b'Tactical Sniper \n'b'  Medium   humanoid ,  any alignment  \n'b'  Armor Class  15 \n'b' Hit Points  Henchman \n'b' Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  12 (+1)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  10 (-0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +7,  Stealth  +7 \n'b' Senses   darkvision  60 ft., passive  Perception  17 \n'b' Languages  Terran \n'b' Challenge  4 (500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Senses . The sniper has advantage eon  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Sharpshooter . Attacking at long range doesn\xe2\x80\x99t impose disadvantage on the snipers ranged weapon  attack  rolls. Additionally, its ranged weapon attacks ignore half  cover  and three-quarters  cover . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sniper can make three attacks with its enhanced laser dagger. \n'b'  Enhanced Laser Dagger .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) radiant damage. \n'b'  Sniper Rifle .  Ranged Weapon Attack : +7 to hit, range 200/600 ft., one target.  Hit : 30 (6d8 +3) piercing damage and the creature can\xe2\x80\x99t take  reactions  and has disadvantage on  attack  rolls and ability checks until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Take Cover . If the sniper is hit with an  attack , it can use its  reaction  to take the  disengage  action and move up to half of its speed.'