Medium Humanoid (Half-Elf), Chaotic Neutral
Armor Class 16 (studded leather armor)
Hit Points 87 (11d10 + 22)
Speed 35 ft.
STR
10 (+0)
DEX
19 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +4, CON +5
Senses Passive Perception 17
Languages Common, Elvish Carvadian
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the gunslinger fails a saving throw, it can choose to succeed instead.

Fey Ancestry. The gunslinger has advantage on Wisdom saving throws against charm and fear effects and magic cannot put them to sleep.

Triggerfinger. The gunslinger adds her proficiency bonus (+4) to her initiative roll and she cannot be surprised.

Second Wind (1/short or long rest). The gunslinger regains 16 (1d10 + 11) hit points.

Grit. The gunslinger has 3 Grit Points which can be used for Trick Shots. Whenever she scores a critical hit with a weapon attack or reduces a hostile creature to 0 hit points, she regains one Grit Point. Trick shots are decided before an attack roll.

Bullying Shot (Trick Shot). On a hit, the target must make a Wisdom Saving Throw (DC:15) or be frightened until the end of the gunslinger's next turn. If they fail, the gunslinger has advantage on their next attack roll against them while the fear lasts.

Forceful Shot (Trick Shot). On a hit, the target must make a Strength Saving Throw (DC:15) or be pushed 15 ft. away from the gunslinger.

Piercing Shot (Trick Shot). The weapons misfire score for the attack increases by 1. If the initial shot hits, make an attack roll with disadvantage against each creature in a direct line behind them (these additional attacks cannot misfire).

Actions

Rapid Repair (1 Grit). The Gunslinger can attempt to repair a jammed firearm as a bonus action.

Multiattack. Sam makes three weapon attacks with her Firearms, or two weapon attacks with her Scimitar. As part of taking this multiattack, she can stow and draw one firearm each. She can also sacrifice an attack to reload one of her Firearms.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Sawed-Off Shotgun (Left Hand). Ranged Weapon Attack: +8 to hit, range 25 ft./60 ft., one target. Hit: 14 (4d4 + 4) piercing damage, Reload 2, Misfire 2.

Sawed-Off Shotgun (Right Hand). Ranged Weapon Attack: +8 to hit, range 25 ft./60 ft., one target. Hit: 14 (4d4 + 4) piercing damage, Reload 2, Misfire 2.

Pepperbox. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 9 (1d10 + 4) piercing damage, Reload 6, Misfire 2.

Reactions

Gunslinger's Dodge. When the Gunslinger is hit by a ranged weapon attack, she can use her reaction to take half damage and move to an unoccupied space within 5 feet.

Legendary Actions

Legendary Actions (2 Actions): The gunslinger can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Commanded Strike. The gunslinger orders a friendly creature within 60 ft. who can hear her to use its reaction to make a single weapon attack against a creature in range.

Gunslingers Escape. The gunslingers move equal to her movement speed to an unoccupied space that has at least partial cover against a hostile creature she can see.

Monster Tags: NPC

Habitat: Urban

LehighDnDExecutive

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