Special Equipment. Reaper Huey wears Pirate Captain's Pride and wields the Barbed Tongue.
Evasion. If Reaper Huey is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Reaper Huey instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Fortune's Favor (3/Day). If Reaper Huey fails a saving throw, he can choose to succeed instead.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on Reaper Huey’s ranged attack rolls with a pistol. In addition, Reaper Huey ignores half cover and three-quarters cover when making ranged attacks with a pistol.
Sneak Attack (1/Turn). Once per turn, Reaper Huey can deal an extra 21 (6d6) damage to one creature he hits with an attack with a finesse or ranged weapon if he has advantage on the attack roll. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Fancy Footwork. During his turn, if Reaper Huey makes a melee attack against a creature, that creature can’t make opportunity attacks against him for the rest of his turn.
Rakish Audacity. Reaper Huey adds his CHA modifier (+3) to his initiative rolls. He doesn’t need advantage on the attack roll to use his Sneak Attack against a creature if he is within 5 ft. of it, no other creatures are within 5 ft. of him, and he doesn’t have disadvantage on the attack roll.
Multiattack. Reaper Huey makes two weapon attacks.
Barbed Tongue. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Pistol. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Cutting Remark. If Reaper Huey hits a creature with the Barbed Tongue, he learns one of the creature's deepest insecurities and delivers a cutting remark as a bonus action. He makes a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear him, and the two must share a language.
On success, the creature has disadvantage on attack rolls against targets and can't make opportunity attacks against targets other than Huey for 1 minute, or until one of his allies engages it or it gets more than 60 ft. from him.
Reaper Huey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Reaper Huey regains spent legendary actions at the start of his turn.
Strut. Reaper Huey moves up to his speed without provoking opportunity attacks.
Bullet Time (Costs 2 Actions). Reaper Huey makes two attacks with his pistol.
Make it Rain (Costs 3 Actions). Reaper Huey fires a barrage of bullets. Each creature in a 15-foot cone must make a DC 18 Dexterity saving throw, taking 16 (3d10) piercing damage on a failed save, or half as much damage on a successful one.
All Hands on Deck! Reaper Huey calls all crewmembers from below deck to assist him above. Each member of the ship can move up to their speed and make a single attack as their reaction.
Pact of the Revelry. When Reaper Huey first falls below half of his total hit points, he calls upon the pact of his crewmates. Each member of the ship within 120 feet when this is triggered has their hit point maximum reduced by half as their life force is used to protect Reaper Huey as a twirling, agonized mist of shadows forms around him. As long as one living crewmate is fulfilling the pact, Reaper Huey has advantage on all saving throws against magic and gains a +12 bonus to his AC.
Your Service is Not Yet Done! When each crewmate has been slain or is incapacitated, Reaper Huey's shield of shadows erupts. Each creature within 60 feet must make a DC 16 Constitution saving throw, taking 15 (3d10) necrotic damage on a failed save or half as much damage on a successful one. Each slain crewmate rises as a Shadow and may move up to its speed without provoking opportunity attacks. These shadows act on initiative count 20, losing ties.
Previous Versions
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8/8/2021 12:58:11 AM
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Coming Soon
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