Runed Musketeer - AI-generated fantasy Monster

Runed Musketeer

These musketeers are trained in a strict school of marksmanship and honor where every shot is a statement. Their semi magical weapons are less about brute force and more about perfect timing, the kind of subtle enchantment that rewards patience, posture, and an unbroken nerve. Some serve as palace enforcers, while others sell their discipline to the highest bidder.

MediumHumanoid(Human)CR 4lawful neutral

Runed Musketeer

duelistgunnerhumanoidskirmisherranged combatanturban
HP85AC15SPD30 ft.CR4AthleticsInsightPerceptionStealth
STR
16
DEX
18
save
CON
14
INT
10
WIS
12
save
CHA
10
Quick on the Draw. The musketeer has advantage on initiative rolls.
Take Cover. While the musketeer is within 5 feet of a wall, pillar, tree, cart, or similar half cover, ranged attack rolls against him are made with disadvantage unless the attacker is also within 30 feet of him.
Runed Musket. The musketeer ignores the loading property of his runed musket. His musket attacks are magical.
Multiattack. The musketeer makes two Rapier Slash attacks or one Rapier Slash attack and one Flintlock Shot attack.
Rapier Slash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage.
Flintlock Shot. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: 9 () piercing damage, and the target must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. The musket fires a faintly glowing shot that misaligns a foe's timing and balance.
Riposte Step. When a creature the musketeer can see attacks him with a melee attack, he adds 2 to his AC against that attack, potentially causing it to miss. If the attack misses, the musketeer can move up to 5 feet without provoking opportunity attacks.
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