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View Full Version : D&D 5e/Next [Monster] Sans the Skele-Bro



AvatarVecna
2017-05-14, 07:06 PM
Sans the Skele-Bro
Medium Undead, Neutral Good

Armor Class: 24 (Saw That Coming)
Hit Points: 170 (20d8+80)
Speed: 20 ft, Fly 20 ft, Retesseractionary

Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 30 (+10)
Wisdom: 30 (+10)
Charisma: 24 (+7)

Saves: Str +10, Dex +10, Con +10, Int +16, Wis +16, Cha +13

Skills: Arcana +22, Athletics +10, Acrobatics +16, Deception +13, History +16, Insight +22, Intimidation +13, Investigation +22, Nature +16, Perception +22, Performance +13, Persuasion +13, Religion +16, Sleight Of Hand +10, Stealth +16

Damage Resistances: Acid, Cold, Fire, Force, Lightning, Radiant, Thunder

Damage Immunities: Necrotic, Poison; Bludgeoning, Piercing, and Slashing from non-magical attacks

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned

Senses: Truesight 120 ft, Blindsight 120 ft, Passive Perception 42

Languages: Common plus 10 others

Challenge: 30



Abilities

Chronomancer: It’s not entirely clearly how much Sans is able to screw around with time, but it’s definitely possible to some degree or another. Sans adds his Intelligence and Wisdom modifiers to his Initiative check, gets a second turn at Initiative Count (his check results minus 10), acts as if under a constant nonmagical Foresight effect, gets one reaction per combatant taking part in a fight, and ignores the normal limits on how many spells can be cast in a single turn/round.

Evasive Mettle: Whenever Sans would be subject to an effect that allows him to make a save to reduce the effects or damage of that effect, he takes no damage and suffers no ill effects on a successful save. Failing the save halves the damage of the effect as a success normally would, but is not treated as a success for any other purpose.

Fourth Wall Observer: Sans knows a lot more about his situation and place in the universe than he really should. Sans has complete knowledge of the stats of any object and/or creature within his Blindsight range, and has whatever other metagame knowledge the DM wishes them to have. Additionally, when Sans casts a spell dealing elemental damage, he can change it to another elemental damage type of his choice, and Sans has +5 to his Passive Perception and Investigation.

Karmic Retribution: The stronger you are, the more you’ve killed, the more bodies you’ve left in your wake...the more deadly Sans will be. If a creature is affected by an instance of this ability, at the beginning of their next turn, they must make a DC 24 Cha save or take damage equal to either their level (for PCs) or their CR (for NPCs) of the same type as the triggering attack; this damage counts separately from the damage of the triggering attack for the purposes of resistance, vulnerability, or similar abilities that take effect based on how much damage is dealt. There is no limit to the number of instances of this effect that can be active on a creature at one time. There is one glimmer of hope though: Good creatures have advantage on the save, while Evil creatures have disadvantage.

Legendary Saves (3/day): If Sans fails a saving throw, he can choose to succeed instead.

Retesseractionary: Sans is capable of bending space (and to a small extent, time) in his favor when maneuvering around. Whenever Sans takes an action (and is able to move), he may move to any position within his blindsight range. This movement is neither teleportation nor dimensional travel, and so is not blocked by things that prevent such means of mobility; that said, Sans does not count as moving through any path in between his starting point and ending point, but rather simply disappears and then reappears where he wishes to be, ignoring obstacles blocking line of sight or effect under normal conditions.

Saw That Coming: Unlike most creatures, whose HP represent how many injuries they can sustain, Sans’ HP more represent how many injuries he can avoid altogether in a fight; Sans’ precognitive abilities and ‘Shortcuts’ make landing even a single hit maddening, although luckily all that dodging can tire him out if you’re patient. Whenever somebody would deal damage to Sans, their damage roll is minimized before anything else applies.

Spellcasting: Sans is a 20th level spellcaster. His spellcasting abilities are Intelligence and Wisdom (spell save DC 24, +16 to hit with spell attacks). Sans has any 40 spells prepared that you desire, and it is encouraged that the spells he has prepared be tailored to the party (due to knowledge gained via Fourth Wall Observer):
Cantrips (at-will): ?
1st level (4 slots): ?
2nd level (3 slots): ?
3rd level (3 slots): ?
4th level (3 slots): ?
5th level (3 slots): ?
6th level (2 slots): ?
7th level (2 slots): ?
8th level (1 slot): ?
9th level (1 slot): ?



Actions
Cosmic Wizard: Ain’t combining science and magic great? Sans casts a spell with a casting time of 1 action. If the spell deals damage either on a successful attack or a failed save, it also deals Karmic Retribution.
Plague Of Babybones: Tiny itty-bitty babybones coat the battlefield, more annoying than actually threatening, but annoyance has it’s uses. Effect: 4 20-ft radius bursts, each centered on a point within 120 ft that Sans can see. Enemies within this area must make a DC 24 Intelligence save; success has no effect, but failure means they take 1d4 psychic damage, have disadvantage on Concentration checks until the end of their next turn, and suffer Karmic Retribution. Enemies within overlapping areas of effect are only affected once.
Waves Of Pain: Wave after wave of bones sweeps across the battlefield, battering aside foes with ease. Effect: an 80-ft long-wide cone, originating from a single point within 120 ft that Sans can see and travelling in any direction of Sans’ choice. Enemies within this area must make a DC 24 Constitution save or take 1d4 necrotic damage, suffer Karmic Retribution, and be knocked prone; flying enemies within this area who fail the save fall until the beginning of their next turn.
Gravity Screw: Sometimes a change in perspective can be helpful, but this is probably more intended to get you off-balance. Effect: Sans selects either one or two creatures within 120 ft that he can see: each target must make a DC 24 Str save (with disadvantage, if they were the only target of this effect), or take 3d4 Force damage, suffer Karmic Retribution, and have their personal gravity shift so that they would be falling towards a point in space of Sans’ choice until the end of their next turn, or until this ability or a similar gravity manipulation effect affects them. Additionally, until the end of their next round following a failed save, they have disadvantage on Dexterity saves.
Bone Prison: Good luck getting out of this one, buddy. Effect: 30-ft radius burst centered on a point within 120 ft, which lasts for 1 minute (no concentration) or until dismissed. This area counts as difficult terrain for enemies and heavy obscurement for allies, and grants ¾ cover to anybody if positioning allows. Any enemy who starts their turn within this area, or moves into it on their turn, must make a DC 24 Str save or take 1d4 necrotic damage, suffer Karmic Retribution, be moved to the center of the burst (or as close to the center as possible), and be Restrained until the beginning of their next turn.
Gaster Blasters: Sans summons two floating skulls, prompting them to fire their destructive weaponry before disappearing into the void from whence they came. These indestructible blasters, which each briefly appear at a point within 120 ft that Sans can see, wield an odd mixture of magic and antimagic, making them very difficult to resist. Each blaster can fire either a wide beam (40-ft cone, DC 24 Wis save to ignore, 1d4 radiant/Karmic Retribution on failure), a focused beam (100-ft line, DC 24 Wis save to ignore, 3d4 radiant/Karmic Retribution on a failure), or a hyper-focused beam (single target, range 1000 ft, +16 to hit, 3d4 radiant/Karmic Retribution on a hit). These beams destroy nonmagical cover they come into contact with, including full cover, and thus ignore the benefit such things grant to characters. Additionally, any ongoing magical effect affecting the area such a beam passes through (or affecting a creature affected by the beam) requires the caster to make an opposed (Spellcasting Abilities) check with Sans; failure causes the spell effect to end, and if the effect was granting cover, its cover is ignored by this attack. Magic items are unaffected by this brief antimatter pulse. Enemies within overlapping areas of effect are only affected once.
Blue Stop Sign: Sans turns some of the magic in an attack light blue, meaning you’ll need to stand still to avoid it hurting you. This ability replicates the effect of a single other Multiattack option available (including Cosmic Wizard), but changes the saves required to a Dexterity save, and allows Sans to choose a new damage type for that ability; succeeding on the Dexterity save means you take half damage instead of full damage, and also means you do not suffer Karmic Retribution from that effect. If a creature has an ability letting them take half damage on a failed Dexterity save instead of full damage, they still take Karmic Retribution from a Blue Stop Sign attack; only a successful save will protect you from it.

Bonus Actions
Sans may use the Hide action.
Sans may move as if using Retesseractionary.
Sans may declare himself immune to a particular iteration of an effect currently affecting him.

Reactions (choose one option per reaction)
After Sans is attacked (via being hit by an attack roll or via failing a save), but before seeing the result, Sans can take brief cover inside a Gaster Blaster’s empty, invulnerable skull. This counts as ¾ cover against the attack/effect used against Sans.
After Sans is attacked (via being hit by an attack roll or via failing a save), but before seeing the result, Sans can change one of his resistances to another resistance of his choice.
After being affected by an attack or other effect, Sans may move as if using Retesseractionary, but only up to 40 ft.
When Sans makes a save against an effect, he can choose what saving throw he wishes to resist the effect with.


Legendary Actions

Sans can take 3 legendary actions per round, chosen from the following options. Only one legendary action can be used at a time, and only at the end of any creature’s turn; unlike most legendary actions, Sans’ can be used at the end of his own turn as well.
Sans may move as if using Retesseractionary.
Sans may use a single Action option of his choice, but may not move or use Retesseractionary.
Sans may completely end an ongoing effect currently affecting him, both for himself and for others.