Amphibious. The cowboy gunshrimp can breath both air and water.
Limited Ammunition. Each claw cannon carried by the cowboy gunshrimp has 6 rounds in it, and the cowboy gunshrimp has 1d12 rounds on its gun belt. Reloading a single claw cannon takes an action (and a bonus action to stow the other gun).
Quick Draw. The cowboy gunshrimp can draw its claw cannons as a free action, but cannot do so if it stowed the gun that round. Stowing a claw cannon is a bonus action.
Multiattack. The cowboy gunshrimp can make either two claw attacks or two claw cannon attacks when it spends its action to Attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Claw Cannon. RangedWeapon Attack: +8 to hit, range 80/320 ft., 1 target. Hit: 20 (3d10 + 4) bludgeoning damage.
Fan The Hammer (Recharge 5-6). The cowboy gunshrimp stows a claw cannon (using its bonus action) and fires 1d4+1 (minimum 1, no more than the shots remaining in the respective claw cannon) shots from the claw cannon. The attacks are made at a penalty equal to the number of shots fired.
Fast On The Draw. If a hostile creature makes a ranged attack against the cowboy gunshrimp while in range of the claw cannons, the cowboy gunshrimp can use its reaction to make a ranged attack with the claw cannons. The target and the gunshrimp make opposed Dexterity checks, with the winner resolving their attack first.
Description
This terrifying creature is a shrimp, grown to immense size and skilled in trigger-nometry! Despite being slow on their legs, when these gunshrimp draw iron they move with lightning speed and deadly accuracy. Don't mess around with these hombres, amigo, they're short on temper and stocked on bullets!
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