Medium Undead, Neutral Evil
Armor Class 17 (studded leather)
Hit Points 270 (20d8 + 80)
Speed 30 ft.
STR
11 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +6, CON +9, WIS +6
Skills Intimidation +9, Investigation +6, Perception +12, Stealth +17, Survival +12
Damage Resistances Necrotic, Thunder
Condition Immunities Deafened, Frightened
Senses Passive Perception 22
Languages Common, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the gunslinger’s ranged attack rolls with a pistol.

Cold Blooded Killer 1/Target/Round. When the gunslinger hits a creature with an attack, that creature must make a DC 17 Wisdom saving throw. On a failure, they take 13 (2d12) psychic damage and are frightened of the gunslinger. On a success, they take half as much damage and suffer no other effects.

Supreme Accuracy. When the gunslinger would make an attack roll with advantage, they can also roll a third d20 and take the highest result from all three.

Evasion. When the gunslinger would make a Dexterity saving throw against an ability that would allow them to save for half damage, they instead take half damage if they fail, and none if they succeed.

Actions

Multiattack. The gunslinger makes three weapon attacks, either with their Dual Pistols or with their Enerknives

Enerknives. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) radiant damage and 2 (1d4) fire damage.

Dual Pistols. Ranged Weapon Attack: +14 to hit, range 50/150 ft., reload 12, one target. Hit: 10 (1d8 + 6) radiant damage and 4 (1d8) fire damage, and attacks with this weapon deal a critical hit on a 19 or 20 on the d20.

Bonus Actions

Take Cover! If the gunslinger can reach a place where they are lightly obscured, they can make a Dexterity (Stealth) check to take the Hide action. When they Hide successfully in this way, all attacks made when they leave hiding have advantage, not just the first attack.

Master Akimbo. When the gunslinger is dual wielding, they can make two additional attacks with their bonus action.

Reactions

Uncanny Dodge. When the gunslinger is hit by an attack, they can choose to take half of the attack's damage instead.

Quick on the Draw. When the gunslinger is missed by a range attack, and is currently wielding their Dual Pistols, they can retaliate by taking two shots against the target. If just one of the attacks hits, the creature takes an additional 6 (1d12) damage. If both attacks hit, the first attack gets the previous 6 (1d12) damage bonus, and the second gets a 13 (2d12) damage bonus.

Legendary Actions

At the end of every hostile creature's turn, the gunslinger can make two weapon attacks. He regains 9 (1d12 + 3) hit points for every hit on a legendary action attack.

Monster Tags: Human

Habitat: DesertUrban

4midble

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