*medium human*
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### Attributes
**Armor Class** 19 (Spyder Sylk clothing)
**Damage Reduction** 2
**Hit Points** 45 (10d8)
**Speed** 9 m.
STR |DEX| CON| INT| WIS| CHA
-|-|-|-|-|-
13 (+1)| 20 (+5)| 11 (+0)| 10 (+0)| 14 (+2)| 11 (+0)
**Skills** Insight +4, Perception +4, Stealth +7
**Senses** Passive Perception 13
**Languages** Any one language
**Challenge** 2 (450 XP)
***
### Features
**Deadly Aim.** If the sniper spends their turn to aim at a target, including movement, they are “marked”. If the marked target disappears from the sniper’s view, they are no longer marked. Keeping a target marked requires concentration. When the sniper makes an attack roll against a target that they have marked, the sniper has advantage on the attack roll and they can perform a special attack (listed below). Once the sniper has made an attack against a marked target, they are no longer marked (whether or not they hit with the attack).
***
### Actions
***7.62mm Sniper Rifle.*** *Ranged Weapon Attack*: +9 to hit, range 300/900 m., one target. Hit: 16 (2d10 + 5) armorpiercing, piercing damage.
***Centre Mass.*** Make a 7.62mm Sniper Rifle attack with a +10 bonus to the attack roll (requires marked target).
***Foot Shot.*** Make a 7.62mm Sniper Rifle attack: it does half damage, the target is knocked prone, and for the rest of the combat they move at half speed (requires marked target).
***Hand Shot.*** Make a 7.62mm Sniper Rifle attack: if it hits, the attack does half damage, but the target drops their weapon (or whatever else they are holding) and for the rest of the combat they have disadvantage on attack rolls with that hand (requires marked target).
***Head Shot.*** Make a 7.62mm Sniper Rifle attack: if it hits, the attack is automatically a critical hit and it inflicts an additional 10 damage (requires marked target).
***
### Description
**Snipers** are expert marksmen, taking their time to line up their shot before pulling the trigger.
#SOK