Medium Humanoid (Human), Any Lawful Alignment
Armor Class 14 leather armor
Hit Points 20 (4d8 + 4)
Speed 30 ft., Climb 25 ft.
STR
13 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +5, INT +4
Damage Resistances Damage Dealt By Traps
Senses Passive Perception 13
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dungeon Savvy. The dungeoneer has advantage on Intelligence (investigation) and Wisdom (Perception) checks to locate traps and secret doors. 

Quick Fingers. The dungeoneer may make a Dexterity (slight of hand) or Dexterity (thieves tools) check as a bonus action. 

Actions

Multiattack. The dungeoneer makes any two weapon attacks. 

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage. 

 Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage. 

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

Stay Back. When a creature enters the dungeoneer's melee weapon reach, the dungeoneer yells and waves his weapon at the creature. The target creature must make a DC 11 Wisdom saving throw or be unable to willing move within the dungeoneer's reach until the start of its next turn. Beasts have disadvantage on this saving throw. A creature is immune to this feature if it can not be frightened. 

Description

Not as threatening in combat as other Blacklance soldiers; dungeoneers specialize in a variety of useful skills. 

Monster Tags: NPChumanoidHuman

blakejohnson217

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