Deathslinger

by drokangel

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Deathslinger

Overview on Creating

The Deathslinger is a quintessential supernatural gunfighter primed and ready for use in a Ravenloft campaign. Inspired by Dead By Daylight, which in turn is inspired by Westerns and gadgeteering of the time, the Deathslinger can hunt targets at range or draw them closer to trap others.

The Deathslinger

medium humanoid, Chaotic Evil

Armor Class 15 (17 against firearms) (steel plated coat); Hit Points 155; Speed 35 ft

Str 14 (+2) Dex16 (+3) Con 14 (+2) Int 13 (+1) Wis 11 (+0) Cha 10 (+0)

Saves: Dex +7 Con +6

Skills Perception +4 Stealth +7

Damage Immunities: bludgeoning, piercing, and slashing weapons from nonmagical weapons (can be resistance in low magic campaigns)

Condition Immunities: Poison, Paralysis

Senses Darkvision 60 ft, Passive perception 14

Languages: Common, Abyssal

Challenge: 8 Proficiency Bonus: +4

**Gearhead: The Deathslinger has proficiency and advantage on all rolls with all tools and skills dealing with tinkering, engineering, and mechanical artifice, and does not have a misfire chance when using firearms.

**Hex: Retribution: Any healing magic or skills used in 60 feet of the Deathslinger cause a Faerie Fire effect, causing all allies within 20 feet of the healer to be attacked with advantage until the end of the healer's next turn.

**Powerful Build: counts as one size larger when determining the Deathslinger's carrying capacity and the weight he can push, drag, or lift.

**Combat Style: Ranged (Archery): +2 to hit with ranged attacks

**Brute: all attacks deal an extra die of damage (already factored into statistics below)

Actions

**Multiattack. The Deathslinger can make two melee attacks, one with the bayonet and the rifle butt, two attacks with the rifle, or a ranged with the speargun with a melee action

**rifle butt. Melee Weapon Attack: +6 to hit, 5 ft reach, one target. Hit: 2d8+2 bludeoning. When hit, target must make a Strength save DC 14 or be knocked prone.

**bayonet. Melee Weapon Attack: +6 to hit, 5 ft reach, one target. Hit: 2d8+2 piercing.

**Speargun. Ranged Weapon Attack: +9 to hit, 20/60 ft, one target. Hit: 2d8+3 piercing. When hit, target must make a Strength save DC 14 or be pulled 30 feet closer to the Deathslinger. If pulled into melee range, the Deathslinger deals a riflebutt strike with advantage as part of the same action.

**Bolt-action Rifle. Ranged Weapon Attack: +9 to hit,150/800 4d6+3 piercing damage, long load 4, Bolt-Action, Heavy, Misfire 1

Reactions

**Dead Man's Switch: After bringing an opponent to 0 hp, anyone casting healing magic or applying healing skills to the downed opponent draw opportunity attacks within 30 feet

 

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