Medium Celestial, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 285 (17d8 + 68)
Speed 30 ft.
STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Paralyzed
Senses Darkvision 120 ft., Passive Perception 17
Languages All Languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ascended Resistance (5/Day). If the Bringer of Fortune fails a saving throw, it can choose to succeed instead.

Spider Climb. The Bringer of Fortune can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Actions

Multiattack.  Fortune makes three attacks, one with his rifle and the other by picking two cards. 

Long Barrel Executioner:  Ranged Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 4) bludgeoning damage. 

Pick a Card.  Roll a 6 Sided Die, twice. The Bringer of Fortune will then pick those two cards and make a ranged attack with them. 

1 - Queen of Hearts: Fortune makes a Ranged Weapon Attack: +9 to hit, Range 60 ft, One Creature, Hit: 16 (2d12+4) Cold Damage and the creatures speed is halved until the end of that creature's next turn. 

2 - King of Diamonds: Fortune makes a Ranged Weapon Attack: +9 to hit, Range 60ft, One Creature, Hit: 16 (2d12+4) Bludgeoning Damage and the creature is knocked back 10ft. 

3 - Ace of Spades: Fortune makes a Ranged Spell Attack: All creatures within a 60ft radius must make a Dexterity saving throw with a DC 18 Save. All creatures take (1d12 +8) piercing damage, and half as much on a successful save.

4 - Pocket Jacks: Fortune makes two rapid succession Ranged Spell Attacks: +9 to hit, Range 60 Ft, One Creature, Hit: 8 (1d12+4) Piercing Damage. 

5 - Queen of Clubs: Fortune tosses a card that rockets down to the ground with blistering speed damaging all creatures in a 10ft radius. All creatures must make a Dexterity Saving Throw with a DC 18 Save, or take (2d12+8) Bludgeoning damage. 

6 - The Joker: Fortune picks a random target and the card he picks shimmers gold. The attack always hits and deals (1d12)+4 radiant damage. (If the Joker is picked twice, take the damage and quadruple it)

Legendary Actions

Bringer of Fortune 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. The vampire regains spent legendary actions at the start of its turn.

Pick a Card. Bringer of Fortune picks one random card. 

Everywhere, and no where (2 Actions). The Bringer of Fortune can utilize his reaction to instantly teleport in a cloud of smoke and cards to any location within 40ft. This negates any attacks and does not provoke attack of opportunity. 

TerrorsNight

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