Medium Humanoid/Undead, Human Rhine, Outlaw, Redclay Frontiers, Level 22
HP: 373 (8d8, 12d10, 2d12)
DgC/BC: 32/7
Speed: Normal: 6
Initiative: 16
Carrying capacity: 17
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
8
STR
3
VIT
7
CHA
2
INT
-1
WIS
1
Acrobatics: 1, Adventuring: 1, Allure: 1, Block: 1, Bluff: 4, Bravery: 2, Diplomacy: 3, Dodge: 6, Exertion: 7, Focus: 4, Insight: 2, Intimidation: 4, Life Force: 4, Medicine: 1, Nature: 1, Necromancy: 1, Perception: 6, Precision: 9, Resilience: 2, Sleight: 4, Society: 2, Stamina: 4, Stealth: 3, Toughness: 5
Checks Against Fear: +2, Checks Against Stress: +2, Guns: +6, Initiative: +2, Ranged Attacks: +2, Rifles: +2, Single Handed Attacks: +2
Common
Dual-Wielder. Blackheart Bill is dual-wielding if it is holding 2 one handed weapons. Whenever Blackheart Bill is dual-wielding and fully hits an attack with one of its weapons, its next attack with the other on the same turn is done with advantage. If it uses ◆◆◆ or more on attacks with one of the weapons in a single turn it can make an attack with the other, costing no more than ◆ as a free action. Whenever Blackheart Bill takes opportunity attack with one of its weapons it can immediately also make an attack costing less reactions with the other.
Gunslinger. Whenever Blackheart Bill uses gun's reload action, it can reload 2 bullets instead. Every time Blackheart Bill fully hits an attack with a gun on its turn it gains level of advantage on all gun attacks against the same target until the end of its turn. Whenever Blackheart Bill uses move action it can use attack with a gun costing no more than ◆ as part of that move, or use reload action. All attacks with gun Blackheart Bill makes deal one additional die of damage.
Legendary Reactions. Blackheart Bill gains additional reaction at the end of each of its turns. Once per long rest, whenever Blackheart Bill makes a skill check or attack, it can give themselves double advantage.
Legendary Turn. Blackheart Bill gains legendary turn with ◆ at the initiative count of 20.
Marksman. Whenever Blackheart Bill uses reposition action it can move 1 additional m. Blackheart Bill's ranged attacks ignore partial cover. Once per turn it can reroll to hit roll and use the second result. Whenever Blackheart Bill completely hits with a ranged attack it deals one additional die of damage.
Reckless jump. Once per turn, if Blackheart Bill has a line of attack to a creature within 5 m, it can make a melee attack against that creature. If it does, it moves into melee range as a free action, ignoring difficult terrain.
Rhine Diplomacy. Blackheart Bill adds 1d4 to all Society and Diplomacy checks.
Rise Up. Once per long rest, whenever Blackheart Bill drops to 0 HP and is not outright killed it drops to 1 HP instead.
Your Worst Nightmare. Blackheart Bill has double advantage on all Intimidation, Bluff, Diplomacy, and Insight checks against creatures feared by it. All attacks against those creatures are done with advantage.
Zombie Stench. Whenever a creature starts its turn within 4 m of Blackheart Bill or enters that area for the first time on its turn, it must make Resilience(VIT) equal to 8 + Blackheart Bill's Life force(VIT) or lose ◆. Creatures that cannot smell are immune to this ability.
◆: Aim. Blackheart Bill gains advantage on its next ranged attack during this turn and the attack deals one additional die of damage. Whenever Blackheart Bill uses reposition action it can immediately uses its aim ability as a free action.
◆: Scare. Creatures within 5 m must make Bravery(CHA) check equal to 8 + Blackheart Bill's Intimidation(CHA) or be feared by it for one hour. If a creature succeeds on a check, they get immunity to this ability until the beginning of next turn. Feared creatures can use ◆ to try to repeat the saving throw ending fear condition on success.
Level 0 Weapon, Gun
Bullet: 6
Six-Shot Reflex. If This creature has at least one loaded bullet at the end of its turn it can immediately make another shoot attack with your revolver.
◆: Buttstroke. Melee weapon attack. Exertion(STR) to hit. STR bludgeoning damage.
◆, Bullet: Reload Bullet. This weapon gains 1 bullet.
◆, Bullet: Shoot. Ranged weapon attack. Range: 20 m. Precision(AGI) to hit. 1d6 + AGI piercing damage.
◆◆, 3 Bullets: Rapid Shots. Make 3 shoot attacks against the same target.
⮌, Bullet, Whenever This creature is declared target of ranged attack by a creature within range: Quick Draw. Range: 10 m. This creature makes one shoot attack against the attacker. On full hit the attack is made with disadvantage.