{"name":"Lamplighter Sharpshooter","challenge_rating":"2","xp":"450","types":"Humanoid (Human)","pb":"+2","size":"Medium","sizer":"NONE","languages":"Common","alignment":"Lawful Good","description":"","suggested_environments":"Urban","armor_class":"14 (Studded Leather)","hit_points":"27 (5d8 + 5)","strength":"11","dexterity":"14","constitution":"12","intelligence":"10","wisdom":"14","charisma":"10","base_movement_units":"","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception 14","skills":"Investigation +2, Perception +4","saving_throws":"Dexterity +4","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[p][b][i]Gunner[\/i][\/b]. The Lamplighter has a quick hand & keen eye when employing firearms, granting it the following benefits:[\/p]\r\n[ul][li]It ignores the loading property of firearms.[\/li][\/ul]\r\n[ul][li]Being within 5' of a hostile creature doesn't impose disadvantage on its ranged attack rolls.[\/li][\/ul]","actions":"[p][b][i]Shortsword[\/i][\/b]. [i]Weapon Melee Attack[\/i]: +4 to hit, reach 5', one target. [i]Hit[\/i]: 5 (1d6 + 2) piercing damage.[\/p]\r\n[p][b][i]Musket[\/i][\/b]. [i]Ranged Weapon Attack[\/i]: +4 to hit, range 120'\/480', reload 1, misfire 2, one target. [i]Hit[\/i]: 8 (1d12 + 2) piercing damage.[\/p]","bonus_actions":"[p][b][i]Steady Aim[\/i][\/b]. The Lamplighter prepares themselves, giving them advantage on their next attack roll on the current turn. It can only use this feature if it hasn't moved during this turn, & after the Lamplighter's speed is 0 until the end of the current turn.[\/p]\r\n[p][b][i]Whistle[\/i][\/b]. The Lamplighter blows a series of shrill notes, alerting any nearby Lamplighters to potential danger. This summons 2 (1d4) lamplighter constables that will make their way to the whistleblower by the most convenient route. This will usually take 3 (1d6) rounds of combat for the reinforcements to arrive, but this is entirely at the DM's discretion.[\/p]","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"lamplighter, constable, sharpshooter, human, humanoid, mordent, musket, ","templateId":"2991","blockId":"1440494","world":"530aafb2-caa4-4d5e-af66-d2ddc6ec6d27","folder":"26262","isShared":"on"}