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Mounted Gunslinger

Challenge
Tags
str
11
dex
14
con
10
int
10
wis
13
cha
12

AC 15 (chain shirt)

HP 36 (8d8; bloodied 18)

Speed 30 ft., 50 ft. when mounted.


Proficiency +2; Maneuver DC 14

Skills Animal Handling +3, Acrobatics+4

Senses passive Perception 10

Languages Elven plus any one


Armored Warhorse. The gunslinger’s mount has AC 14 (chain armor), but otherwise uses the statistics of standard warhorse (see Appendix A: Beasts and Creatures of Monstrous Menagerie).

Combat Maneuvers (4 exertion/Rest). The gunslinger can spend exertion to activate the following combat maneuvers:

Cavalier stance (1st), riding leap (1st)

Revolving Weapon. A revolver must be loaded before it can be used. The mounted gunslinger can fire 6 shots before needing to reload. When mounted, the gunslinger can’t use movement on a turn it uses an action to reload.


ACTIONS

Revolver. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target, Hit: 9 (2d6 + 3)

Multiattack. The mounted gunslinger makes 2 attacks with their revolver.


BONUS ACTIONS

Cavalier Stance (1 exertion). Once activated, this combat stance remains active until the gunslinger is knocked unconscious , stunned , begins a long rest , or chooses to end it on their turn. While they are mounted, the gunslinger’s mount’s Armor Class increases by +1.

Riding Leap (1 exertion). The squad’s movement this turn does not provoke opportunity attacks. In addition, as long as they are mounted and move at least 30 feet in a straight line first, the squad’s mounts can jump further and higher than usual. The height of the jump increases by a number of feet equal to their proficiency bonus (+3) and the distance of the jump increases by a number of feet equal to twice their proficiency bonus (+6).

Description

As they are rarely part of a military hierarchy, mounted gunslingers’ actions depend heavily on their individual morals. They may be lone bounty hunters, town law enforcement, part of a criminal band, or anything in between.

Encounters

CR 0–2 1 or 2 mounted pistoleers ; mounted pistoleer with 1d4 guards ; mounted pistoleer with soldier

Treasure 70 gp, 400 sp, gold ring (25 gp)

CR 3–4 3 or 4 mounted pistoleers ; 2 mounted pistoleers with 1d4 + 4 guards ; 2 mounted pistoleers with apprentice mage , scout , or soldier

Treasure 200 gp, 50 ep, 300 sp, glass eye (25 gp), letter of commendation, masterwork pistol

CR 5–10 5 mounted pistoleers , mounted pistoleer squad ; 3 or 4 mounted pistoleers with 2d4 soldiers , mounted pistoleer squad with 2d4 guards ; mounted pistoleer squad with 3-4 mounted pistoleers , mounted pistoleer squad with 4 + d4 soldiers

Treasure 800 gp, 5 amulets (75 gp each), squad banner

CR 11–16 mounted pistoleer squad with 3-4 mounted pistoleers and 3 + d4 soldiers , 2 mounted pistoleer squads , mounted pistoleer squad with 2d4 veterans , 2–3 mounted pistoleer squads

Treasure 500 pp, 290 pp, gold-hilted sword worth 250 gp, silver jeweled torc worth 250 gp, emerald necklace worth 250 gp, small ivory statuette worth 250 gp

Monster Type Description

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.