Highway Bandits

A different attempt at a Gunslinger family, based around the concept of High Noon. These creatures are from various races, but they all share one thing: a love for shooting and an aptitude for duels.

Features a different take on the family ability of "It's High Noon...". It was pointed out to me that it was very likely it never happen in a fight, and I didn't want the monsters to feel bland, so this version should allow it to trigger each fight, unless the heroes deal a lot of damage at once.

It's High Noon...

Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.

Choose one.
  • Quick Draw (Once).1d12

    (Range 12). Roll with advantage.

  • Six-Shooter.1d6

    (Range 12).

A robber that targets weak looking vehicles on highways. Can be any race, even weird ones. Maybe its a tree. Or a cat.

Parry at Noon.

You may defend against an attack and lower its damage by 12, once.

Choose one.
  • Quick Draw (Once).2d12

    (Range 12). Roll with advantage.

  • Greatmaul.2d10,

    Reach 2.

These duelers often work with other highway robbers, but focus on melee attacks. They start the fight with a well timed ranged attack, but otherwise rush into the fight.

Untrained Spellcaster.

If I am not hit before I act, I have advantage on spells I cast. If I am hit before I act, I have disadvantage on spells I cast.

Choose one:
  • Little Bit of Fire.2d10

    (Range 8) .

  • Quick Cast! (Once).1d12

    (Range 12). Make this attack against all enemies within Range.

These spellcasters attended college, but dropped out because they couldn't afford the tuition. Many are trying to save up enough to become a law-abiding mage, but some love their new life of crime.

548
Do No Harm.

If you would attack an enemy, instead "attack" an ally within range. My "attacks" heal, instead of harm.

Choose one.
  • Quick Heal (Once).2d12

    (Range 12). One ally.

  • First Aid.2d4+2

    One ally.

These medics refuse to harm others, which is a weird choice for members of bandit gangs. They should probably drop a healing or potion or two, if your heroes are heroic enough to kill a medic and loot their corpse. But these medics will surrender as soon as their allies are dead. So how heroic would it really be to slaughter them?

Choose one.
  • Everyone! Shoot!

    You and your allies regain their ability to use their Quick Draw attacks (Quick Cast and Quick Heal are not Quick Draw).

  • Quick Draw (Once).2d12+5

    (Range 12).

These creatures lead bands of others to steal from heavily fortified vehicles on highways. They will flee when they're low on health, and are not loyal to their men. They cannot use Everyone! Shoot! while they are fleeing.

Highway Bandits