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 Gun.
1d6 (Range 12).
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- •Gun.2d6+4.
(Range 12).
- •Stun Baton.1d4+5.
On crit: Dazed.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- •Carbine.1d8+4.
(Range 12). On hit: creatures adjacent to the target take half damage.
- •Taser.1d8+4.
(Range 3). On hit: Dazed.
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."
- •Carbine (x2).2d10+1.
(Range 12).
- •EMP grenade.2d12+10.
3x3 square. 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.