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Sally 'Six Shooter' - AI-generated fantasy Monster

Sally 'Six Shooter'

Stories disagree on whether Sally was a lawkeeper, an outlaw, or simply the best shot in a territory full of bad men. They agree that she died before her last duel was settled. Her spirit now follows the trail of the person she blames, or waits for someone who can prove the story has changed.

Medium undead · CR 20 · Unique

Sally 'Six Shooter'

A legendary spectral gunslinger whose impossible aim is powered by an unfinished feud.
AC19
HP270/270
CR20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 19 · HP 270 · CR 20

Sally 'Six Shooter'

Medium undead (undead), chaotic neutral
Armor Class19 (spectral quickdraw)
Hit Points270 (36d8 + 108)
Speed
Walking 40 ft.,
Sally can move through creatures and objects as if they were difficult terrain. She takes 5 force damage if she ends her turn inside an object.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityConstitutionWisdomCharisma
SkillsInsightPerceptionStealthIntimidation
Damage Resistances
Cold,
Fire,
Lightning,
Thunder,
Bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
Necrotic damage,
Poison damage,
Charmed,
Exhaustion,
Frightened,
Grappled,
Paralyzed,
Petrified,
Poisoned,
Prone,
Restrained
Weaknesses
Radiant damage suppresses her regeneration until the start of her next turn.
She is bound to her unfinished grievance and can be distracted or bargained with using genuine evidence related to it.
Senses
Darkvision 120 ft.,
Passive Perception 21
Languages
Common,
One language Sally knew in life
Challenge20
Proficiency Bonus+6
Initiative+9
Passive Perception21
Incorporeal Movement. Sally can move through creatures and objects as if they were difficult terrain. She takes 5 force damage if she ends her turn inside an object.
Magic Resistance. Sally has advantage on saving throws against spells and other magical effects.
Revenant's Return. Sally regains 20 hit points at the start of her turn if she has at least 1 hit point. If she takes radiant damage, this trait does not function at the start of her next turn.
Impossible Aim. Sally's weapon attacks are magical. Her Six-Shooter ignores half cover and three-quarters cover.
Unfinished Business. Sally cannot be permanently destroyed while the oath or unresolved grievance that binds her remains. If reduced to 0 hit points, she collapses into dust and reforms after 24 hours at the place where she died, unless her binding grievance has been resolved.

Actions

Multiattack. Sally makes three attacks with her six-shooter or two attacks with her silvered Bowie knife.
Six-Shooter. Ranged Weapon Attack: to hit, range 120/360 ft., one target. Hit: 30 () piercing damage. The shot is magical and ignores half cover and three-quarters cover. Sally can choose to deal no damage and instead pin a target's clothing or equipment to a solid surface; a pinned creature can use an action to make a Strength check, freeing itself on a success.
Bowie Knife. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 19 () slashing damage plus 13 () necrotic damage.
Dead-Eye Fan. Sally fires a shot at a point she can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 45 () piercing damage on a failed save, or half as much on a success. Sally can use this action only once per day.
Marked for the Last Ride (Recharge 5-6). Sally chooses up to three creatures she can see within 120 feet and marks them until the end of her next turn. The next time Sally hits a marked creature with a weapon attack before then, the attack deals an extra 18 () necrotic damage. A creature can be marked only once per use.

Reactions

Not Today. When a creature Sally can see makes an attack roll against her, Sally adds 4 to her AC against that attack, potentially causing it to miss. If the attack misses, Sally can move up to 10 feet without provoking opportunity attacks.

Legendary Actions

Duststep. Sally moves up to half her speed without provoking opportunity attacks.
Quickdraw. Sally makes one Six-Shooter attack.
Answer the Challenge (costs 2 actions). Sally makes one Six-Shooter attack against a creature that has damaged her since the end of her last turn. On a hit, the target must succeed on a Wisdom saving throw or be frightened of Sally until the end of its next turn.
Role
Mobile ranged boss and supernatural duelist
Built for
17-20

Gear

  • Sally's Six-Shooter (Weapon, Priceless)A supernatural six-chamber firearm. Its ammunition appears as spent brass and reforms in the cylinder.
  • Bowie Knife (Weapon, 25 gp)A silvered knife worn at her belt, polished despite the dust.
  • Dustcoat (Wondrous item, No resale value while Sally is bound to it)A sun-faded duster that stirs even when the air is still.

Notes for the game master

Custom monster. The six-shooter is a supernatural firearm and is not presented as a standard piece of official 5e equipment.
Sally's weapon attacks are magical.
Sally has three legendary actions, choosing from the options listed. She regains spent legendary actions at the start of her turn.
Sally's intended challenge assumes a party of four characters around level 17 to 20.
Sally regains 20 hit points at the start of her turn if she has at least 1 hit point. If she takes radiant damage, this trait does not function at the start of her next turn.

Tactics

  1. Opening

    Sally begins from cover at long range, opens with Marked for the Last Ride when available, and fires three shots at the most dangerous visible foes.

  2. Mid-fight

    She uses Marked for the Last Ride against spellcasters or heavily armored foes, then concentrates her attacks on marked targets. She uses her reaction to punish a clear attacker or escape a threat.

  3. End of the fight

    If reduced below 70 hit points, Sally uses Dead-Eye Fan if available, then focuses her fire on one dangerous foe at a time. She keeps moving rather than allowing herself to be surrounded.

  4. Retreat

    Sally does not surrender while her oath or grudge remains unfulfilled. If her chosen target is defeated or the party proves it can end her haunting, she may accept a ceasefire and bargain for release.

How it fights

Keep moving between firing positions and use cover whenever possible.
Prioritize targets concentrating on spells or healing allies.
Avoid spending legendary actions on Quickdraw if Duststep can secure a better angle or break line of sight.
Use Dead-Eye Fan only when multiple enemies are clustered or when a single area attack can change the fight.

Who it attacks first

Spellcasters concentrating on control or protective magic
Healers who can restore multiple allies
Characters who threaten to pin Sally in melee
Any foe who has challenged or insulted her dueling code

Works well with

Allies who use cover or obscure sight lines can force the party to divide attention while Sally repositions.
A terrain feature that rewards movement, such as rooftops, balconies, or alleys, complements her quickdraw style.

How to beat it

Close distance using total cover, darkness, or effects that block line of sight.
Force Sally to spend her reaction before a key ally moves or attacks.
Restrain or grapple her to limit her mobility, though this does not prevent her from attacking at close range.
Use radiant damage to suppress her regeneration for a round.
Spread out to reduce the impact of Dead-Eye Fan.

Ways to avoid a fight

Sally can be persuaded to delay a duel if the characters provide credible evidence about her unfinished feud.
She accepts a formal challenge and honors clear terms, including a duel to first blood or a contest of skill.
A character can learn her history by examining old wanted posters, court records, or accounts kept by surviving witnesses.

Ecology

A lean, weather-beaten gunslinger in a dust-stained duster, Sally wears a cracked ivory-handled revolver at each hip, though she fires only one. Her eyes shine like brass casings in lamplight, and a ragged hole in her coat never quite stops smoking. Her boots leave prints in dust, but none in snow.

Behavior

Sally is patient, dry-witted, and unnervingly polite. She announces a target's name before firing, refuses to shoot someone who is unarmed unless they threaten her first, and treats a duel as a binding agreement.

How it lives

Sally is not a living predator and requires neither food nor sleep. She haunts roads, abandoned settlements, and places associated with her last duel, appearing most often where someone has broken a promise.

Lair

Sally's lair is wherever the final duel of her life took place. In it, lamps gutter when she draws, dust forms the outline of absent spectators, and the sound of a hammer striking a gun's cylinder can be heard from empty rooms.

Habitat
Abandoned frontier towns, lonely roads, ruined forts, and places where a duel ended badly.

Signs that it is near

A faint smell of smoke and hot brass with no fire nearby.
Fresh bullet holes in walls that were intact moments earlier.
A distant cylinder click followed by silence.
Boot prints that stop abruptly in the middle of a dusty road.

Tags

undead,
boss,
gunslinger,
spectral,
weird west

Lore

Stories disagree on whether Sally was a lawkeeper, an outlaw, or simply the best shot in a territory full of bad men. They agree that she died before her last duel was settled. Her spirit now follows the trail of the person she blames, or waits for someone who can prove the story has changed.

What drives it

Sally seeks to settle her unfinished feud, protect the innocent from the kind of predation she once fought, and find a worthy opponent who can finally lay her to rest.

After the fight

When Sally is defeated, her bullets fall silent and the spectral dust around her settles. If she was bound to a place or a person, destroying that anchor may allow her spirit to move on. Otherwise, a faint gunshot sometimes echoes from the direction of her grave.

“They agree that she died before her last duel was settled.”
From its lore

Variants

Sally, the Last Witness: She marks only creatures who have lied about the feud, but her attacks against those targets deal extra psychic damage.
Sally, at High Noon: Her lair traits create a sunlit street with long shadows, and she fights by the rules of a formal duel.

Hooks

Plot hooks

A settlement hires the party to stop a ghostly gunslinger, but local records reveal Sally once protected the town.
Someone has forged evidence to convince Sally that an innocent person betrayed her.
A family heirloom contains the one surviving letter that could tell Sally who actually fired the first shot.
Sally challenges a party member whose reputation has reached the frontier.

How to use it

Use Sally as a mobile boss in a streetside duel, a dusty ghost town, or a battlefield full of cover.
Give the party a chance to learn her code and discover what would satisfy her unfinished feud.
For a solo encounter, provide terrain, cover, and a few meaningful objectives rather than leaving her in an empty room.
For a group encounter, pair Sally with modest minions that pressure the party without competing with her spotlight.

Treasure

Sally's six-shooter, which becomes a nonmagical but finely made firearm if she is released from her haunting.
A leather pouch containing old coins, a faded wanted poster, and a folded letter tied to her unfinished feud.
A bounty or legal reward offered by a settlement that fears her return.

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