b'Epic Gunfighter \n'b'  Medium   mythic humanoid ,  lawful evil  \n'b'  Armor Class  22 (34 with Acrobatic Defense)  Hit Points  3,537 (262d8 + 2,358)  Speed  50 ft.\n'b' STATS STR: 12 (+1) DEX:  34 (+12)  CON:  29 (+9)  INT:  22 (+6)  WIS:  23 (+6)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +13,  Dex  +24,  Con  +21,  Int  +19,  Wis  +18,  Cha  +14  Skills   Acrobatics  +24,  Athletics  +13,  Insight  +18,  Intimidation  +26,  Perception  +30,  Stealth  +24  Damage Resistances  bludgeoning, piercing, and slashing from non-Epic creatures  Senses  truesight 500 ft., passive  Perception  40  Languages  Common, but has never been heard speaking  Challenge  Mythic 9 \n'b' SPECIAL TRAITS \n'b'\n'b'  Acrobatic Defense . So long as the Epic Gunfighter is not  incapacitated  and has a movement speed greater than 0, his AC is equal to 10 + his  Acrobatics  bonus. Additionally, when an attack misses the Epic Gunfighter, he may move up to 10 feet away from the source of the attack without provoking attacks of opportunity. \n'b'  Darn Tough . The Epic Gunfighter De Fontaine has Epic advantage on saving throws that would impose the  prone ,  restrained ,  stunned , or  unconscious  conditions on a failure. \n'b'  Fire and Fury . The Epic Gunfighter dual-wields two magical revolvers. Attacks made with the weapons grant a +5 bonus to  attack  and  damage rolls  (included in the attack). Additionally, if the Epic Gunfighter is disarmed or loses possession of either of the weapons, they magically reappear in his hand at the start of the Epic Gunfighter\xe2\x80\x99s next turn. \n'b'  The Quick and the Dead (1/Round) . When an enemy creature not hidden from the Epic Gunfighter starts its turn, the Epic Gunfighter may make a single Revolver  attack  against it. \n'b'  True Grit (7/Day) . When the Epic Gunfighter takes more than 200 damage in a single instance, he can choose to instead take 200 damage. Additionally, when the Epic Gunfighter fails a saving throw, he can choose to lose 100  hit points  and succeed instead. \n'b'\n'b' MYTHIC ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), the Epic Gunfighter takes a mythic action to cause one of the following effects. The Epic Gunfighter De Fontaine cannot cause the same effect twice in a row. \n'b'\n'b'  Quick Draw . The Epic Gunfighter may use his The Quick and the Dead feature an additional time per round, but never more than twice per start of an enemy creature\xe2\x80\x99s turn. This benefit ends if the Epic Gunfighter finishes a short or long rest. \n'b'  The Big One . The Epic Gunfighter loads one of his weapons with a highly explosive round. When the Epic Gunfighter next makes an attack with the weapon and scores a successful hit, the round detonates in a 60-foot-radius sphere centered on the target. Each creature within the affected area must succeed on a DC 29  Dexterity  saving throw or take 70 (20d6) fire damage and 70 (20d6) thunder damage, or half as much on a success. Unattended objects and structures in the affected area take 140 fire and 140 thunder damage from this effect. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Epic Gunfighter makes three Revolver attacks, or makes two Revolver attacks and takes either the  Dash ,  Dodge , or  Hide   actions . \n'b'  Revolver .  Ranged Weapon Attack : +29 to hit, range 120/360 ft., one target.  Hit : 44 (6d8 + 17) piercing damage. \n'b'  Fan the Hammer . The Epic Gunfighter makes six Revolver attacks against a single target at Epic disadvantage and a -10 penalty to his  attack  rolls. \n'b'  Gone with the Wind . The Epic Gunfighter tips his hat and vanishes, magically teleporting away in a cloud of dust for up to 1 round. When an enemy creature ends its turn, the Epic Gunfighter can choose to appear in an unoccupied space within 60 feet of the creature. \n'b'  High Noon (Recharge 6) . The Epic Gunfighter marks each enemy creature he can see for death. When the Epic Gunfighter next hits a target so marked, he instead scores a critical hit and rolls all  attack  damage dice three times instead of twice. This benefit is lost if the Epic Gunfighter does not hit an affected target by the end of his next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Epic Gunfighter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Epic Gunfighter De Fontaine regains spent legendary actions at the start of his turn. \n'b'\n'b'  Acrobatics . The Epic Gunfighter moves up to his speed or makes a 20-foot jump (long or vertical). \n'b'  Dead Eye . The Epic Gunfighter makes a  Wisdom  ( Perception ) check to  search  for hidden enemies. \n'b'  Gone with the Wind (Costs 2 Actions) . The Epic Gunfighter uses his Gone with the Wind action. \n'b'  Revolver . The Epic Gunfighter makes a Revolver  attack . \n'b'  Spellbreaker Rounds (Costs 2 Actions) . The Epic Gunfighter loads one of his weapons with three special rounds that destroy magic and then fires them at up to three creatures or spell effects within range, making ranged spell attacks (+19 to hit) when applicable. A creature successfully hit by one of these attacks takes no damage, but if it benefits from spells affecting it, it must succeed on a DC 29  Wisdom  saving throw or have the highest level (or Epic spell tier) spell affecting it end. A creature that fails this saving throw by 10 or more instead has all spells affecting it end. A spell effect that the Epic Gunfighter can see is automatically hit by this  attack , and the source of that spell effect must succeed on a DC 29  Wisdom  saving throw or the spell ends. \n'b'\n'b' Mythic Effects \n'b' As a mythic creature, the Epic Gunfighter causes the following effects. \n'b'  Grand Entrance . When the Epic Gunfighter opens a door and enters a room, he can choose to make a grand entrance. When he does so, every creature in the room cannot move, take  actions , or make any sound until 1 round after the Epic Gunfighter enters the room. \n'b'  Weapons of Final Death . When a creature is slain by the Epic Gunfighter, it is exceedingly difficult to return to life. A creature so slain has its soul cleaved in two, with half being sent to an appropriate afterlife, while the other half comes into the possession of the Epic Gunfighter. When a creature so slain would return to life, it can only do so if the Epic Gunfighter willingly relinquishes the half of the soul he has collected; otherwise the effect fails.'