In 1899, modernity clashes with the fading Wild West. Industry and law meet untamed lands influenced by deep-seated sexism and racism. Towns evolve, yet dangers and old superstitions persist. Progress contrasts with folklore. Diverse landscapes reflect social inequalities and contested resources. Industrial growth offers opportunity but also exploitation, straining a prejudiced society. Life is harsh; the beautiful land demands resilience, often tested by societal biases and ingrained beliefs.
Played | 1546 times |
Cloned | 60 times |
Created | 153 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
The Lemoyne Raiders General is a battle-hardened leader of a notorious outlaw gang, driven by a thirst for revenge against the North. With a fierce loyalty to their troops, they inspire fear and respect on the battlefield, striking swiftly and mercilessly against their foes.
Size | Medium |
Type | Humanoid |
CR | 7 |
XP | 3900 |
Languages | Common, Thieves' Cant |
Armor Class | 13 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Hip Fire
The General fires a shot from their pistol at a target within 30 feet, dealing 2d6 piercing damage. This attack can be made as a bonus action if the General has already attacked this turn.
Shoulder Aim
The General takes careful aim, gaining advantage on their next ranged attack roll. If the attack hits, it deals an additional 1d6 damage.
Troop Command
The General can issue commands to their allies within 60 feet, granting them an extra attack on their next turn. This ability can be used once per short rest.
War Strategy
The General assesses the battlefield, allowing them to grant all allies within 30 feet a +2 bonus to their next attack roll or saving throw. This ability can be used once per long rest.