Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 25 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Skills Acrobatics +6, Perception +5
Senses Passive Perception 15
Languages Common, Dwarvish, Elvish any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sniper's Eye (3/Day). As a bonus action, the Rifle Master can add 1d10 to its next attack roll with any Rifle or Crossbow.

Ballistic Ammo (3/Day). As a bonus action, the Rifle Master can choose to add 1d6 fire damage to its next damage roll. To do so, the Rifle Master must decide to use this Ammo before rolling for its Attack.

Wrist Blade. On the Rifle Master's turn, they may choose to extend a small dagger from a mechanism contained within their armor's wrists/forearm.  This new blade holds all of the same properties of a dagger, except that it may be either drawn or stowed as a free action on the Rifle Master's turn, and is immune to disarming attempts.

Actions

Multiattack. The Rifle Master makes either two attacks with its Rifle, or one with its Wrist Blade and one with its Rifle.

Wrist Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Rifle. Ranged Weapon Attack: +6 to hit, range 400/1600 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Reactions

Dodge Roll. The Rifle Master adds 2 to its AC against one ranged attack that would hit it. To do so, the Rifle Master must see the attacker, and have the ability to move 5 feet in at least one direction without taking an attack of opportunity. The Rifle Master must then move 5 feet in that direction before ending its reaction. 

Description

Alestrom's Dwarves are masters of sea combat. using the supreme Gnomish engineering from Tamil Nadu's famed city of Iron Town, they have become deadly marksmen, and masters of the rifle and hand pistol. 

Alestrom's Dwarves organize their government into Clans, which behave just as much like Noble houses as they do as corporations. some clans specialize as merchant sailors and their armed escorts, others as fearsome warriors, and others as famed spies and assassins. Regardless, each clan knows its specialty, and ensures that their rank as number one remains unchallenged by any means necessary.These clans will commonly attempt to recruit those from outside races aswell, especially if they are able to bring something new to their arsenal of technology, tactics, and wisdom. 

Monster Tags: NPC

Habitat: ArcticCoastalUrban

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