Medium Humanoid (Human), Neutral Evil
AC 15 Light Armor (Duster Coat)    Initiative +5 (15)
HP 78 (12d8 + 12)
Speed
Mod Save
STR 11 +0 +0
DEX 18 +4 +7
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 12 +1 +4
CHA 13 +1 +1
Gear two revolvers, hunting knife, flask, playing cards, stolen trinkets
Senses Passive Perception 13
Languages Speaks in a rough frontier drawl full of curses and half-truths.
CR 5 (XP 1,800, or 10 in lair; PB +3)
Traits
 

Cleet is a craven but dangerous gunslinger who survives by ambushes, unfair odds, and quick feet.

Cowardly Survivor. When Cleet is first reduced to 0 hit points, he can make a DC 15 Wisdom saving throw. On a success, he drops to 1 hit point instead, and may immediately take the Disengage action as a reaction. Once he uses this trait, he can’t use it again.

Gunslinger’s Reflexes. Cleet adds his proficiency bonus to his initiative rolls.

Quick Draw. On the first round of combat, Cleet has advantage on attack rolls with ranged weapons against any creature that hasn’t taken a turn yet.

Cunning Action. On each of his turns, Cleet can take a bonus action to Dash, Disengage, or Hide.

Dirty Fighter. Creatures that Cleet hits with a melee attack while he has advantage must succeed on a DC 14 Constitution saving throw or be staggered until the start of Cleet’s next turn. While staggered, a creature’s speed is reduced by 10 feet and it has disadvantage on its next weapon attack roll.

 

Actions
 

Multiattack. Cleet makes two ranged attacks with his revolvers, or one revolver attack and one knife attack.

Revolver. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.

Fanning the Hammer (Recharge 5–6). Cleet rapidly empties his revolver in a wide arc. Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw.
On a failed save, a creature takes 17 (5d6) piercing damage and is pushed 5 feet away from Cleet.
On a successful save, a creature takes half as much damage and isn’t pushed.

Hunting Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions
 

Bonus Actions Description: Cunning Action. Cleet takes the Dash, Disengage, or Hide action.

Duck for Cover. Cleet dives behind the nearest obstacle he can reach with up to 10 feet of movement. Until the start of his next turn, his AC increases by 2, and he has advantage on Dexterity saving throws against effects he can see.

Reactions
 

Reactions Description: Quick Step. When a creature Cleet can see misses him with an attack, Cleet can move up to half his speed without provoking opportunity attacks from that creature.

Shoot First. When a creature enters a space within 20 feet of Cleet for the first time on its turn, Cleet can make one revolver attack against that creature.

Legendary Actions
 

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions
 

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

 

Description: A craven outlaw who talks big and fights dirty, Cleet prefers ambushes and unfair odds. He taunts enemies from safety, shoots from cover, and focuses fire on the weakest-looking targets. The moment things turn against him, he tries to run, bargain, or hide rather than fight to the death.

Lair and Lair Actions

 

Cleet often holes up in a cluttered frontier town alley or a ramshackle upstairs room above a saloon. Barrels, crates, hanging laundry, and rickety balconies provide half cover and high ground. The lair is full of blind corners and narrow stairways that favor ambushes and quick retreats.

Lair Actions (initiative count 20, losing ties):

• Kick Over a Barrel. Cleet knocks over a barrel or crate from cover. One 10-foot square of ground within 40 feet becomes difficult terrain until the next round, and one creature in that area must succeed on a DC 14 Dexterity saving throw or fall prone.

• Dive Through a Window. Cleet bursts through a window or doorway to a new position. Cleet teleports (flavor as movement) up to 20 feet to another point he can see that provides half or three-quarters cover. This movement doesn’t provoke opportunity attacks.

• Rain of Splinters. Cleet fires wildly into a balcony, sign, or other hanging object, sending splinters and debris down. Each creature of his choice in a 15-foot-radius area within 40 feet must make a DC 14 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much on a success.

Monster Tags: Human

Habitat: Urban

AvatarLeo321

Comments

Posts Quoted:
Reply
Clear All Quotes