Arsenal. Checkmate has 10 different types of bolts at her disposal, 5 basic and 5 advanced.
Basic Bolts:
- Iron-Tip Bolt. Checkmate's standard bolt. Made from mahogany wood, the point is made of solid iron, and dangerously sharp. (1d6) Piercing Damage.
- Explosive Bolt. A steel-tipped bolt with a hollow tip filled with a mixture of oil and explosive powder that combusts as soon as the bolt strikes its target. Creates a small explosion in a 3 foot-diameter for 1d10 explosive damage. Targets within 6 feet of the blast must roll a DC 4 DEX saving throw or get struck by shrapnel for 1 damage.
- Blessed Bolt. A gold-tipped bolt with holes drilled in the tip which expel a mist of holy water upon firing, and various religious symbols engraved upon the bolts. Effective against vampires. Deals 1d4 piercing damage against normal targets. Damage is doubled against vampires.
- Toxic Bolt. A bronze-tipped bolt laced with various fast-acting poisons. Deals 1d4 piercing damage, and an additional 1 poison damage every turn until cured.
- Harpoon Bolt. A steel-tipped bolt that lodges itself deep within a creature. Checkmate's personal favorite. Deals 1d8 piercing damage. Lodges itself in the creature upon hit. If the creature attempts to pull it out, they take an additional 5 damage and have a chance of bleeding for 1 damage every 4 turns.
Advanced Bolts:
- Lightning Bolt. A copper-tipped bolt infused with the power of storm. Pierces through flesh like a hot needle through snow. Pierces through 3 targets in a straight line for 1d8 lightning damage.
- Eldritch Bolt. A stone-tipped bolt with ancient Eldritch powers flowing through it. Deals 1d6 Eldritch Blast damage and brands the creature with a demonic curse-mark. Branded targets must be blessed by a cleric within 5 hours or be dragged into hell.
- Arcane Bolt. A stone-tipped bolt with Arcane runes etched into its surface. If it misses its target, it teleports 1d4 times or until the bolt strikes a surface. Roll a 20 for each teleportation. Deals 1d8 Force damage.
- Soulhunt Bolt. A crystal-tipped bolt specifically designed to strike at the soul of the target. Deals 1d12 damage to the target's soul.
- Hellfire Bolt. A brimstone-tipped bolt that contains the fires of hell itself. Checkmate's pièce de résistance. Immolates the target in hellfire. The creature has 666 seconds to confess its greatest sin or they will be be fully consumed by the hellfire. If the creature does not do so within the allotted time, it will die. If the creature is a celestial, a demon or a creature which cannot understand the concept of sin, this bolt will not affect them and will instead deal 1d6 piercing damage.
Switch Configurations. Checkmate takes 2 turns to switch between Repeater, Sniper, and Advanced configurations.
Repeater Crossbow. Checkmate fires 1d6 of 1 basic bolt of her choosing with her signature crossbow. Attack lasts 1 turn. Roll 1d20 for each Bolt. Checkmate's crossbow has a maximum capacity of 12 bolts. When this reaches 0, she must take 1 turn to reload, during which time she will only be able to avoid attacks. Crossbow must be in the repeater configuration to take this action. If an advanced bolt is fired from the Repeater configuration, the crossbow will be jammed for 2 turns.
Curved Knife. Melee Weapon Attack: reach 3 ft., 1 target. (1d8 + 2) Slashing damage. If Checkmate rolls a 20 for hit, the creature bleeds for 5 turns, taking 2 damage every 3 turns.
Reload. Checkmate takes 1 turn to reload her crossbow. During this time she is unable to take an action, and can only avoid attacks.
Cleaver Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. (1d12 + 4) Slashing damage. If Checkmate rolls a 20 for hit with this weapon, the creature loses a limb and takes an additional 15 damage.
Advanced Bolt. Checkmate fires 1 advanced bolt of her choosing. Takes 1 full turn. Crossbow must be in the Advanced configuration to use this action. Crossbow must be returned to the Repeater configuration and remain so for 5 turns before she can take this action again.
Snipe. Checkmate fires 1 basic or advanced bolt of her choosing. Must be more than 40 feet away from the target and Crossbow must be in the Sniper configuration.
Quickdraw. Checkmate fires 3 basic bolts at the targets. The type of bolt is selected randomly by the DM.
Enter the description for how legendary actions work for your monster here.
Full Auto (Costs 3 Actions). Checkmate empties her crossbow of all 12 bolts. Each hit deals the maximum damage. Crossbow must be fully loaded and in the Repeater configuration for this action to be taken.
Description
Once a skilled mercenary, Checkmate's real name is only a mystery. Her billowing longcoat and the metallic thud of her signature crossbow are feared by undead everywhere, for she has become a stalker of the unholy. Sworn to eradicate the undead, accursed, and aberrated, her catchphrase and level head assert that even in the bleakest situations, she's still won.
"You lost this fight at the start. Checkmate."
- Checkmate executing a vampire.
Comments