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.