Medium Humanoid (Any Race), Lawful Neutral
Armor Class 18 (Kevlar Vest)
Hit Points 100 (5d20)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws INT +9, WIS +8
Condition Immunities Frightened
Senses Passive Perception 18
Languages common and thieve's cant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Bullets. Al Capone has special bullets which he can load in as a bonus action.

  • Soft Popper Rounds. Creatures who are wearing light or no armor take double damage from this.
  • Armor Piercing Rounds. Creatures who are wearing medium or heavy armor take double damage from this.
  • Incendiary Rounds. This bullet makes it so the piercing damage is halved but the fire damage is increased to 2d12 fire damage 
  • Poison Rounds. Creatures who are hit by this bullet must make a DC constitution 17. Targets take 6d6 poison damage, or halve as much on a successful save.
  • Burst Rounds. These bullets spray in a 15ft cone but the bullets only do 2d4 piercing damage.

Kevlar Vest. Projectiles such as bullets and arrow do halve damage to Al Capone.

Armament Haki. Al Capone can do an extra 4d8 piercing damage six times a day.

Observation Haki. Al Capone has five dodges which he can use to negate damage that recharge each turn order.

 

Actions

Piercer. Ranged Weapon Attack. 1d20+5 to hit. 20/100ft. 3d8+7 piercing damage and 1d6 fire damage. Target must make a DC 16 constitution on a hit, if target fails their speed is reduced to ten feet.

Crucible. Ranged Weapon Attack. 1d20+5 to hit. 20/100ft. 2d8+7 piercing damage and 1d8 fire damage. Target must make a DC 16 constitution on a hit, if target fails they take an extra 3d6 fire damage for the next two turns. Or halve as much on a successful save.

Electrocutioner. Ranged Weapon Attack. 1d20+5 to hit. 20/100ft range. 2d8+7 piercing and damage 1d6 fire damage. Target must make a DC 16 constitution on a hit. If target fails they take 2d8 lightning damage and are stunned until they succeed the DC which they can make each turn. Target takes half damage on a successful save.

Burster. Ranged Weapon Attack. 1d20+5 to hit. 20/100 ft range. 3d8+7 piercing damage and 2d6 fire damage. Target takes an extra 4d6 force damage on a hit.

Dual-Wield Switchblades. Melee Weapon Attack. 1d20+10 to hit. 5ft range. 2d6 slashing damage. 

Grenade. Ranged Weapon Attack. 20/60ft range. DC dexterity 16. Grenades have a splash of 20ft. Targets within splash range take 3d8 fire damage, or halve as much on a successful save.

Reactions

Vengeance Shot. If Al D. Capone is hit he can make two gun attacks if he has his guns.

Legendary Actions

Al Capone has four legendary actions that refresh each turn order.

SwitchBlade. Al Capone makes a switchblade attack.

Switch Bullets. Al Capone switches out one of his bullets

Gun Attack. Al Capon fires two of his guns.

Grenade (2 Actions). Al Capone makes a grenade attack.

Description

Al D. Capone wears a neat black tuxedo with white stripes and he wears a fedora with a red stripe going around it. He has one scar on his temple going down to his chin and another across his nose. He is the leader of a mafia known as the the Sharpshooter Syndicate with Crystalline Carl as his second in command.

Previous Versions

Name Date Modified Views Adds Version Actions
2/15/2022 1:11:02 AM
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2/15/2022 1:12:07 AM
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2/27/2022 12:18:59 AM
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Monster Tags: NPC

Habitat: CoastalUrban

RORN_THE_RIGHTOUS

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