Medium Humanoid, Typically Neutral
Armor Class 18
Hit Points 180 (20d10 + 70)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
7 (-2)
CHA
13 (+1)
Saving Throws STR +11, CON +8
Skills Athletics +11, History +11, Perception +4, Stealth +9
Senses Darkvision 60ft, Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits
Feline Agility. When Casey moves on his turn in combat, he can double his speed until the end of the turn. Once used, he can’t use this trait again until he moves 0 ft. on one of his turns.
Gunner. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on Casey's ranged attack rolls.
Indomitable (3/ Long rest). Casey can reroll a saving throw that he fails - but he must use the new roll.
 

Spellcasting. Casey is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Casey has following spells prepared:
Cantrips (at will): Chill Touch, Encode Thoughts, Mind Sliver, Speak with Animals (yes)
1st level (4 slots): Absorb Elements, Magic Missile, Shield
2nd level (3 slots): Dust Devil, Misty Step, Shatter
3rd Level (3 slots): Counterspell, Lightning bolt, Sleet storm, Slow, Wall of Sand

Actions

Multiattack. Casey can make 3 attacks per turn or cast a spell.

Lord Death of Murder Mountain. Ranged Weapon Attack: +10 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If hit by this weapon, the target has disadvantage on the next saving throw it makes against a spell Casey casts before the end of Casey's next turn.
Yes, Lord Death of Murder Mountain is this magic automatic pistol's name.
This weapon is magically bonded to Casey. He cannot be disarmed of Lord Death of Murder Mountain unless he is incapacitated. Additionally, Casey can summon Lord Death of Murder Mountain back to his hand as a bonus action.

 

Lurefi See Me! (1/Day). This can only be activated if Claire has been reduced to half her HP at least once that day. Must be within 60ft of Claire in order to activate.
    Casey becomes enraged and calls out to the goddess Lurefi to aid him in battle. Casey immediately sacrifices up to 50 HP (minimum of 10), giving Claire temporary HP for the chosen amount. For this sacrifice, he gains the following:

  • Casey sprouts feathered draconic wings and gains a flying speed of 60ft.
  • Casey sheds bright light out to 20ft.
  • Lord Death of Murder Mountain now does an additional 2d6 Radiant damage that ignores radiant resistance + treats radiant immunity as radiant resistance.

    This lasts for 1 hour or until Claire dies. If Claire's death ends this effect, Casey must spend his next immediate turn to recoup after such a drastic surge of holy magic leaves him.

I Can do This all Day (2/ Short rest). Casey can take an additional action on his turn. This cannot be activated if Casey is recovering from Lurefi See Me!.

  • Peek-A-Boo. When Casey uses his action surge, he can choose to teleport up to 30ft to an unoccupied space that he can see. He can choose to do this before or after the additional action.

 

Bonus Actions

Misty Step. Casey casts Misty Step, if he has the spell slots for it.

Weapon Recall. Casey summons Lord Death of Murder Mountain back to his hand.

The Emperor. If Casey used his action to cast a cantrip, he can then use his bonus action to make one weapon attack.

Push It (1/ Short Rest). Casey regains 1d10+17 HP. 

Reactions

Spellcasting. Casey can cast one of the following spells as a reaction, if he has the spell slots for them.

  • Absorb Elements
  • Shield
  • Counterspell
Get Behind Me!. When a creature Casey can see hits a target, other than him, within 5 ft. of him with an attack, he can use his reaction to reduce the damage the target takes by 1d10+6 (to a minimum of 0 damage). He must be wielding a shield or a simple or martial weapon to use this reaction.

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.

howlingwolf9123

Comments

Posts Quoted:
Reply
Clear All Quotes