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Doom Slayer - Monsters - Homebrew - D&D Beyond

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Published by goroiamanuci, 2023-08-16 06:34:54

Doom Slayer - Monsters - Homebrew - D&D Beyond

Doom Slayer - Monsters - Homebrew - D&D Beyond

16/08/23, 12:36 Doom Slayer - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/761171-doom-slayer 1/2 Zerker ADD TO COLLECTION REPORT Description "In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace; and with boiling blood he scoured the Umbral Plains seeking vengeance against the dark lords who had wronged him. He wore the crown of the Night Sentinels, and those that tasted the bite of his sword named him... the Doom Slayer."  - The Slayer's Testament Doom Slayer Medium Humanoid, Chaotic Neutral Armor Class 20 (Praetor Suit) Hit Points 666 (45d8 + 441) Speed 30 ft. STR 30 (+10) DEX 26 (+8) CON 30 (+10) INT 18 (+4) WIS 16 (+3) CHA 16 (+3) Saving Throws STR +19, DEX +17, CON +19, WIS +12 Skills Acrobatics +26, Athletics +28, Intimidation +21 Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned Senses Darkvision 120ft, Passive Perception 20 Languages Abyssal, Common, Infernal Challenge 30 (155,000 XP) Proficiency Bonus +9 Legendary Resistance (3/Day). If the Doom Slayer fails a saving throw, he can choose to succeed instead. Magic Resistance. The Doom Slayer has advantage on saving throws against spells and other magical effects. Too Angry to Die. If the Doom Slayer is reduced to 0 hit points, he can make a Constitution saving throw. On a roll of 10 or higher, he drops to 1 hit point instead. The DC for this saving throw increases by 5 each time the Doom Slayer uses this feature, and the DC resets after a long rest. Glory Kill. If the Doom Slayer reduces a fiend to 0 hit points with a melee weapon attack, he brutally executes them, and regains hit points equal to 5x the fiend's CR score. The Only Thing They Fear is You. All fiends that can see the Doom Slayer at the start of their turn must succeed on a DC 20 Wisdom saving throw or become frightened of him until the end of their turn. This trait ignores immunity to the frightened condition. Knee-Deep in the Dead. The Doom Slayer has advantage on attacks of opportunity made against fiends. Delta V Jump-Boots. The Doom Slayer's long jump is up to 30 feet and his high jump is up to 20 feet, with or without a running start. Actions Multiattack. The Doom Slayer makes three attacks with any weapon at his disposal, or one attack with his chainsaw. Chaingun. Ranged Weapon Attack: +18 to hit, range 30/60ft., one target. Hit: 25 (10d4) piercing damage. Plasma Rifle. Ranged Weapon Attack: +18 to hit, range 30/60ft., one target. Hit: 26 (4d10 + 4) force damage. Super Shotgun. Ranged Weapon Attack: +18 to hit, range 30/60ft., one target. Hit: 28 (5d8 + 5) piercing damage. Doomblade. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 27 (6d6 + 6) slashing damage. Chainsaw (Recharge 5-6). Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 65 (10d10 + 10) slashing damage. Legendary Actions The Doom Slayer 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. The Doom Slayer regains spent legendary actions at the start of his turn. Flame Belch. The Doom Slayer blasts a wave of fire from his shoulder mounted flamethrower in a 15 foot cone. All creatures in that cone must make a DC 20 Dexterity saving throw. On a failed save, targets take 6d6 + 6 fire damage and are set on fire. On a successful save, targets take half damage and are not set on fire. Targets set on fire by this ability take 3d6 fire damage at the start of their turn until they or another creature take an action to put out the flames. Rip and Tear. The Doom Slayer moves up to his movement speed towards a target with 25% of their hit points remaining or less that he can see and makes a melee weapon attack against them. On a hit, the target takes 50 bludgeoning damage, and this damage cannot be reduced in any way. BFG 9000 (1/day). The Doom Slayer takes out the BFG 9000 and launches a powerful blast of plasma at a point he can see within 120 feet of him. Each creature in a 30-foot radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw, taking 10d10 + 50 force damage on a failed save, or half as much on a successful one. Targets reduced to 0 hit points by this ability are disintegrated. Doom Slayer ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


16/08/23, 12:36 Doom Slayer - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/761171-doom-slayer 2/2 We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


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