Killer Instinct D&D 5E: Fulgore

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Like all the other NPCs you’ll find on this website, Fulgore here is built RAW with exceptions noted (here that’d be his background, martial arts stance feats, and augmetics).

Fulgore Killer Instinct DnD 5e.png

Fulgore

Medium humanoid (soburi human), neutral fighter (brutal) 11/monk (shadow) 6
Armor Class 22 (Wisdom, stances, augmetics)
Hit Points 104 (11d10+6d8+17)
Speed 45 ft.

STR

DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 9 (-1) 16 (+3)

8 (-1)

Saving Throws Str +8, Con +7
Skills Acrobatics +10, Athletics +8, Intimidation +5, Perception +9, Survival +9
Damage Vulnerabilities lightning
Damage Resistances slashing
Condition Immunities exhaustion
Senses darkvision 90 ft., passive Perception 19
Languages Ceram, Common (Soburi)
Challenge 15 (13,000 XP)

Background Lab Experiment: Apathetic World. Fulgore’s grisly appearance causes much of society to look down on him, but it also grants him a certain anonymity that can be advantageous at times. When creatures attempt to locate his position in a settlement they have disadvantage and while hiding in common thoroughfares and other similarly populated public places, Fulgore has advantage on Dexterity (Stealth) checks. [Hypercorps 2099]

Action Surge (1/Short Rest). On his turn, Fulgore can take an additional action on top of his regular action and a possible bonus action. 

Brutal Toughness. Fulgore gains a +1d6 bonus to saving throws and death saves (treating final results of 20 or higher on a death saving throw as a natural 20).

Dark Arts. Fulgore knows the minor illusion cantrip (DC 17).

Dark Step. Fulgore can use a bonus action to teleport up to 60 feet to an unoccupied space he can see as long as both the area he starts in and the area he ends in are in dim light or darkness. After teleporting in this way Fulgore has advantage on the first melee attack he makes before the end of his turn.

Feat: Stance of the Tiger’s Claw (3). Fulgore’s unarmed strikes deal an extra 4 (1d8) slashing damage and he has resistance to slashing damage. He has advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Fulgore may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest. [Mists of Akuma]

Indomitable (1/Long Rest). Fulgore can reroll a saving throw that he fails but must use the new roll.

Ki (6 points/Short Rest). Fulgore can spend ki points to fuel various ki features. 

  • Dark Arts. Fulgore uses an action and spends 2 ki points to cast darkness, darkvision, pass without trace, or silence.
  • Flurry of Blows. Immediately after Fulgore takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Fulgore can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Fulgore can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn.
  • Stunning Attack. Fulgore can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Fulgore Belt can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. 

Second Wind (1/Short Rest). On his turn, Fulgore can use a bonus action to regain 1d10+11 hit points.

Unarmed Savant. Fulgore’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

 

ACTIONS

Extra Attack. Fulgore attacks three times when he takes the Attack action. In addition, when Fulgore uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Steam Leg. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d10+1d6+4) magical bludgeoning damage plus 4 (1d8) slashing damage.

Sword Arms. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (1d10+1d8+1d6+4) magical slashing damage, and if activated plus 3 (1d6) radiant damage.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d8+1d6+4) magical bludgeoning damage plus 4 (1d8) slashing damage.

Electrolens Laser (Recharge 4-6). As an action, Fulgore unleashes blasts of powerful energy from his electrolenses at a creature he can see within 100 feet. He makes a ranged attack roll with a +10 bonus to hit and on a hit deals 78 (12d12) fire damage. While this feature is recharging Fulgore does not have darkvision.

 

REACTIONS

Deflect Missiles. Fulgore can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+6. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catch a missile in this way, Fulgore can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+10 to hit, range 20/60 ft., 1d8+1d6+4 damage). 

Slow Fall. Fulgore can use his reaction when he falls to reduce any falling damage he takes by 30.

 

AUGMETICS (can be targeted by attacks, all AC 29) [Mists of Akuma]

Electrolens Lasers (2; 20 hp each). These large eyepieces give Fulgore darkvision to a range of 90 feet and an electrolens laser attack.

Electroheart Augmetic (cannot be targeted). Fulgore has immunity to exhaustion but is also vulnerable to lightning.

Plating Augmetic (30 hp). This heavy metal plate is mounted directly to Fulgore’s skeleton, increasing his AC by 2.

Sword Arm Augmetics (2; 40 hp each). Fulgore can use a bonus action to set a sword arm vibrating for 1 minute. While vibrating, the damage done by his sword arm increases by 1d6. A sword arm can vibrate 6 times, and he recovers all expended uses after a long rest. In addition, Fulgore treats his sword arms as monk weapons.

Steam Leg Augmetics (2; 30 hp each). Fulgore’s Dexterity increases by 2 and his speed increases by 10 feet. He is also proficient at striking with his steam leg as a weapon that deals 1d8 bludgeoning damage.

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