Gunslinger (5e Creature)

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Gunslinger[edit]

Medium humanoid (any race), any alignment


Armor Class 17 (studded leather)
Hit Points 60 (8d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 10 (+0)

Saving Throws Dex +8, Wis +6
Skills Perception +6, Sleight of Hand +8
Proficiency Bonus +3
Senses passive Perception 16
Languages Common and one other language
Challenge 5 (1,800 XP)


ACTIONS

Multiattack. The gunslinger uses Quickdraw. It then makes two weapon attacks.

Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

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, it deals damage normally, but if the target's remaining hit points are lower than the damage dealt after dealing the attack's damage, the target is reduced to 0 hit points.

REACTIONS

Combat Roll. The gunslinger negates all damage it would take from a ranged attack or an effect that requires a Dexterity saving throw. The gunslinger must then move 15 feet in any direction. If it cannot move at least 15 feet, then it cannot use this reaction.

This town ain't big enough for the two of us.
—Longshot Lott to Deadeye McCain, referring to the lacking accommodations in a kobold village

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 seldom giving up their name. They don't accept praise but readily claim rewards, often accepting missions that align with their goals. Very few people form relationships with gunslingers, except for other gunslingers, but some have been known to frequent certain cities or towns. They frequently complete the most daring tasks, and after a while, legends become muddled with fact.

5.00
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