Gunslinger (5e Creature)
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Medium humanoid, any lawful alignment
Innate Ammo. The Gunslinger has an innate magic that allows it to use Magic Missile as the ammo for its Revolver, releasing one bolt per shot.
Multiattack. The Gunslinger makes 1 Quickdraw attack plus 2 Revolver attacks.
Revolver. Ranged Weapon Attack: +8 to hit, range 25/100 ft., one target. Hit: 9 (1d8 + 5) Piercing damage.
Quickdraw. The Gunslinger makes a Revolver attack. If this attack hits the target, deal damage normally. Afterwards, if their remaining health is lower than the damage dealt, the target is reduced to 0 hit points.
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) Slashing damage.
Combat Roll. The Gunslinger negates all damage it would take from a ranged attack or an attack that requires a Dex saving throw. The Gunslinger must then use 15 or more feet from its movement to immediately move. If it cannot move at least 15 feet, then it cannot use this reaction.
The Gunslinger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Gunslinger regains spent legendary actions at the start of its turn.
Hipfire. The Gunslinger makes 6 Revolver attacks.
(1/day, Costs 3) Rapid Blast. The Gunslinger makes 6 Quickdraw attacks.
Gunslingers are known for their mysterious nature, solely driven by their convictions. Most wear whole-face coverings, long coats, and large hats, rarely speaking and almost never giving up their name. They don't accept praise but readily claim rewards, often accepting missions that along with their goals. Very few people form relationships with Gunslingers, except for other Gunslingers, but some have been know to frequent certain cities or towns. They frequently complete the most daring tasks, and after a while, legends become muddled with fact.