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

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...