Medium Humanoid, Chaotic Evil
Armor Class 16
Hit Points 210 (20d10 + 5)
Speed
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +8, CON +6
Damage Resistances Fire
Condition Immunities Poisoned
Senses Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Arthur Deeds cannot be charmed, and does not fire his pistols at disadvantage within threatened range.

Legendary Resistance (1/Day). If the Arthur fails a saving throw, he can choose to succeed instead.

Actions

Demonic Pistols. Ranged Weapon Attack: +10 to hit Hit10 (1d10+7) piercing damage and (1d6) fire damage.

Pistol Whip. Melee Weapon Attack: +5  to hit Hit: (1d8+2) bludgeoning damage.

Multiattack. Arthur makes 2 Demonic Pistol attacks, or Pistol Whip attacks.

Bonus Actions

Pistol Whip. Arthur Deeds may make a Pistol Whip against a target within 5ft as a bonus action, as long as they hit with a pistol attack against a target further than 5ft.

Reactions

Demonic Resonance (1/Day). Arthur targets one creature he can see within 60 feet of him that is casting a spell. His pistols create a sound the only exists on the abyssal plane. If the creature can hear, and the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.

Legendary Actions

Arthur Deeds made deals with demons to get where they are today, and those deals have paid off well. As a result, Arthur can use up to 3 Legendary actions, choosing from the options below. These actions can only be taken one at a time, and must be taken at the end of another creature's turn.

Lost In Gunsmoke (Costs 2 Actions). Arthur Deeds newly demonic weapons create so much smoke from their discharge, he can hide in it. As a legendary action, Arthur makes one demonic pistol attack, and make take the Hide action, with advantage on the stealth check.

Reposition(Costs 1 Action) Arthur draws on demonic energies to teleport up to 30ft without provoking attacks of opportunity.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

gstaceyspiderless

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