| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +4 |
| DEX | 16 | +3 | +5 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +2 |
| CHA | 14 | +2 | +2 |
El Jefe. As an action, Cooter Tannersgate can issue a command to an ally within 60 feet that can hear him. It can immediately take an action as a Reaction. That action can be used to take only the Attack (one attack only), Dash, Dodge, Hide, Influence, Search, Study, or Utilize action.
Posse Up. While Cooter Tannersgate is within 5 feet of two or more allies that don’t have the Incapacitated condition, enemies can’t have Advantage on attack rolls against him. Additionally, Cooter can attack with Advantage.
Multiattack. Cooter Tannersgate makes two attacks, using his Scimitar.
Scimitar. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 4) Slashing damage.
Cunning Action. Cooter can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Parry. Trigger: Cooter is hit by a melee attack roll while holding a weapon. Response: he adds 2 to his AC against that attack, possibly causing it to miss.
Description
Cooter is a ruthless criminal running a small gang of nobodies in the slums. A slightly built bugbear, all skin and angles, he's missing his two front teeth and is covered in tattoos. Some are low effort stick-and-poke jobs, others are penal tattoos; an arrow above his left eye, three stars on his chin, a thick black rectangle on his right cheek. He's missing the pinky finger on his left hand.
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