Asphemor City Sniper - AI-generated fantasy Monster

Asphemor City Sniper

The four cities of Asphemor produce different styles of snipers. Those from Betrack and Trindos are the iron fist, focusing on overwhelming power and psychological dread. In contrast, those from Maas and Keluas are the watchful eyes, focused on containment, scouting, and precise, non-lethal (if necessary) disabling of targets.

MediumHumanoid(Any Race)CR 6Any Lawful

Asphemor City Sniper

SniperElite GuardAsphemor
HP91AC18SPD30 ft., Climb 30 ft.CR6AcrobaticsPerceptionStealth
STR
12
DEX
20
save
CON
14
INT
12
WIS
16
save
CHA
10
Deadeye Focus. If the sniper has not moved this turn, they have advantage on the first ranged attack roll they make. Additionally, the sniper ignores half cover and three-quarters cover.
Cunning Action. On each of its turns, the sniper can use a bonus action to take the Dash, Disengage, or Hide action.
City's Pride. Betrack/Trindos: These snipers deal an extra 7 () damage with their longbow. Maas/Keluas: These snipers have a bonus to initiative and can attempt to hide even when only lightly obscured.
Multiattack. The sniper makes two +3 Longbow attacks.
Longbow +3. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: 12 () piercing damage. On a hit, the target must succeed on a Constitution saving throw or suffer an additional effect based on the arrow used (Limit 3 Special Arrows per day).
Betrack Serrated Bolt. The target takes an additional 10 () necrotic damage as they bleed profusely.
Maas Rooting Arrow. The target's speed is reduced to 0 until the start of the sniper's next turn.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage.
Roof-Runner Shift. When a creature moves within 10 feet of the sniper, the sniper can move up to half its speed without provoking opportunity attacks.
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