Medium Humanoid (Half-Elf), Chaotic Neutral
Armor Class 19 Magical
Hit Points 250 (18d10 + 25)
Speed 40 ft., Climb 25 ft., Swim 25 ft.
STR
10 (+0)
DEX
18 (+4)
CON
15 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, INT +11, WIS +8, CHA +10
Skills Acrobatics +13, Arcana +13, Deception +13, History +13, Insight +13, Intimidation +13, Persuasion +13, Sleight of Hand +13, Survival +13
Damage Resistances Ranged Attacks, Damage Dealt By Traps; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Frightened, Unconscious
Senses Darkvision, Tremorsense, Passive Perception 18
Languages All Any six languages
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance.  has advantage on saving throws against spells and other magical effects.

Grit: gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Trick Shot save DC = 12 + your proficiency bonus + your Dexterity modifier

Sharpshooter:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Spellcasting.  is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor, magic missile, feather fall

2nd level (3 slots): detect thoughts, mirror image, misty step, blur

3rd level (3 slots): counterspell, lightning bolt

4th level (3 slots): banishment, fire shield, dimension door

5th level (3 slots): telekinesis, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank

9th level (1 slot): time stop

 

Actions

2 actions, 2 Attacks per action 

Ruby (revolver): +8 to hit, 2d8 +4 Piercing + 1d6 magical/ elemental damage type of choice (can have two of these weapons if one so pleases)

Sapphire (+2 Veterans cane/Longsword): +10 to hit, 1d8 + 6 slashing

Dagger Armblade: +8 to hit, 1d6 + 4 +1d6 poiso.

Bonus actions: cunning action, fast hands, lightning reload, rapid repair, quickdraw 

Reactions

Uncanny Dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the attackers damage against you

 

Lair and Lair Actions

His Boat/ Airship

when on His ship he can move a bonus 30ft movement, can command crew members to move up to 20ft. He Is immune to being charmed restrained and grappled. Has advantage on all saving throws and all enemies have disadvantage on saving throws.

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2020 9:13:10 PM
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Coming Soon

Monster Tags: NPC

Habitat: CoastalSwampUrban

JollyGiant99

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