#ballistidaemon

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“Gunslinger 2″ © Rob Brunette, accessed at his ArtStation here

[Commissioned by @hiswrathundoesthewicked​. It feels like a daemon of guns has been a long time coming, and the commissioner asked me to use this image to build on top of. I made it a CR 15 in order to play well with other industrial themed daemons like the crucidaemonandsordesdaemon]

Daemon, Ballistidaemon
CR 15 NE Outsider (extraplanar)

This creature is vaguely humanoid, although its long arms and pointed legs conspire to make it as comfortable on all fours as on its hind legs. Eight thin tentacles grow from its neck and shoulders, each tipped with a metallic tube. Its head is a skull-like wedge, with a beaked mouth twisted into the shape of a sardonic grin.

Among the newest species of daemons, ballistidaemons are the embodiment of death by firearms. They were created by the Horseman of War, who has embraced guns as a way to kill dramatically and en masse. Few ballistidaemons care for subtlety or discretion, instead acting as living weapons platforms in daemonic incursions into other planes. When not fighting, they are usually hard at work making weapons for other daemons or their cults.

Although some ballistidaemons carry manufactured firearms (particularly if they wish to snipe with a rifle), they do not require them. A ballistidaemon has guns literally growing from its body, attached to whip-like tentacles that grow from its neck and shoulders. It generates ammunition magically for this armamenr, and can lay down a withering rate of fire. A ballistidaemon has a wide array of tricks and staggeringly good luck, although it can only refresh these skills by taking the lives of worthy opponents. Thus, even though ballistidaemons do love to mow down innocent bystanders and slaughter civilians, they make an effort to find challenging enemies to test their skills against on the battlefield. They only engage in melee if an antimagic field or similar effect prevents their infinite bullets from forming, but they can still deliver damage with their beaked jaws and clawed hands.

The one weakness ballistidaemons have is sartorial. They enjoy dressing in flamboyant costumes, a personal affectation that some other daemons view as a foolish weakness. These hats, boots, ponchos and other accessories are often magical, but some are chosen for no other reason than fashion.

Ballistidaemon CR 15
XP 51,200

NE Medium outsider (daemon, extraplanar, evil)
Init
+11;Sensesdarkvision 60 ft., detect good, Perception +26, true seeing
Defense
AC
29, touch 20, flat-footed 29 (+9 Dex, +1 dodge, +9 natural)
hp
212 (17d10+119)
Fort
+12,Ref+19,Will+16
DR
10/good and silver; Immuneacid, death effects, disease, poison; Resistcold 10, electricity 10, fire 10; SR26
Defensive Abilities
evasion, improved uncanny dodge
Offense
Speed
40 ft., air walk
Melee
2 claws +22 (1d8+5), bite +22 (1d6+5)
Ranged
+1 pistol +27/+22/+17/+12 touch or +25/+25/+20/+15/+10 touch (1d8+1/19-20x4)
Special Attacks
armament, deeds (deadeye, gunslinger’s dodge, quick clear, gunslinger initiative, pistol whip, utility shot, dead shot, startling shot, targeting, bleeding wound, expert loading, lightning reload, evasive, menacing shot, slinger’s luck), fusillade
Spell-like Abilities
CL 15th, concentration +21
Constant—air walk, detect good, true seeing
At will—greater teleport (self plus 50 lbs. objects only)
3/day—bullet shield, fire seeds (DC 22), shout(DC 20)
1/day—blasphemy(DC 23), greater shout (DC 24), summon (level 4, 1 derghodaemon, 50%)
Statistics
Str
21,Dex28,Con24,Int16,Wis23,Cha23
Base Atk
+17;CMB+22;CMD42 (46 vs. trip)
Feats
Deadly Aim,Dodge, Exotic Weapon Proficiency (firearms) (B), Gunsmithing (B), Improved Critical (pistol), Mobility, Nimble Moves, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills
Acrobatics +29 (+33 when jumping),Bluff +26, Craft (alchemy) +23, Knowledge (engineering, planes) +23, Perception +26, Sense Motive +26, Stealth +29
Languages
Abyssal, Draconic, Infernal, telepathy 100 ft.
SQ
grit (6 points)
Ecology
Environment
any land or underground (Abaddon)
Organization
solitary, pair or posse (3-6)
Treasure
standard
Special Abilities
Armament (Su)
A ballistidaemon has eight tentacles, each tipped with a gun barrel that counts as a +1 pistol. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a ballistidaemon’s pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a ballistidaemon’s pistols supernaturally reload the instant it fires them without provoking attacks of opportunity, allowing the daemon to make multiple attacks in a round with the weapons. It can make iterative attacks with a single pistol at a time. These cannot be disarmed, but can be sundered (hardness 12, hit points 20). A ballistidaemon can regenerate a sundered armament as a standard action. A ballistidaemon does not provoke attacks of opportunity for using its armament in melee, and does not have a misfire chance with its armament.
Deeds (Ex)
A ballistidaemon has access to the deeds of a 15th level gunslinger, as listed in its stat block. It must spend grit to use these deeds as normal. The bonuses for gunslinger’s initiative and evasive are listed in its stat block above).
Fusillade (Ex)
As a full round action, a ballistidaemon can make a single shot with each of its armament tentacles (eight for a normal ballistidaemon). These attacks are made at its full attack bonus. It may split these attacks up among different opponents or the same opponent as it sees fit. Using this ability costs 1 grit point, and the grit cost cannot be reduced with Signature Deed.
Grit (Ex)
A ballistidaemon gains a number of grit points per day equal to its Wisdom modifier. This functions as the gunslinger class ability.

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