William ‘Bill the Butcher’ Poole, “The Notorious Enforcer of Five Points.”
“Meet William ‘Bill the Butcher’ Poole: The Notorious Gang Leader of Old New York!”
- Alias: Bill the Butcher
- Gender: Male
- Race: Human
- Occupation: Gang leader, political enforcer
- Religion: Not specified
- Allies: Nativist political factions, fellow gang members
- Enemies: Rival gang members, immigrants, political opponents
- Abode/Base of operations: New York City, particularly the Bowery neighborhood
- Nationality: American
- Languages: English
- Alignment: Chaotic Neutral
- Affiliation(s): Know Nothing political party, Bowery Boys gang
- Significant others: Not specified
William ‘Bill the Butcher’ Poole,, a larger-than-life figure in the gritty streets of old New York City, is known for his fierce loyalty to his gang, his unwavering nativist beliefs, and his intimidating presence.
A man who fears little but respects strength, he’s driven by a deep-seated desire to preserve the values he holds dear and to assert dominance in the turbulent world of gang politics. His journey through the dark alleys and lawless underworld of the city is marked by violence, loyalty, and an unyielding commitment to his cause.
With a vision of a nativist New York and an unshakeable resolve, William Poole seeks to leave an indelible mark on the chaotic history of the city he calls home.
Bill the Butcher
Medium humanoid (human), chaotic neutral
- Armor Class 15 (studded leather)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
Abilities
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 14 (+2) |
- Skills: Intimidation +4, Perception +2
- Senses: passive Perception 12
- Languages: Common
- Challenge: 6 (2,300 XP)
Background
- Occupation: Gang Leader
- Alignment: Chaotic Neutral
Equipment
- Studded Leather Armor: Sturdy and practical for street combat.
- Dueling Sabre: A finely crafted weapon, excellent for close-quarters combat (Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage).
- Brass Knuckles: A brutal weapon for when things get up close (Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage).
- Derringer Pistol: A small, concealable firearm (Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 2d6 piercing damage).
- Throwing Knives (x6): Deadly projectiles for ranged combat (Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage).
- Red Sash: A symbol of his gang affiliation, worn with pride.
- Top Hat: A stylish hat that adds to his iconic appearance.
- Cigar: Bill is often seen with a cigar in hand.
Features
- Nimble Escape: Bill the Butcher can take the Disengage or Hide action as a bonus action on each of his turns.
- Gang Leader’s Presence: Bill the Butcher can use Intimidation to control hostile or unaligned humanoids within his line of sight that can see and hear him.
- Streetwise: Bill the Butcher is proficient in Streetwise checks, which include knowledge about criminal activities and the urban underworld.
- Fearful Presence: Bill the Butcher can use his presence to intimidate others. Humanoids who can see Bill and are within 30 feet of him must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute.
Actions
- Dueling Sabre: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
- Brass Knuckles: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage.
- Derringer Pistol: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 2d6 piercing damage.
- Throwing Knives: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.
Reactions
- Quick Parry: When an attacker Bill the Butcher can see hits him with a melee attack, he can use his reaction to add +2 to his AC against the attack, potentially causing it to miss.
Lair Actions
- Intimidating Presence (2/Day): Bill asserts his dominance and commands allies within his lair. Bill and his allies gain advantage on their next attacks.
Legendary Actions
- Bill 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’s turn. Bill regains spent legendary actions at the start of his turn.
- Extra Attack: Bill makes an additional melee or ranged attack.
- Threatening Taunt (Costs 2 Actions): Bill taunts a creature he can see within 30 feet, forcing it to make a Wisdom saving throw (DC 14). On a failed save, the target has disadvantage on its next attack.
Currently in the World
William Poole, a formidable figure, dons a three-piece suit that bears the marks of street-smart practicality. His attire exudes a rugged authority, with a vest and trousers in dark charcoal gray that complement his well-worn black coat. A high-collared white shirt, unbuttoned at the collar, peeks from beneath his vest, adding a touch of character to his ensemble.
Atop his head rests a weathered top hat, slightly tilted to one side, giving him a roguish charm and emphasizing his leadership in the underworld.
Currently, William Poole stands with a dominant presence amidst the dimly lit and smoky interior of a New York City tavern. He gazes intently at the gathering, his sharp eyes ever watchful, as he engages in intense discussions with fellow nativist supporters. The atmosphere in the tavern is filled with hushed voices, the clinking of glasses, and an aura of clandestine meetings and secretive alliances.
As a symbol of his affiliation with the Bowery Boys gang, he boldly wears a red sash, tied around his arm, contrasting with the rugged colors of his attire.
His mood is one of unwavering determination, mixed with an undercurrent of defiance. William Poole holds his nativist beliefs firmly and is not one to back down from confrontations. The dimly lit tavern serves as both a sanctuary and a battleground for his ideals, and he embraces his role as a leader with resolute resolve.