Gun Devil (Chainsaw Man Supplement)

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Gun Devil[edit]

Gargantuan fiend (Devil), lawful evil


Armor Class 19 (Unarmored Defense)
Hit Points 594 (36d12 + 360)
Speed 105 ft. fly (can't fly more than 60 feet over the ground)


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Str +6, Dex +13, Con +12, Int +3, Wis +4, Cha +6
Skills Acrobatics +11, Athletics +10, Insight +8, Intimidation +12, Perception +8
Senses passive Perception 18
Languages Understands Common but can't speak or write it.
Challenge 18 (20,000 XP)


Dread Tiers. The Gun Devil has 601 Dread Tiers.

Devil Power Usage. The Gun Devil has 23 devil power uses that it can use to fuel its abilities. It regains all spent uses at the end of a long rest.

Born From Fear. The Gun Devil has advantage on saving throws against the frightened condition.

True Terror. Whenever a human makes a saving throw against being frightened by the Gun Devil, their roll is reduced by 6.

Evasion. Whenever the Gun Devil makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Second Intentions. The Gun Devil has advantage on Persuasion and Deception checks to make humans accept its contracts. Additionally, humans have disadvantage on Insight checks when trying to find its true intentions with the contract unless they have already made a contract with it before.

Powerful Fear. When the Gun Devil gains Dread Tiers, it gains 2 additional Dread Tiers.

Terrifying Critical. Whenever the Gun Devil lands a critical hit, it may roll an additional dice of damage. Additionally, the creature hit by the critical attack must make a DC 18 Wisdom saving throw. On a failure they are frightened of it for 1 minute, being able to remake the save at the start of their turn. On a success, they are not frightened.

Monarch of Motion. When dashing, the Gun Devil's movement speed is tripled.

Imposing Form. The Gun Devil has advantage in Intimidation checks. Additionally, creatures that can see it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. On a successful save, they are immune to this effect for 24 hours. At the beginning of their turns, a creature may remake the save.

Steel Resilience. The Gun Devil has advantage on saving throws against being pushed or knocked prone.

Gunmetal Aura. Creatures within 10 feet of the Gun Devil has disadvantage on attack rolls against targets other than it. Additionally, any creature that makes an attack roll against the Gun Devil must first succeed on a DC 18 Wisdom saving throw or become frightened until the end of their turn. This effect only works once per creature per turn.

Armory. The Gun Devil's use of firearms are innately better than most, granting it the following abilities:

  • Pistols (1 Use). If the Gun Devil misses with either a Handgun, Revolver or Heavy Handgun, it can reroll the attack, potentially turning it into a hit. It must use the new roll.
  • Shotguns (2 Uses). When attacking with either a Pump Shotgun or a Double-Barrel Shotgun, the Gun Devil can reroll the spread die. It must use the new roll.
  • Rifles (3 Uses). When attacking with either a Bolt-Action Rifle or a Battle Rifle, the Gun Devil can double its range and grant itself advantage on the attack roll.
  • Automatic (3 Uses). When attacking with with either a Submachine Gun, Automatic Shotgun, Automatic Rifle, or a Machine Gun the Gun Devil can make 2 attacks instead of one, both at disadvantage.

Great Equalizer (2 Uses). When the Gun Devil deals damage with a firearm to a creature whose CR or level is 3 levels/CR or higher than 18, it can deal additional damage equal to the difference in CR or level, multiplied by 6.

Deadeye. The Gun Devil no longer suffers disadvantage when attacking at long range with firearms.

Nowhere to Hide. The Gun Devil can use its Living Arsenal feature on any creature within 3605 feet, rolling to hit as normal. It must choose to target creatures that fit a vague description, such as being born in a certain month, within a specific age range, or other broad identifiers within the number of feet. It can choose up to 6 vague descriptions. This feature only works on the people with the chosen descriptions.

Unparalleled Strength. The Gun Devil gains the following benefits:

  • Its carrying capacity increases by 40.
  • It counts as one size larger for the purposes of grappling.

Quick-Footed. When dashing the Gun Devil's movement speed is added twice instead of once.

Speed Demon. Once per round when performing a melee attack roll the Gun Devil may do so with advantage.

Unrelenting Body. The Gun Devil reduces all damage that isn't psychic by 4 and has advantage on saving throws against the poisoned condition.

Mastered Accuracy (5/long rest). Whenever the Gun Devil has advantage on a weapon attack roll, it may roll 3 dice instead of 2 and take the highest result. It can do this 5 times, regaining spent uses on a long rest.

ACTIONS

Multiattack. The Gun Devil can make 5 attacks.

Rabid Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (2d10 + 5) bludgeoning damage.

Living Arsenal. The Gun Devil doesn't need ammunition for and cannot be disarmed of the following weapons, along with them counting as natural weapons:

  • Handgun. Ranged Weapon Attack: +13 to hit, range 30/300 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
  • Revolver. Ranged Weapon Attack: +13 to hit, range 30/300 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
  • Heavy Handgun. Ranged Weapon Attack: +13 to hit, range 30/300 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
  • Pump Shotgun. Ranged Weapon Attack: +13 to hit, range 30/90 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
  • Double-Barrel Shotgun. Ranged Weapon Attack: +13 to hit, range 30/90 ft., one target. Hit: 12 (2d6 + 5) piercing damage. This weapon has a spread die of 1d6.
  • Bolt-Action Rifle. Ranged Weapon Attack: +13 to hit, range 120/1200 ft., one target. Hit: 18 (3d8 + 5) piercing damage. This weapon has a spread die of 1d6.
  • Battle Rifle. Ranged Weapon Attack: +13 to hit, range 120/1200 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
  • Submachine Gun. Ranged Weapon Attack: +13 to hit, range 60/600 ft., one target. Hit: 12 (3d4 + 5) piercing damage. This weapon has a spread die of 1d4.
  • Automatic Shotgun. Ranged Weapon Attack: +13 to hit, range 30/90 ft., one target. Hit: 14 (2d8 + 5) piercing damage. This weapon has a spread die of 1d6.
  • Automatic Rifle. Ranged Weapon Attack: +13 to hit, range 60/600 ft., one target. Hit: 18 (3d8 + 5) piercing damage. This weapon has a spread die of 1d4.
  • Machine Gun. Ranged Weapon Attack: +13 to hit, range 60/600 ft., one target. Hit: 19 (4d6 + 5) piercing damage. This weapon has a spread die of 1d4.

Suppressing Fire (2 Uses). The Gun Devil chooses a weapon in its Living Arsenal range. It creates a 10-foot wide line of gunfire that extends from it to the chosen range for 1 minute. The Gun Devil may dismiss this feature at will.

Any creature that starts its turn in that area or enters it must make a DC 18 Dexterity saving throw or take damage from the weapon it selected. The attack is treated as though the Gun Devil shot them. The attack has the spread (1d4) property if it did not already, and if it does, its spread die is increased by one stage (1d4 → 1d6 → 1d8).

BONUS ACTIONS

Rabid Strikes. After making a Rabid Strike attack as part of the Attack action on its turn, the Gun Devil may make another Rabid Strike attack.

Regeneration. The Gun Devil can roll up to 10 instances of 2d6, regaining hit points equal to the amount rolled and losing half the amount rolled in blood points.

Weapon Bench (1 Use). The Gun Devil can choose one type of Special Ammunition. For the next minute, attacks made with its Living Arsenal are treated as being of that type. This effect enhances the power of the Gun Devil's gunfire, granting the chosen ammunition type's benefits (such as explosive, armor-piercing, or other special properties) to all attacks for the duration.

Deadeye (2 Uses). When targeting a limb with its Living Arsenal feature, the Gun Devil may reduce the attack penalty by 3.

Tap Dancer (5/long rest). The Gun Devil can take the dodge action. It can do this 5 times, regaining all spent uses at the end of a long rest.

Quick-Footed. The Gun Devil can take the dash or disengage action.

REACTIONS

Regeneration. In response to taking damage, the Gun Devil uses its regeneration.

Gun.png
Devil

The Gun Devil has 18 levels in the Devil class.

Fear Boons

Terrifying Brute, Incredible Might, Acceleration, Immeasurable Speed, Increased Acceleration, Untold Speed, Monarch Of Motion, Unfathomable Speed, Devilish Resistance, Super Natural Vitality.

Devil Power Damage Enhancement.

Feats

Unparalleled Strength, Tap Dancer, Quick-Footed, Speed Demon, Unrelenting Body.

Mastered Accuracy, Immense Devil Power.

Improved Durability

This creature uses the Improved Durability rule.


Gun Fiend[edit]

Medium fiend (Fiend), lawful evil


Armor Class 17 (Demonic Evasion)
Hit Points 378 (36d8 + 216)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +11, Con +10, Death Saving Throws +7
Skills Acrobatics +11, Athletics +10, Insight +8, Intimidation +10, Perception +8
Senses passive Perception 18
Languages Understands Common but can't speak or write it.
Challenge 18 (20,000 XP)


Dread Tiers. The Gun Fiend has 300 Dread Tiers.

Devil Power Usage. The Gun Fiend has 13 devil power uses that it can use to fuel its abilities. It regains all spent uses at the end of a long rest.

Born From Fear. The Gun Fiend has advantage on saving throws against the frightened condition.

True Terror. Whenever a human makes a saving throw against being frightened by the Gun Fiend, their roll is reduced by 6.

Evasion. Whenever the Gun Fiend makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Second Intentions. The Gun Fiend has advantage on Persuasion and Deception checks to make humans accept its contracts. Additionally, humans have disadvantage on Insight checks when trying to find its true intentions with the contract unless they have already made a contract with it before.

Powerful Fear. When the Gun Fiend gains Dread Tiers, it gains 2 additional Dread Tiers.

Terrifying Critical. Whenever the Gun Fiend lands a critical hit, it may roll an additional dice of damage. Additionally, the creature hit by the critical attack must make a DC 18 Wisdom saving throw. On a failure they are frightened of it for 1 minute, being able to remake the save at the start of their turn. On a success, they are not frightened.

Lasting Spite (6/long rest). When a creature damages the Gun Fiend with a damage type other than psychic damage it gains a +1 to an attack roll. The Gun Fiend can do this 6 times, regaining spent uses on a long rest.

Imposing Form. The Gun Fiend has advantage in Intimidation checks. Additionally, creatures that can see it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. On a successful save, they are immune to this effect for 24 hours. At the beginning of their turns, a creature may remake the save.

Steel Resilience. The Gun Fiend has advantage on saving throws against being pushed or knocked prone.

Gunmetal Aura. Creatures within 10 feet of the Gun Fiend has disadvantage on attack rolls against targets other than it. Additionally, any creature that makes an attack roll against the Gun Fiend must first succeed on a DC 18 Wisdom saving throw or become frightened until the end of their turn. This effect only works once per creature per turn.

Armory. The Gun Fiend's use of firearms are innately better than most, granting it the following abilities:

  • Pistols (1 Use). If the Gun Fiend misses with either a Handgun, Revolver or Heavy Handgun, it can reroll the attack, potentially turning it into a hit. It must use the new roll.
  • Automatic (3 Uses). When attacking with with either a Submachine Gun, Automatic Shotgun, Automatic Rifle, or a Machine Gun the Gun Fiend can make 2 attacks instead of one, both at disadvantage.

Great Equalizer (2 Uses). When the Gun Fiend deals damage with a firearm to a creature whose CR or level is 3 levels/CR or higher than 18, it can deal additional damage equal to the difference in CR or level, multiplied by 6.

Deadeye. The Gun Fiend no longer suffers disadvantage when attacking at long range with firearms.

Quick-Footed. When dashing the Gun Fiend's movement speed is added twice instead of once.

Speed Demon. Once per round when performing a melee attack roll the Gun Fiend may do so with advantage.

Mastered Accuracy (5/long rest). Whenever the Gun Fiend has advantage on a weapon attack roll, it may roll 3 dice instead of 2 and take the highest result. It can do this 5 times, regaining spent uses on a long rest.

ACTIONS

Multiattack. The Gun Fiend can make 4 attacks.

Rabid Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Living Arsenal. The Gun Fiend doesn't need ammunition for and cannot be disarmed of the following weapons, along with them counting as natural weapons:

  • Handgun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Revolver. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
  • Heavy Handgun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
  • Submachine Gun. Ranged Weapon Attack: +11 to hit, range 60/600 ft., one target. Hit: 10 (2d4 + 5) piercing damage. This weapon has a spread die of 1d4.
  • Automatic Shotgun. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 9 (1d8 + 5) piercing damage. This weapon has a spread die of 1d6.
  • Automatic Rifle. Ranged Weapon Attack: +11 to hit, range 60/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage. This weapon has a spread die of 1d4.
  • Machine Gun. Ranged Weapon Attack: +11 to hit, range 60/600 ft., one target. Hit: 15 (3d6 + 5) piercing damage. This weapon has a spread die of 1d4.

Suppressing Fire (2 Uses). The Gun Fiend chooses a weapon in its Living Arsenal range. It creates a 10-foot wide line of gunfire that extends from it to the chosen range for 1 minute. The Gun Fiend may dismiss this feature at will.

Any creature that starts its turn in that area or enters it must make a DC 18 Dexterity saving throw or take damage from the weapon it selected. The attack is treated as though the Gun Fiend shot them. The attack has the spread (1d4) property if it did not already, and if it does, its spread die is increased by one stage (1d4 → 1d6 → 1d8).

BONUS ACTIONS

Rabid Strikes. After making a Rabid Strike attack as part of the Attack action on its turn, the Gun Fiend may make another Rabid Strike attack.

Regeneration. The Gun Fiend can roll up to 10d6, regaining hit points equal to the amount rolled and losing twice the amount rolled in blood points.

Weapon Bench (1 Use). The Gun Fiend can choose one type of Special Ammunition. For the next minute, attacks made with its Living Arsenal are treated as being of that type. This effect enhances the power of the Gun Fiend's gunfire, granting the chosen ammunition type's benefits (such as explosive, armor-piercing, or other special properties) to all attacks for the duration.

Deadeye (2 Uses). When targeting a limb with its Living Arsenal feature, the Gun Fiend may reduce the attack penalty by 3.

Tap Dancer (5/long rest). The Gun Fiend can take the dodge action. It can do this 5 times, regaining all spent uses at the end of a long rest.

Quick-Footed. The Gun Fiend can take the dash or disengage action.

REACTIONS

Regeneration. In response to taking damage, the Gun Fiend uses its regeneration.

image-2025-05-15-222408527.png
The Gun Fiend, standing in front of Denji
Devil

The Gun Fiend has 18 levels in the Devil class.

Feats

Tap Dancer, Quick-Footed, Speed Demon.

Mastered Accuracy, Immense Fiend Power.

Improved Durability

This creature uses the Improved Durability rule.

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