Medium Humanoid, Chaotic Good
Armor Class 16
Hit Points 80 (8d10)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +5, CHA +8
Skills Athletics +3, Deception +7, Performance +4, Persuasion +8
Condition Immunities Charmed
Senses Passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Sight of Salvo. Fuse temporarily reveals enemies that he damages. When a target creature or construct takes damage from Fuse, their position is revealed to him until the end of Fuse's next turn, even if the target goes behind cover or becomes invisible.

Quick Loader. Fuse can reload two bullets in his 30-30 Repeater, or one grenade into his Cannon Arm as a Bonus Action

Nothing Like a Little Biffo. Fuse's unarmed strikes deal 1d6+3 bludgeoning damage.

Ladies' Man, Mans' Man, Everyone's Man. Fuse has advantage on all CHA checks and saving throws towards other humanoids, and is immune to being Charmed.

Explosives Expert. Fuse has advantage on DEX saving throws that involve Area of Effect spells and attacks (such as a Fireball spell or a breath weapon attack).

Actions

Multiattack. Fuse can take up to four shots with his 30-30 Repeater when he makes an Attack action with it. He can only take as many shots as he has bullets in the magazine (maximum of 12). 

30-30 Repeater. Ranged Weapon Attack: +7 to hit, range 120 ft./300 ft., reload. Hit: 12 (2d8+3) piercing damage. Critical hits automatically deal double damage. If Fuse takes no more than two shots on his turn, each of those hits deals an additional 5 (1d8) piercing damage.

Cannon Arm. Ranged Weapon Attack: range 240 ft., reload, special. Fuse loads a grenade (a Knuckle Cluster or any other grenade from his inventory) into his mechanical arm and launches it towards a target area or unit. 

Knuckle Cluster. Fuse's signature grenades. The Knuckle Cluster hits the target area or unit with a small impact, and continually releases bursts of shrapnel in a 15 ft. radius. Until the start of his next turn, anyone - including Fuse himself - that starts their turn or enters the space within that radius must succeed on a DC 18 Dexterity saving throw, or take 3d8 piercing damage (halved on a successful save). If he aims at a hostile target, that target must make a DC 18 DEX saving throw. On a failed save, the target is struck with the Knuckle Cluster and takes 1d8 bludgeoning damage, and immediately fails the saving throw for entering the radius of the Knuckle Cluster. 

Fuse has ten (10) Knuckle Clusters that he can use each day, and must spend at least one hour during a long rest to make more. 

Mortar Flare (Recharge 6). Fuse launches a special projectile that denotates in the air and releases a rain of fire down below. Fuse targets an area up to 300ft. away that is up to a 30 ft. radius. When detonated, the projectile drops fire that creates a ring of fire 1ft. thick that lasts for one minute and encircles the maximum radius allowed by the physical space of the fire (for example, if the Mortar Flare detonates inside a 20ft. radius space, the entire perimeter will be encircled in fire). Creatures inside the target radius upon detonation must use their reaction to make a DC 18 DEX saving throw to exit the space or be trapped within it. Creatures that can't take reactions this turn and creatures who fail the saving throw by 6 or more are immediately Ignited. When a creature attempts to pass through the fire, they must succeed a DC 18 DEX saving throw or also become Ignited. A creature that starts its turn within 5 ft. of the edge of the fire takes 4 (1d6) Fire damage. 

When a creature is Ignited, they suffer several negative effects:

  1. Their movement speed is reduced by half its maximum value;
  2. They cannot take reactions;
  3. Immediately when receiving the Ignited effect AND at the start of that creature's next turn, they take 21 (6d6) Fire damage. 

A creature loses this effect at the start of their following turn after being Ignited for one full turn. A creature can become Ignited again as long as the Mortar Flare persists.

Fuse has three (3) Mortar Flares that he can use per day, and must spend at least one hour during a long rest to make more. 

Description

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TiggieBittles

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