AC 11 (leather)
HP 16 (3d8+3 bloodied 8)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Intimidation +3, Perception +2, one other
Senses passive Perception 12
Traits
Bolstered by Celebrity. As long as a posse member has seen you in the past five minutes, they add your proficiency instead of their own (+2) to
attack rolls
and to
saving throws
they are proficient in.
If a posse member is reduced to 0 HP they automatically stabilize unless there was an extra 16 damage beyond what took them to 0 HP, in which case they die instantly.
Once per day during a
short rest
, a posse member can heal to full.
Hype Tactics. The posse member has advantage on an attack roll against a creature if their celebrity attacked that creature in the past round or is within 5 feet of that creature.
ACTIONS
Scrap and Slash. Your guys have a variety of weapons. Sometimes they just need to break some teeth. Sometimes they need a spear to hold off a monster. Mostly they use those fine matching swords you bought them. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning, piercing, or slashing damage.
Pisol. Ranged Weapon Attack: +1 to hit, range 20/60 feet, one target. Hit: 4 (1d10 - 1) piercing damage. Special: The weapon misfires on a natural 1. Reloading requires an action or bonus action.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.