AC
16
Initiative
+10 (20)
HP
297
(28d10 + 30)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +10 |
| DEX | 19 | +4 | +10 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +6 |
| WIS | 6 | −2 | −2 |
| CHA | 10 | +0 | +0 |
Skills
Acrobatics +7, Perception +6, Stealth +10
Resistances
Bludgeoning
Immunities
Frightened
Senses
Passive Perception 16
Languages
Common
CR
20 (XP 25,000; PB +6)
Traits
Evasion. If the angry guy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the angry guy instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Actions
Multiattack. The angry guy makes three attacks, using Gun or Big gun in any combination.
Gun. Ranged Attack Roll: +7, reach 60 ft. Hit: 40 (10d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the angry guy’s next turn.
Big gun. Ranged Attack Roll: +9, range 80/320 ft. Hit: 8 (17d8 + 4) Piercing damage plus 96 (16d6) Bludgeoning damage.
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