Medium Construct, Neutral Good
Armor Class 20 (Ruminous Armor)
Hit Points 243 (18d10 + 144)
Speed 40 ft., Climb 20 ft.
STR
18 (+4)
DEX
26 (+8)
CON
20 (+5)
INT
17 (+3)
WIS
23 (+6)
CHA
19 (+4)
Saving Throws DEX +14, CON +11, WIS +12
Skills Acrobatics +14, Deception +10, Perception +12, Sleight of Hand +14, Stealth +14
Damage Resistances Acid, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Darkvision 60 ft., Passive Perception 21
Languages Celestial, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Hunter Gunslinger. Charlie-4 has resistance to fire damage with this subclass equipped and all fire damage dealt by Charlie-4 bypasses resistance.

Hunter's Leap. Apollo can make three 15 ft. jumps midair in any direction and can reduce fall damage by 6d12+5.

Evasion. If Charlie is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Charlie instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack. Once per turn, Charlie deals an extra 38 (8d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Charlie that isn't incapacitated and Charlie doesn't have disadvantage on the attack roll.

Weapons of Light. Charlie's weapon attacks are magical. When Charlie hits with any weapon, the weapon deals an extra 5d8 radiant or fire damage (showed in the attacks and fire damage only applies to melee weapons).

Traveler's Ghost. Charlie-4's Ghost, Earl, is a Tiny Neutral Good Celestial with a flying speed of 40 ft. Earl has an AC of 20 and 10 HP. Earl can enter Charlie's conscious, hiding him from all attacks and ability checks and cannot be forced out of Charlie's conscious without CHarlie or Earl's consent. Earl shares Charlie's condition immunities and damage adjustments. Earl has a +15 to History, Arcana, Stealth, Investigation, Perception, and Insight checks with a Passive Perception of 25 and can understand all languages. He also has Darkvision and Blindsight up to 120 ft.

If Charlie dies, Earl can hover over Charlie's corpse or the last place he died in and can use an action to cast true resurrection on Charlie. However, Earl cannot revive Apollo if he died by a damage output of 100 necrotic damage or more. If such an event happens, Earl can choose a new Guardian of the Traveler that gains all of Charlie's damage adjustments (besides Poison immunity unless you already have it), abilities, condition immunities (besides Poisoned and Exhaustion unless you already have it), reactions, legendary actions, bonus actions, along with the Hunting Dagger and Weighted Throwing-Knife attacks. However, the target needs to be dead (regardless of how long they died) and have any neutral or good (but not Neutral Evil) alignment for Earl to make revive them as a Guardian.

If Earl is destroyed, Charlie loses his reactions, bonus actions, legendary actions, all of his abilities, all of his condition immunities besides poisoned and exhaustion, and his Hit Point maximum is reduced by half, his climbing speed, his walking speed goes back to 30, and cannot be brought back to life by any means at all- not even by Divine Intervention -but his soul goes to any Good Aligned Upper Plane of his choice and dwells there for all eternity.

Actions

Multiattack. Charlie makes three attacks. One with his Hunting Dagger and two with Quickfang, or one with his Weighted Throwing-Knife and two with his currently equipped Handcannon.

Hunting Dagger. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 8) piercing damage plus 22 (5d8) fire or radiant damage.

Quickfang. Melee Weapon Attack (Scimitar). +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage plus 22 (5d8) fire or radiant damage. After landing three consecutive hits, the next time you attack with this weapon you dash up to your speed as a bonus action to the target of your choice and deal and extra (2d6+5) poison damage.

Weighted Throwing-Knife. Ranged Weapon Attack: +14 to hit, range 20/60 ft., one target. Hit: 5 (2d4 + 8) piercing damage plus 22 (5d8) fire or radiant damage. If Apollo rolls a critical (18-20), he rolls the piercing damage dice eight more times. 

Handcannons. Apollo can use one of the four Handcannons he has currently stowed to draw for attacks. He can change the weapon once on his turn, using two ranged attack actions.

1. Hawkmoon: Ranged Weapon Attack. +17 to hit, range 60/120 ft., one target. 16 (2d8+8) piercing damage plus 22 (5d8) radiant damage. Reload (7).
Luck in the Chamber: This weapon scores a critical hit on a nat 20 or a nat 13 (regardless of the target's AC.) Roll a d6, when you fire the shot equal to the die value (example: 5th shot if you roll a five) that shot deals double piercing damage, however it is not considered a critical hit. Do not roll double damage die, only multiply the normal damage by 2.
Holding Aces: When you score a critical hit with this weapon you roll the normal damage and the critical damage, then roll a d6. On a 6, roll 2 more damage die then roll another d6. Keep rolling damage until roll a 5 or lower on a d6.

2. The Last Word: Ranged Weapon Attack. +17 to hit, range 40/120 ft., one target. 16 (2d8+8) piercing damage plus 22 (5d8) radiant damage. Reload (8).
Fan Fire: This weapon has a Hip-Fire grip so roll attacks with advantage when firing within 40 ft. This weapon is full-auto so roll the damage dice two more times. For each critical damage roll (a nat. 8), add the number of critical rolls to your AC until your next turn, or to your next damage rolls. If you land at least two critical damage rolls, you can reload the weapon without using an action.

3. Thorn: Ranged Weapon Attack. +17 to hit, range 60/120 ft., one target. 6 (2d8+8) piercing damage but does not deal any extra radiant damage. Reload (9)
Mark of the Devourer: This weapon deals an extra 20 (3d12) necrotic damage that bypasses resistance and immunities. Once per turn after you have hit a target, you can wound the target so it takes an additional 1d8 necrotic damage for two of its turns. For every hit you make on wounded targets, the necrotic damage increases by 1d8 (max of 8d8) and the turns required for the effect to ware off is reset to zero. Hitting all nine shots reloads the weapon without having to make an action.

4: Ace of Spades: Ranged Weapon Attack. +17 to hit, range 60/120 ft., one target. 16 (2d8+8) piercing damage plus 22 (5d8) radiant damage. Reload (13).
Memento Mori: While equipped, you know where the general direction of enemies that are within 60 ft. of you and can't be surprised. You also have advantage on rolling initiative. After killing an enemy with this weapon, you don't need to use an action to do so and the first six shots made with this weapon after the reload deal 4d8+7 piercing damage instead of 2d8+7. 

Bonus Actions

Solar Grenades (3/day). Charlie can throw one of three different grenades with a range of 20/60 ft.

1. Spike Grenade: The grenade expands into a 10 ft. sphere of hovering mines upon impact. If a creature passes through or get's within 10 ft. of the sphere, the mines go after the creature dealing 4d6 fire damage and 4d6 piercing damage.
2. Trip-wire Grenade: The grenade sticks to a point within range and stays intact until a creature walks within a 30 ft. cone of where the end of the grenade is facing. The mine detonates and the creatures within the 30 ft. cone blast radius take 8d6 piercing damage.
3. Flame Grenade: The grenade explodes upon impact on any surface with a blast radius of 20 ft. Each creature must make a DC 22 Dexterity save or take 6d6 piercing damage on a failed save or half as much on a success. Creatures that fail the save also take 1d6 fire damage for three of their turns.

Reactions

Hunter's Dodge. Charlie can dodge out of the way of an attack that would hit him, adding +2 to his AC. He can either choose to make a Weighted Throwing-Knife attack against the target that hit him, or reload his currently equipped Handcannon.

Legendary Actions

Charlie-4 has 3 Legendary actions. He regains all actions at the beginning of his next turn unless the action describes otherwise. 

Golden Gun (Costs 3 Actions). Charlie summons a magnificent flaming gun into his hands that lasts until all of it's shots have been fired. Charlie can only fire the gun three times. The targets he chooses to fire the gun on (1-3 targets) must succeed a DC 30 Dexterity save or take 10d20 fire damage and 10d20 radiant damage that bypasses resistance and immunities on a failed save for each shot taken, or half as much damage on a success. Creatures that drop to 0 HP become incinerated into a pile of ash. 
While Golden Gun is activated, Charlie is immune to fire damage and all uses of his Solar Grenades are recharged. 
This action cannot be used again until the next Dawn.

Previous Versions

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5/21/2021 3:11:18 AM
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5/24/2021 12:35:03 AM
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VariksTheLoyal

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