Firearms
This creature uses firearms.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- Baton or Pistol.
1d6 (Range 8).
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- Baton or Pistol.
2d6+4. (Range 8).
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
Adjacent Cop allies gain Medium Armor.
- • Baton & Bash (x2) 1d8+2. .
1d8+4. On hit: Push 2.
- • Flashbang.
1/encounter. Range 6. The target and all creatures adjacent to it are Dazed on a failed DC 12 DEX save.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
If this creature does not move this turn, it attacks with Advantage.
- Sniper Rifle.
2d8+11. (Range 16)
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
1/round, after a Cop ally attacks, that ally may move 3 or attack once with Disadvantage.
- • Sidearm.
2d8+10. Range 8
- • Call for Backup.
Activate Call for Backup ability.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- • Carbine (x2).
2d10+1. (Range 12).
- • EMP grenade.
2d12+10. Square 3. DC 13 DEX save for half. On hit: Hackable targets are Dazed.

- • Ma'amedevistan (1/encounter).
Move 12. Any creature adjacent to the path of movement takes 3d8+20 damage, DC 15 DEX save for half. Does not provoke attacks of opportunity.
- • Minigun (Firearm).
Move 6. (Range 8) 2d8+10 damage to 2 adjacent creatures.
- • Arm Cannon (Firearm).
Move 6. (Range 12) 3d8+20.
- • Cyber Fist.
Move 6. (Reach 2) 2d8+15 and Prone.
- • Stomp.
(vs Prone creature) 2d8+30.
Madame Smasher regains 1 use of Ma'amedevistan.
Madame Smasher is dying! 100 more damage and she dies. Until then, her Minigun does 3d8+10 damage.