6 rounds.
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Quickfire. Cedric makes one revolver attack.
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Hateful Tirade. Cedric unleashes a racist outburst at a target within 30 ft. The target must succeed on a DC 14 Wisdom save or be frightened until the end of Cedric’s next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Cedric “the Sheriff” Langlauf
A lawman turned tyrant, his badge now only a symbol of cruelty.
Appearance. Cedric is a weathered human in his late fifties, broad-shouldered, with a lined face carved into a permanent scowl. His most striking feature is his mechanical arm: a hydraulic contraption of pistons and iron plates, built into a custom revolver. He wears a long, dust-stained duster, a wide-brimmed hat, and heavy iron-plated boots. A tarnished sheriff’s star is pinned crookedly on his chest—half-symbol of authority, half-mockery of justice.
Personality. Cedric embodies cruelty wrapped in authority. He is openly prejudiced against anyone not human, peppering his words with venomous “folk wisdom” that masks his racism in mock-proverbs. He sees himself as a necessary evil—someone who keeps order through fear, violence, and domination. He thrives on humiliation, preferring to break spirits before bodies.
Tactics. Cedric is deliberate and cunning in combat. He opens fights with specialty ammunition to disable key targets. His hydraulic arm makes his shots unnervingly precise, and he favors intimidation as much as direct damage—using tirades, posture, and brutal displays of dominance.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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