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Range Marshal 2nd level (2 slots): aid, lesser restoration,

Medium humanoid (m’therian), lawful magic weapon*, protection from poison


good *The paladin casts these spells on itself
Armor Class 18 (studded leather) before combat.
Hit Points 44 (8d8 + 8)
Speed 30 ft. ACTIONS
STR DEX CON INT WIS CHA Multiattack. The range marshal makes
10 (+0) 18 (+4) 12 (+1) 12 (+1) 13 (+1) 18 (+4) two Revolver attacks or one Rifle attack,
and a Quickdraw.
Saving Throws Dex +6, Wis +3, Cha +6
Skills Athletics +2, Insight +3, Persuasion Killshot. When the range marshal makes
+6, Religion +3 an attack and hits a target with his
Senses passive Perception 11 firearm, and the target’s remaining health
Languages Common plus one other is lower than the damage dealt, the target
Challenge 4 (1,100 XP) is reduced to 0 hit points.

Armaments. The range marshal either Revolver. Ranged Weapon Attack: +6 to


wields two revolvers, or a rifle. hit, reach 25/100 ft., one target. Hit: 7
(1d8 + 4) piercing damage. Each revolver
Divine Smite. As a bonus action, the range holds 6 shots. Once a revolver runs out of
marshal can expend a spell slot to cause ammunition, it cannot be used.
its ranged weapon attacks to magically
deal an extra 7 (2d6) radiant damage to a Rifle. Ranged Weapon Attack: +6 to hit,
target on a hit. This benefit lasts until the reach 80/320 ft., one target. Hit: 11 (2d8
end of the turn. If the range marshal + 4) piercing damage. The rifle holds 6
expends a spell slot of 2nd level or higher, shots. Once the rifle runs out of
the extra damage increases by 1d6 for ammunition, it cannot be used.
each level above 1st. The damage
increases by 1d6 if the target is an undead Reload. The range marshal reloads the
or a fiend. ammunition of up to two guns.

Spellcasting. The range marshal is a 5th- REACTIONS


level spellcaster. Its spellcasting ability is Combat Roll. The range marshal negates
Charisma (spell save DC 14, +6 to hit with all damage it would take from a ranged
spell attacks). The range marshal has the attack or an attack that requires a
following paladin spells prepared: Dexterity saving throw. The paladin must
1st level (4 slots): bless*, cure wounds, then use 15 or more feet from its
detect evil and good, heroism*, protection movement to immediately move. If it
from evil and good cannot move at least 15 feet, then it
cannot use this reaction.

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