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.
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