Skip to main content

Six-Shooter




A beautiful woman with the lower half of a diamond-back rattlesnake, the six-shooter always brings a quick smile and a quicker draw to sun-backed scrublands. They keep their hair wild and long beneath battered cowboy hats and often wear embroidered waistcoats, crisscrossed gunbelts studded with jewels, and dusty ponchos of complex designs. Most humanoids find them beguiling creatures despite their plainly demonic nature... and six arms.


It's easy to assume a relation between the marilith's of the Abyss and the sidewinders that ride the Demon Wind. Both fiends violently dismiss this notion. While mariliths are domineering leaders of demon armies, six-shooters are independent creatures that value their freedom above all else. They travel to the mortal realms on the Demon Wind not to gather souls but to seek the best gunfighters for a challenge. This almost always ends with the six-shooter adding the slain mortal's sidearm to her trophy collection. While the six-shooter rides the Demon Wind, she doesn't consider herself part of that mad host. Devastation is not her intention, only competition.

Six-Shooter

Large fiend, neutral evil

Armor Class 17 (natural armor)

Hit Points 171 (18d10 + 72)

Speed 40ft

Str 14 Dex 20 Con 19 Int 16 Wis 20 Cha 20

Saving Throws Str +7, Con +9

Skills Sleight of Hand +10, Survival +10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities frightened, poisoned

Sensesdarkvision 5280 ft., truesight 120 ft., passive Perception 15

Languages Common, Infernal, telepathy 120 ft.

Challenge 16 (15,000 XP)

Fiendish Whispers.

The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.

Gunslinger.

The six-shooter's ranged weapon attacks do not have disadvantage when firing at a target within 5ft.

Magic Resistance.

The six-shooter has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The six-shooter's weapon attacks are magical.

Reactive.

The six-shooter can take one reaction on every turn in combat.

Actions

Multiattack.

The six-shooter can make seven attacks: six with its pistols and one with its tail.

Tail.

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d10 + 2) bludgeoning damage.

Pistol.

Ranged Weapon Attack: +10 to hit, range 120/360 ft., one target. Hit: 14 (2d8+5) piercing damage.

Tail Rattle.

Each creature of the six-shooter's choice that is within 120 feet of the fiend and can hear it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the six-shooter's tail rattle for the next 24 hours.

Wind Rider.

The fiend can use its action to mystically teleport to its lair as long as it is on the same plane as it, and in a region where the Demon Winds can be heard.

Reactions

Dead Eye.

Whenever a creature that the six-shooter can see misses it with a ranged weapon attack or ranged singe-target spell by 5 or more, the fiend may use her reaction to make a pistol attack against that target.

Comments

Popular posts from this blog

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...