5e SRD >Creatures >

Tactical Sniper

Medium humanoid, any alignment

Armor Class 15
Hit Points Henchman
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 16 (+3) 10 (-0)

Skills Perception +7, Stealth +7
Senses darkvision 60 ft., passive Perception 17
Languages Terran
Challenge 4 (500 XP)

SPECIAL TRAITS

  • Keen Senses. The sniper has advantage eon Wisdom (Perception) checks that rely on hearing or sight.
  • Sharpshooter. Attacking at long range doesn’t impose disadvantage on the snipers ranged weapon attack rolls. Additionally, its ranged weapon attacks ignore half cover and three-quarters cover.

ACTIONS

  • Multiattack. The sniper can make three attacks with its enhanced laser dagger.
  • Enhanced Laser Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) radiant damage.
  • Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 200/600 ft., one target. Hit: 30 (6d8 +3) piercing damage and the creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.

REACTIONS

  • Take Cover. If the sniper is hit with an attack, it can use its reaction to take the disengage action and move up to half of its speed.
Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

This is not the complete section 15 entry - see the full license for this page