Medium Undead (Devil), Lawful Neutral
Armor Class 67 Plate
Hit Points 13000 (7d8 + 500)
Speed
STR
21 (+5)
DEX
21 (+5)
CON
21 (+5)
INT
30 (+10)
WIS
25 (+7)
CHA
27 (+8)
Saving Throws INT +18
Damage Resistances All
Condition Immunities Frightened
Gear Sniper Rifle
Senses Passive Perception 30
Languages --
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Angel Born In Hell: A saint sent to the wrong place, back for blood.

Spellcasting. Charlie Kirk is a 20th-level spellcaster. Its spellcasting ability is 67 (spell save DC 17 + 4d50 to hit with spell attacks). Charlie Kirk has following Fetus spells prepared:
Cantrips (at will): [Fetus Blast], [Gang Violence], [Baby in Latin]
1st level (41 slots): [Piercing Blood], [Malevolent Womb]

Actions

Kirkalicious Smile. Charlie Kirk smiles at a creature with his large grin, instantly dealing 4d100 necrotic damage.

Not Counting Gang Violence. Large Punch: +40 to hit, reach 200 ft., 1 target. Hit: 1(2d20 + int) [Blunt] damage.

Counting Gang Violence. Sniper shot: +40 to hit, range 20/700 ft., 1 target. Hit: 1 (30d100 + dex) [Piercing] damage.

Ultimate Art: Neck Hurts Piercing Blood. Piercing shot, into a sweep: +200 to hit, range 1/5000 ft., 1 target /All target. Hit: 2, 1st (6d7) 2nd (2,000,000d4)

Bonus Actions

True Love Bond: Erika Kirk. Choose a creature to inflict [Gaze of Erika] upon for 1d4 months.

[Gaze of Erika]: Gain [Prone], [Restricted], and take 2d6 necrotic damage every turn or every 30 minutes, whichever comes first.

Reactions

Cuck Retreat. When attacked, roll a wis check with 1d6. If above 2, Erika Kirk and J.D. Vance will swoop in and protect Charlie Kirk, reflecting all damage.

Legendary Actions

When below 20% health, activate Turning Point without an action.

Turning Point (Costs 1 Actions). Charlie Kirk grapples 1 player, without a roll to escape, and drags them to the 11th circle of hell: Utah Valley University. They will then be placed under a tent, where they will be questioned about abortion and gun violence for 5d20 millennia in an instant, before then being shot in the right of your neck by a very powerful sniper rifle, causing instant death.

Mythic Actions

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

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

Description

It's the Big C.K, back from the dead to wreak havoc upon your party. Armed with brand-new cybernetic enhancements straight from the 9th ring of hell, as well as a binding vow to turn his bullet wound into a piercing blood laser cannon, your party won't have an easy time sending him back to wear he belongs.

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.

Habitat: Planar (Nine Hells)

TheNightmare7475

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