Sharpshooter
Small or Medium • Humanoid • Any Alignment
Armor Class 16
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 14 (+2) | 10 (+0) | 17 (+3) | 10 (+0) |
Saving Throws Dex +8, Wis +6
Skills Perception +9, Stealth +7
Gear crossbow bolts, heavy crossbow, studded leather
Senses passive Perception 19
Languages Common
CR 5 (XP 1,800; PB +3)

Precise Shooter. Attacking at long range doesn’t impose disadvantage on the sharpshooter’s attack rolls. Additionally, the sharpshooter ignores half cover and three-quarters cover.
ACTIONS
Multiattack. The sharpshooter makes two attacks, using Bolt Stab and Heavy Crossbow in any combination.
Bolt Stab. Melee Weapon Attack: +7, reach 5 ft. Hit: 9 (2d4 + 4) piercing damage, and the sharpshooter doesn’t provoke opportunity attacks from the target until the end of its turn.
Heavy Crossbow. Ranged Weapon Attack: +7 (with advantage if the sharpshooter hasn't moved and will not move this turn and nothing else imposes disadvantage), range 100/400 ft. Hit: 16 (3d10 + 4) piercing damage. This attack scores a critical hit on a 18 to 20 on a d20, and all damage dice are tripled (instead of doubled).
Sharpshooter
Small or Medium • Humanoid • Any Alignment
Armor Class 15
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 12 (+1) | 10 (+0) | 15 (+2) | 10 (+0) |
Skills Perception +6, Stealth +6
Gear crossbow bolts, heavy crossbow, studded leather
Senses passive Perception 19
Languages Common
CR 2 (XP 450; PB +2)

Precise Shooter. Attacking at long range doesn’t impose disadvantage on the sharpshooter’s attack rolls. Additionally, the sharpshooter ignores half cover and three-quarters cover.
ACTIONS
Bolt Stab. Melee Weapon Attack: +6, reach 5 ft. Hit: 5 (1d4 + 3) piercing damage, and the sharpshooter doesn’t provoke opportunity attacks from the target until the end of its turn.
Heavy Crossbow. Ranged Weapon Attack: +6 (with advantage if the sharpshooter hasn't moved and will not move this turn and nothing else imposes disadvantage), range 100/400 ft. Hit: 14 (2d10 + 3) piercing damage. This attack scores a critical hit on a 18 to 20 on a d20.
Sharpshooter
Small or Medium • Humanoid • Any Alignment
Armor Class 17
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 20 (+5) | 16 (+3) | 10 (+0) | 19 (+4) | 10 (+0) |
Saving Throws Dex +8, Wis +6
Skills Perception +10, Stealth +8
Gear crossbow bolts, heavy crossbow, studded leather
Senses passive Perception 19
Languages Common
CR 8 (XP 3,900; PB +3)

Precise Shooter. Attacking at long range doesn’t impose disadvantage on the sharpshooter’s attack rolls. Additionally, the sharpshooter ignores half cover and three-quarters cover.
ACTIONS
Multiattack. The sharpshooter makes two attacks, using Bolt Stab and Heavy Crossbow in any combination.
Bolt Stab. Melee Weapon Attack: +8, reach 5 ft. Hit: 12 (3d4 + 5) piercing damage, and the sharpshooter doesn’t provoke opportunity attacks from the target until the end of its turn.
Heavy Crossbow. Ranged Weapon Attack: +8 (with advantage if the sharpshooter hasn't moved and will not move this turn and nothing else imposes disadvantage), range 100/400 ft. Hit: 27 (4d10 + 5) piercing damage. This attack scores a critical hit on a 18 to 20 on a d20, and all damage dice are tripled (instead of doubled).
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
