| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 20 | +5 | +18 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 18 | +4 | +16 |
Careful Aim. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Whether the attack hits or misses, the shooter rolls 1d6 on the Arcane Cylinder table and resolves the effect. Area of effect spells are centered on the target. Targeted spells (rolls 2, 5, 6) only take effect if the weapon attack hits.
Rapid-Fire. The shooter makes two Careful Aim attacks. Both attack rolls are made with disadvantage. For each attack, roll 1d6 on the Arcane Cylinder table. If an attack misses, the bullet is expended but no spell effect triggers.
Quick Step. When a creature ends its turn within 5 feet of the shooter, the shooter can move up to half its speed without provoking opportunity attacks.
legendary resistance (2/day) if the arcane shooter fails a saving throw it can choose to succeed instead
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 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
The Arcane Cylinder (1d6)
(Spell Save DC 16)
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Arcane Surge: The bullet strikes with pure force. On a hit, the target takes an extra 6 (2d6) force damage.
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Compelled Duel: On a hit, the target must succeed on a Wisdom saving throw or be affected by Compelled Duel(requires concentration).
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Fireball: The bullet erupts. Casts Fireball as a 3rd-level spell (8d6 fire damage).
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Hunger of Hadar: A rift opens. Casts Hunger of Hadar as a 3rd-level spell (requires concentration).
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Bestow Curse: On a hit, the target must succeed on a Wisdom saving throw or suffer a curse for 1 minute (requires concentration). Recommended curse: The target has disadvantage on attack rolls against the shooter.
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Banishment: On a hit, the target must succeed on a Charisma saving throw or be banished for 1 minute (requires concentration).
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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