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Hypercorps 2099 Mystique

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week we have a character all around extremely well-suited for a Hyper Score build: Mystique! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Kitty Pride AKA Shadowcat!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

MYSTIQUE          CR 14—XP 38,400

Female human rogue (chameleon) 6/monk (martial artist) 6 [hs 3; hypernaut 1]
CN Medium humanoid (human, hyper)
Init +6; Senses Awareness +14

DEFENSE
AC 25, bullet 25, touch 25, flat-footed 19 (+5 deflection, +5 Dex, +1 dodge, +1 monk, +3 Wisdom)
hp 105 (12d8+48) fast healing 1; Hyper Bonus +1
Fort +11, Ref +16, Will +11
Defensive Abilities evasion, uncanny dodge; Immune disease, fatigue, poison
Hyper Flaws disturbing (natural form), loner

OFFENSE
Speed 50 ft.
Melee unarmed +20/+15/+15 or +18/+18/+15/+15/+10 (1d8+9, Crit 19-20/x2)
Ranged combat pistol +20/+15/+15 (2d6+1, Crit x4, Range 100 ft.)
Special Attacks exploit weakness, flurry of blows, hyper bonus +1, sneak attack +3d6, stunning fist (6/day, DC 18)
Hypernaut Power (CL 15th; concentration +20)
Constant—perfect mimicry

TACTICS
During Combat Mystique is a master of deception both in combat and out. She ambushes an opponent then uses move actions to feint, attacking with unarmed strikes when a foe’s guard is down. Mystique attempts to isolate and dispatch foes before assuming their form to approach her enemy’s allies.

STATISTICS
Str 13, Dex 20, Con 16, Int 14, Wis 17, Cha 18
Hyper Constitution 1 (Hyper Blooded)
Base Atk +8; CMB +10; CMD 37
Feats Alertness[B], Combat Expertise, Dodge[B], Improved Critical: Unarmed[B], Improved Feint, Improved Unarmed Strike[B], Greater Feint, Mobility [B], Skill Focus (Bluff), Spring Attack[B], Weapon Finesse, Weapon Focus (unarmed), Weapon Specialization (unarmed)
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute
Skills Acrobatics +18 (+26 to jump), Athletics +7, Awareness +14, Bluff +25, Diplomacy +12, Disable Device +12, Disguise +38, Escape Artist +16, Intimidate +12, Knowledge (dungeoneering, religion) +6, Knowledge (history, technology) +8, Knowledge (local) +11, Ride +9, Search +13, Sense Motive +20, Sleight of Hand +14, Stealth +18, Use Magic Device +8, Use Technology +9, Vehicular Control +11
Languages English, German, Spanish
SQ effortless sneak (underground, urban), high jump, hyper attack 1, hyper initiative, hyper mortality, hypernaut power (fast healing 1), maneuver training, martial arts master, misdirection (18 points), pain points, rogue talents (bleeding attack, combat trick, fast stealth)
Gear amulet of mighty fists +5, ring of protection +5

SPECIAL ABILITIES
Effortless Sneak (Sp) While Mystique is underground or in an urban area, she can take 10 on any Stealth check she makes.
Exploit Weakness (Ex) Mystique can observe a creature or object to find its weak point by making a Wisdom check and adding +9 against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, she gains a +2 bonus on attack rolls until the end of her turn and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.
      As a swift action Mystique may to analyze the movements and expressions of one creature within 30 feet, granting her a +4 bonus until the start of her next turn on Sense Motive checks and Reflex saves, and a +4 dodge bonus to AC against that opponent until the start of her next turn.
Misdirection – 18 points (Ex) At the start of each day Mystique gains a pool of stealth points. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll.
Pain Points (Ex) Mystique’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of her stunning fist by 1.

 

NEW HYPERNAUT POWER: Perfect Mimicry
Tier 1; Action swift; Save none
Effect Mystique can psionically shift the atoms of her body to duplicate any humanoid of either sex, wearing any kind of clothing. She can precisely duplicate another person’s retina pattern, finger, palm and skin-pore patterns, and vocal cords. She can increase her volume, but not her mass. While assuming another creature’s form Mystique gains a +30 hyper bonus on Disguise checks.

NEW HYPER FLAW
Loner: You have been abandoned, betrayed, and forgotten by more allies, family members, and lovers than you can count–even your own children are suspect. As a rule you have learned that the only person you can ever possibly be loyal to is yourself and that makes you hard for others to trust. You do not gain morale bonuses from the magic items, spells, or abilities of other creatures (any morale bonuses you grant yourself or gain from a feat, class, or racial ability function normally.)

DESIGN NOTES ON MYSTIQUE

OOF! I made a little more work for myself than I needed to here but I’m very happy with how she came out–another great example of a character very well-suited to the Hyper Score System, complementing the standard Pathfinder ruleset with abilities that put her into super territory. I also managed to keep her at a relatively lower level–this is someone you can toss at a group of middle-range PCs for a very, very, very fun encounter (and you are welcome to change her favored terrains if it’s not underground or whatever; chock it up to her hypernaut power).
       While the image I chose has her double-wielding SMGs, I prefer my Mystique to be more about kickass martial arts (a la the movies) and less about shooting things. If you *want* her to be more about shooting things, swap out her feinting, improved crit, and weapon feats (a total of 7) for Point Blank Shot, Rapid Shot, Shot on the Run, Two-Weapon Fighting, Improved Two-Weapon Fighting, Precise Shot, and Rapid Reload (or whatever other shoot-y things you might pine for).
       You could also easily do her as a meganaut (amping her Constitution and Charisma or Dexterity) and use hyper feats to access some disguise self-esque spell-like abilities, or go after the build as a parallel, but she’s so damned good at it I thought it was deserving of a hypernaut power.
       The movie costuming was neat but just, I mean, come on. Mystique is always going to be the white-adorned skull-belted badass from the 90s animated series. That’s just what it is.

 

Mystique

Medium humanoid (human, hyper), chaotic neutral rogue (thief) 3/monk (ballistic brawler) 6 [hs 3, abbernaut 1]
Armor Class 19 (Wisdom, martial arts stance)
Hit Points 91 (9d8+1d10+40+5)
Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 14 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Acrobatics +9, Deception +11, Insight +7, Perception +7, Sleight of Hand +9, Stealth +13
Tools thieves’ tools
Damage Resistances poison
Condition Immunities diseases, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages English, German, Spanish
Challenge 12 (8,400 XP)
Background Feature (Criminal) – Criminal Contact. Mystique has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.
Cunning Action. Mystique can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Expertise. Mystique’s proficiency bonus is doubled for any ability check she makes that uses Deception or Stealth.
Exploding Ki Technique. Mystique gains a +4 bonus (her proficiency bonus) to attack rolls with firearms without requiring a bonus action aiming, and she does not suffer disadvantage while making attack rolls with firearms while within an enemy’s reach. If she would otherwise not require a bonus action aiming, Mystique gains a +4 bonus to damage when she spends a bonus action aiming. In addition, when she is wielding two firearms, she may spend a bonus action to gain an additional attack.
Fast Hands. Mystique can use the bonus action granted by her Cunning Action to make a Dexterity (Sleight of Hand) check, use her thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Hyper Ability Trait: Dexterity – Dexterous Warrior). Mystique increases her ranged weapon damage by 2.
Hyper Attack. Mystique may make an additional weapon attack when she uses her action to attack.
Hyper Feat: Adrenal Hyper (Constitution – Hyper Blooded). Mystique is resistant to poison damage and immune to both diseases and the poisoned condition.
Hyper Feat: Adrenal Hyper (Dexterity – Hyper Dexterous 2/long rest). When Mystique fails a Dexterity saving throw she may choose to roll again with advantage.
Hyper Flaw: Unnatural. In her natural form, Mystique has disadvantage on all non-Intimidate Charisma checks.
Hyper Mortality. Mystique has advantage on saving throws against death and death effects.
Hyper Proficiency +1. Mystique’s bonus to weapons and other features (that are not skills or equipment) she is proficient with increases by 1.

Ki (6 points). Mystique harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

 

  • Flurry of Blows. Immediately after Mystique takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Mystique can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Mystique can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Mystique can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

 

Ki-Empowered Bullets. Any attacks Mystique makes with a firearm count as magical.
Martial Arts. Mystique can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 (raised from 1d6 because she is an abbernaut) in place of the normal damage of her unarmed strike or monk weapons. In addition, when Mystique uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second-Story Work. Climbing no longer costs Mystique extra movement and when she makes a running jump, the distance she covers increases by 5 feet.
Shapechanger. Mystique can use her action to polymorph into a Small, Medium, or Large humanoid she has seen, or back into her true form (though her volume changes, her mass does not). Her statistics, other than her size, are the same in each form. Any equipment she is carrying isn’t transformed but clothing or light armor she wears is. Mystique reverts to her true form if she dies or becomes incapacitated.
Sneak Attack 2d6 (1/turn). Mystique deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent* (2). Mystique’s unarmed strikes deal an additional 1d6 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Mystique’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances* she knows.
Unarmored Movement. Mystique’s speed increases by 15 feet while she is not wearing armor or wielding a shield, and she is able to move along vertical surfaces and across liquids on her turn without falling during the move.

*Martial Arts stances from Mists of Akuma.

ACTIONS
Multiattack. Mystique makes three unarmed strikes (four with a bonus action or five with 1 ki) or three SMG blasts (with her bonus action spent aiming for a +4 bonus to damage or spent to make a fourth and fifth attack).
Unarmed Strikes. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage plus 3 (1d6) piercing damage.
SMG Blast. Ranged Weapon Attack: +10 to hit, range (80/360), one target. Hit: 16 (2d8+7) magical bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Mystique can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 13 (1d8+1d6+5).
Slow Fall. Mystique can use her reaction when she falls to reduce any falling damage she takes by 30.

Notes on Mystique’s Build

Wondering what a 12th level hyper D&D 5E build shapeshifter looks like when it’s built by the book? This is it! I’m pretty fond of this build and may be reskinning it to field her against some 2099 Wasteland survivors sometime in the near future. 😀

Welcome to the eighth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Chun-Li!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’ll be putting up a special Virtua Fighter guest (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

Dhalsim MoA.png

Dhalsim

Medium humanoid (soburi), neutral good monk (way of the four elements) 15
Armor Class 21 (Wisdom, martial arts stance)
Hit Points 146 (15d8+75)
Speed 55 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 13 (+1)

Saving Throws all (+5 proficiency bonus)
Skills Athletics +7, Insight +10, Medicine +10, Religion +6, Stealth +10
Damage Immunities poison, fire
Condition Immunities diseased, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 15 (13,000 XP)

Background – Hermit. Feature: Discovery. Dhalsim is incredibly devout and perfectly in tune with the divine, allowing him to see a path of destiny that is obscured to all others–he goes exactly where he is meant to when he is meant to. By correctly fulfilling his fate Dhalsim has maximized his body’s agility, durability, and flexibility, and after many decades of mindfulness, his willpower as well.
Elemental Attunement: Flame. Dhalsim can use his action to briefly control elemental forces nearby, causing one of the following effects of his choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form he designates for 1 minute.

Evasion. If Dhalsim is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Ki (15 points, save DC 18, maximum ki points for a spell is5). Dhalsim harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Dhalsim makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Fangs of the Fire Snake. When Dhalsim uses the Attack action on his turn, he can spend 1 ki point to cause tendrils of flame to stretch out from his fists and feet. Dhalsim’s reach with his unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if he spends 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Patient Defense. Dhalsim can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Ride the Wind. Dhalsim can spend 4 ki points to cast fly, targeting himself.
  • Step of the Wind. Dhalsim can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Dhalsim can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a Constitution saving throw or be stunned until the end of his next turn.
  • Sweeping Cinder Strike. Dhalsim can spend 2 ki points to cast burning hands.
  • Flurry of Blows. Immediately after Dhalsim takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Martial Arts. Dhalsim can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Dhalsim 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.
Purity of Body. Dhalsim’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance of Fire’s Eternal Vengeance (3). Dhalsim’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 18 Dexterity saving throw reduces this damage by half. Dhalsim cannot use this feature again until he has completed a long rest.
Stillness of Mind. Dhalsim can use his action to end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Dhalsim does not suffer the frailty of old age and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Dhalsim understands all spoken languages and any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Dhalsim’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Dhalsim’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Dhalsim’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dhalsim makes two unarmed strikes when he takes the attack action (three as a bonus action or 4 by spending 1 ki).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d10+8) magical bludgeoning damage plus 4 (1d8) fire damage.
Yoga Flame. Ranged Weapon Attack: +10 to hit, range (30/60), one target. Hit: 70 (10d12+5) fire damage and DC 18 Constitution saving throw or knocked prone.

REACTIONS
Deflect Missile. Dhalsim can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+1d8+8).
Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.

 

Dhalsim’s Prayer Bracelets

Wondrous item, legendary (requires attunement)
Dhalsim has worn the same rings of bone around his wrists since he was a child and a consequence, they have absorbed his ki and transformed into enchanted items that complement his fighting style. While wearing his prayer bracelets, Dhalsim’s unarmed strikes deal an extra 3 damage and increase in reach by 5 feet. In addition he gains the following benefits and features:

  • Yoga Dive. When making his first attack in the round, Dhalsim may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage). After a successful hit he can make another Strength (Athletics) check and move up to 20 feet, using the check result as his AC against any opportunity attacks provoked by his movement before he lands.
  • Yoga Fire. When Dhalsim activates sweeping cinder strike it creates 1 free charge use of the feature. He can activate this use without spending an additional ki. Alternatively, a creature that fails its saving throw is knocked prone.
  • Yoga Flame. By spending 1 ki, Dhalsim can spit a balls of flame (range 30/60) that deals 10d12 plus his Wisdom modifier fire damage.
  • Yoga Strike. Dhalsim can spend an action to make an unarmed strike at a target within 30 feet, dealing double his normal damage on a successful hit. A creature hit by this attack makes a Constitution saving throw or is knocked prone.

 

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week we have a character I’m not very fond of but people love and, as I knew inevitably would happen, he has been asked for: Wolverine. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the enigmatic shapeshifting Mystique!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

hypercorps 2099 wolverine promo.png

WOLVERINE           CR 20—XP 307,200

Male human barbarian (wild rager) 11 [hs 7; hypernaut 1/meganaut 2]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +20

DEFENSE
AC 33, bullet 32, touch 30, flat-footed 24 (+6 armor, +5 deflection, +8 Dex, +1 dodge, +3 hyper, +2 natural, -2 rage)
hp 219 (11d12+121+21) fast healing 3; Hyper Bonus +3
Fort +20, Ref +14, Will +11
DR 5/—; Immune disease, poison
Hyper Flaw hubris (from Mythic Adventures)

OFFENSE
Speed 70 ft.
Melee claws +30/+25/+25/+20/+20 or +28/+28/+23/+23/+23/+18/+18 or +26/+26/+26/+21/+21/+21/+16/+16 (1d10+16, Crit 19-20/x3; also -4 to AC for max attack array)
Special Attacks greater rage 31 rounds/day, pounce

TACTICS
Base Statistics When not using greater rage, Wolverine loses his natural armor bonus to AC, claw attacks, pounce, scent, his will save is reduced by 1, he makes one less attack in a maximum full-attack action, and his Strength and Constitution are reduced by 6 (reducing attack bonuses and CMB by -3, hp by -33, and Strength-based skills by -3).

STATISTICS
Str 22, Dex 26, Con 30, Int 13, Wis 15, Cha 14
Hyper Dexterity 2 (Dexterous Footwork, Dexterous Strikes), Hyper Constitution 2 (Hyper Age, Hyper Blooded, Hyper Tough)
Base Atk +11; CMB +17; CMD 44
Feats Alertness [B], Dodge [B], Double Slice, Improved Damage Reduction, Improved Natural Attack (claws), Improved Two-Weapon Fighting, Improved Unarmed Strike [B], Mobility, Spring Attack [H], Two-Weapon Fighting, Weapon Finesse; Hyper Feats A Bit Abberant (2), Extra Attribute Trait
Skills Acrobatics +18, Athletics +13, Awareness +20, Bluff +4, Handle Animal +6, Intimidate +16, Knowledge (history, nature) +5, Ride +12, Search +9, Sense Motive +9, Stealth +16, Survival +16, Vehicular Control +12
Languages English, Japanese
SQ fast movement, hypernaut power (fast healing 3), hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, rage conversion, rage powers (beast totem, greater beast totem, lesser beast totem, primal scent, scent), trap sense +3, wild fighting
Gear +5 padded armor, amulet of keen mighty fists +5, ring of deflection +5

SPECIAL ABILITIES
Beast Totem Rage Powers (Su): While raging, Wolverine gains a +2 natural armor bonus, the pounce special ability (allowing him to make a full attack at the end of a charge). In addition, he gains two claw attacks. These attacks are considered primary attacks and are made at his full base attack bonus. The claws deal 1d10 slashing damage and deal ×3 damage on a critical hit..
Rage Conversion (Ex): When Wolverine fails a saving throw against any mind-affecting effect he can attempt a new saving throw at the beginning of his next turn. If the save succeeds, that effect ends and he instead rages and becomes confused as noted below.
Uncontrolled Rage (Ex): Wolverine’s rage functions as normal, except that when he reduces a creature to 0 or fewer hit points, he must attempt a DC 25 Will save or become confused. For the remainder of his current turn, he attacks the nearest creature other than himself. On the following round, refer to the confusion spell to determine his actions. At the end of this round, and each round thereafter, he can attempt a new saving throw to end the confusion effect. The rounds during which he is confused do not count against the rounds he has spent raging that day, but he cannot end his rage voluntarily, nor can he use rage powers while confused.
Wild Fighting (Ex): When using the full-attack action Wolverine can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, he takes a –2 penalty on attack rolls and –4 penalty to AC.

 

NOTES ON WOLVERINE’S PATHFINDER BUILD

This is just the kind of character perfectly fit for the Hyper Score system, fully-forming into a proper statblock by using the various bits and bobs already within the Pathfinder rule set and adding on hyper abilities. I am extremely pleased with what I came up with above! 😀
(Although hey, I am not a Wolvie fan so if it needs a fix somewhere let me know!)

 

Wolverine

Medium humanoid (human, hyper), neutral good
Armor Class 18 (studded leather)
Hit Points 175 (14d8+112)
Speed 60 ft., leap 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 26 (+8) 13 (+1) 16 (+2) 14 (+2)

Saving Throws Str +10, Dex +11, Con +14
Skills Athletics +10, History +7, Insight +8, Intimidation +8, Investigation +7, Nature +7, Perception +8, Stealth +11, Survival +8
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages English, Japanese
Challenge 17 (18,000 XP)
Charge. If Wolverine moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Incredible Scent. Wolverine can pinpoint, by scent, the location of any object or creature within 30 feet of him and he gains advantage on Wisdom (Perception or Survival) checks to track or find something by scent. When an illusion appears within 30 feet of Wolverine, he makes a saving throw to recognize it as if he had spent an action scrutinizing.
Rage. On his turn, Wolverine can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll, and he has resistance to all types of damage except for psychic. His rage lasts for 1 minute. It ends early if Wolverine is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Wolverine can also end his rage on his turn as a bonus action. Once Wolverine has raged four times, he must finish a long rest before he can rage again.
Regeneration. Wolverine regains 10 hit points at the start of his turn if he has at least 1 hit point. When reduced to 0 hit points, he regains 1 hit point after 1 minute unless he is decapitated and dismembered (taking an additional 100 hit points of damage).

ACTIONS
Multiattack. Wolverine makes eight claw attacks each turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage.

NOTES ON WOLVERINE’S D&D 5E BUILD

With the uber healing factor a PC build is out the window so I focused instead on making Wolverine’s statblock into a lean, easy to use monster. Rage is familiar, regeneration is simple, and he’s got plenty of skills (as well as all the attacks) to make for a formidable foe able challenge a party of high level adventurers. 😀

EDIT: As per the comment below, the Pathfinder build has had skills moved a bit and a little Charisma boost for intimidation and 5E build has had its Dexterity decreased a bit, Charisma increased a bit, and Constitution increased substantially.

Welcome to the eighth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Balrog!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’ll be putting up Dhalsim (I think) but if there’s someone you’d like to see instead I do these by request so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

moa chun-li promo.png

Chun-Li

Medium humanoid (human soburi), lawful good monk (martial artist) 12/rogue (detective) 3
Armor Class 23 (Wisdom, martial arts stances)
Hit Points 97 (15d8+30)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 15 (+2) 16 (+3) 16 (+3) 13 (+1) 18 (+4) 14 (+2)

Saving Throws Str +6, Dex +9
Skills Acrobatics +14, Athletics +6, Insight +13, Investigation +13, Perception +13, Stealth +9, Survival +8
Damage Resistances force, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 23
Languages Common (Soburi)
Challenge 15 (8,400 XP)
Background Feature (Pragmatist): Indomitable Spirit. Whenever Chun-Li’s Haitoku score increases, she receives a Dignity saving throw against a DC equal to her current Haitoku score. On a successful save she may either avoid increasing her Haitoku score or avoid decreasing her Dignity score (but not both).
Cunning Action. Chun-Li can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Chun-Li is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Expertise. Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Acrobatics or Perception.
Investigative Nature (5 points). Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Insight or Investigation. She may spend an investigation point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. She may choose to spend an investigation point after the die has been rolled but must do so before the results are revealed. She regains any expended investigation points when she finishes a short or long rest.

Ki (12 points). Chun-Li harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

  • Flurry of Blows. Immediately after Chun-Li takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Chun-Li can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Chun-Li can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Chun-Li can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of her next turn.

Martial Arts. Chun-Li can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Chun-Li uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Purity of Body. Chun-Li’s mastery of the ki flowing through her makes her immune to disease and poison.
Sneak Attack 2d6 (1/turn). Chun-Li deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance Scion. Chun-Li has learned 3 martial arts stances from her monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Inner Force (3). Chun-Li’s strikes deal an additional 1d8 force damage and she gains resistance to force damage. In addition, she has advantage on saving throws to avoid taking force damage and is able to cast the mage hand cantrip without the need for verbal components, requiring only a bonus action to control the hand.
Stance of the Striking Serpent (3). Chun-Li’s unarmed strikes deal an additional 1d8 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Chun-Li’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances she knows.
Unarmored Movement. Chun-Li’s speed increases by 20 feet while she is not wearing armor or wielding a shield, and she is able to move along vertical surfaces and across liquids on her turn without falling during the move.
Unarmed Savant. Chun-Li’s unarmed strike damage increases by one step (to 1d10) due to her soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Chun-Li makes two unarmed strikes when she takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage, 4 (1d8) piercing damage, and 4 (1d8) force damage.
Kikkoken. Ranged Weapon Attack: +9 to hit, range 50/100, one target. Hit: 85 (15d10+3) force damage and the target makes a DC 16 Constitution saving throw or is knocked prone and stunned for 1 round.

REACTIONS
Deflect Missile. Chun-Li can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 18 (1d10+2d8+4).
Slow Fall. Chun-Li can use her reaction when she falls to reduce any falling damage she takes by 60.

CHUN-LI’S SPIKED BRACELETS

Wondrous item, legendary (requires attunement)
The spiked bracelets Chun-Li has worn into battle over the years have become an integral part of her fighting style, imbued with ki that grant her additional features:
    Headstomp. When making her first attack in the round, Chun-Li may make a Dexterity (Acrobatics) check against a target creature’s AC as long as she moves at least 5 feet. On a success, she gains advantage on her first attack roll and if she hits, it becomes a critical hit (dealing her sneak attack damage because of advantage). After a successful hit she can make another Dexterity (Acrobatics) check and move up to 20 feet, using the check result as her AC against any opportunity attacks provoked by her movement before she lands.
     Hyakuretsu Kyaku. Chun-Li spends 1 ki and an action planting one leg onto the ground, using the other to lash out with lightning strikes that pummel whatever gets within range. Until the beginning of her next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction Chun-Li is facing and within her reach) takes 33 (2d10+4d8+4) bludgeoning, piercing, and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead.
     Kikkoken. By spending 1 ki and focusing her power as an action, Chun-Li unleashes a lethal ball of energy with a range of 50/100, dealing 85 (15d10+3) force damage on a successful hit and forcing the target to make a DC 16 Constitution saving throw or be knocked prone and stunned for 1 round.

I am still deep in the trenches of layout design (some 400 proof-ready pages behind me between 2099 Wasteland, Curse of the Scorpion Samurai, and Veranthea Codex: Adventurer’s Handbook) and about to start another edit for the Ponyfinder folk (then the Mists of Akuma conversion gets its treatment) BUT yesterday we started a thing!

professional goblins podcast graphic DRAFT UNO.pngIf you’d like to hear me and another 3PP veteran talk casual about the RPG industry, gaming, and other subjects of interest, tune on in Wednesdays at 6:30 PM EST over on http://www.twitch.com/littleredgoblin.
Next episode we’re going to start including guests so if there’s somebody you want to see or something you’d like to hear us pontificate about, let us know!

(MP3 File here.)

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week we have Axel Asher, a character integral to one of the major DC/Marvel crossover arcs! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for a character I am personally reticent to build (because I dislike him) but since this is by request, I cannot deny–Wolverine. :p

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

Hypercorps promo Access axel asher DOS.png

AXEL ASHER (Access)

AXEL ASHER           CR 18—XP 153,600
Male human aristocrat 7 [hs 10; hypernaut 2/parallel 2]
LG Medium humanoid (human)
Init +11; Senses Awareness +2

DEFENSE
AC 38, bullet 28, touch 23, flat-footed 34 (+9 armor, +5 deflection, +3 Dex, +1 dodge, +5 hyper, +5 natural)
hp 121 (7d8+44+42); Hyper Bonus +5
Fort +12, Ref +10, Will +12
Defensive Abilities fortification 60%; DR 6/—; Immune dazed, sickened, stunned

OFFENSE
Speed 45 ft.
Melee unarmed strike +10/+5/+0/-5 (1d3+5 bludgeoning)
Hyper Spell-Like Abilities (CL 17th; concentration +22)
5/day—jester’s jaunt, litany of escape
5/day—dimension door, hostile juxtaposition
5/day—plane shift (Marvel and DC Universes only), teleport (hyper flaw: tiring)
3/combat—amalgamation (range 340 ft., Will DC 21; hyper flaw: uncontrolled dimensional toxicity)
10/combat—cosmic awareness [as natural seeker] (area 170 ft., range 2 miles, DC 17; hyper flaw: uncontrolled dimensional toxicity)

STATISTICS
Str 10, Dex 16, Con 20, Int 13, Wis 10, Cha 14
Hyper Dexterity 1 (Dexterous Footwork), Hyper Constitution 3 (Hyper Endurant, Hyper Fortification, Hyper Tough)
Base Atk +5; CMB +5; CMD 34
Feats Alertness[B], Combat Expertise, Dodge[B], Fleet, Improved Unarmed Strike[B], Iron Will, Persuasive, Skill Focus (Knowledge [local]); Hyper Feats Extra Attribute Trait, Extra Hyper Attribute [2], Parallel Access, Toughness
Skills Appraise +8, Awareness +2, Bluff +12, Diplomacy +14, Intimidate +12, Knowledge (history) +8, Knowledge (local) +14, Knowledge (nature) +9, Knowledge (religion) +5, Search +3, Sense Motive +12
Languages Chinese, English
SQ hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest
Combat Gear potion of cure moderate wounds; Other Gear +5 chain shirt, amulet of natural armor +5, ring of protection +5

COSMIC AWARENESS Axel is able to sense the presence of beings and objects in the universes that are somehow of importance to him for whatever reason.
NATURAL SEEKER (Hypernaut power from FAMOTH)
Tier 1    Action standard Save varies
Effect You have a preternatural talent for finding things. You are able to use any of the following spell-like abilities as constant spell-like abilities (though only one at a time): detect aberration, detect animals and plants, detect chaos/evil/good/law, detect magic, detect poison, detect psychic significance, detect radiation[TG], detect secret doors, detect snares and pits, detect undead, diagnose disease, object reading, and technomancy[TG]. By spending a full-round action making a DC 20 concentration check, you can use detect mindscape, detect thoughts, locate object, or locate weakness as a hyper spell-like ability.

AMALGAMATION (New Hypernaut Power)
Tier 3    Action full-round Save Will
You can choose two humanoids within range and if both fail their saving throw (which is rolled twice, taking the worst result), merge them into one amalgam form. This amalgam form possesses the race traits, class abilities, equipment, feats, hyper bonuses, hyper powers, languages, and special qualities of both original creatures, using the highest attributes, base attack bonus, movement speeds, skill ranks, and base saving throws between them. All effects and spells currently targeting the original creatures end when the amalgam is formed. You can also use this ability to target an amalgam and split it into its original creatures. You have no control over the actions of an amalgam form though you can naturally sense their location. The amalgam’s CR increases by +2 if the original creatures had the same CR or by +1 if one of the original creatures had a CR 3 or more greater than the other original creature.

NEW HYPER FLAW
Uncontrolled Toxicity: If Axel stays in one place too long (generally 3d4+4 hours) he causes spontaneous crossovers to occur–creatures from the Marvel Universe are randomly transported to the DC Universe and vice-versa for every span of time that passes before he moves to a new location.

SOME NOTES ON AXEL

Whew! What a tough build! I know that Axel can also do some time travel, but I’m tossing that at GM fiat because it would require bringing in Mythic Adventures and he’s already still too weak at the knees for being CR 18 (although I did try to toughen him up and boost his AC, I think he’ll still get whomped if not used at great range). Still as a plot device (which is what Access is!) he should do you fine and could make for a VERY interesting inclusion into your game–want to amp up the power level for a side quest and know which DC or Marvel heroes and villains your players like best? Introduce Axel, browse the growing list of Hyper Score Marvel builds (maybe grab a few things from Hypercorps 2099 to stand in, available in both Pathfinder or 5E OGL), merge them together, and wreak havoc until the great crisis is averted!

 

Axel Asher (Access)

Medium humanoid (human, hyper), lawful good
Armor Class 18 (cosmic awareness)
Hit Points 130 (20d8+40)
Speed 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 14 (+2) 15 (+2) 13 (+1)

Saving Throws Dex +6, Int +6, Wis +6, Cha +5
Skills Athletics +4, History +6, Insight +6, Persuasion +5, Stealth +6
Senses passive Perception 12
Languages Chinese, English
Challenge 9 (5,000 XP)

Amalgamation. Axel chooses two humanoids within 300 feet and if both fail a DC 18 Wisdom saving throw made with disadvantage, they are merged into one amalgam form. This amalgam form possesses the race features, class features, attacks, equipment, feats, hyper bonuses, hyper powers, languages, and proficiencies of both original creatures, using the highest ability scores, proficiency bonus, and movement speeds between them. All effects and spells currently targeting the original creatures end when the amalgam is formed. Axel can also use this feature to target an amalgam and split it into its original creatures. Axel has no control over the actions of an amalgam form though he can naturally sense their location using his cosmic awareness. The amalgam’s Challenge Rating increases by +2 if the original creatures had the same Challenge Rating or by +1 if one of the original creatures had a Challenge Rating 3 or more greater than the other original creature.
Cosmic Awareness. Axel senses the direction of creatures and objects that are somehow important to him as long as one of these creatures or object is on the same plane of existence. If the creature or object is in motion, he knows the direction of its movement. He also increases his AC by 6.
Dimensional Bounce (Recharge 1–4). Axel can spend a bonus action to teleport to any location within 150 feet.
Dimensional Step (Recharge 6). Axel can spend an action to teleport to any location as the spell teleport.
Plane Shift. Axel can spend an action to cast plane shift but is only able to access the Marvel Universe and DC Universe. Once he has used this feature, he cannot do so again for 1 minute.

ACTIONS
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1) bludgeoning damage.

REACTION
Dimensional Swap. When an attacker that Axel can see hits him with an attack, he can use his reaction to switch places with one creature he can see within 30 feet (other than the attacking creature). Axel appears in that creature’s space and the creature appears in his space, suffering all of the attack’s damage (and any other effects of the attack).

SOME NOTES ON AXEL’S 5E BUILD

This is another instance where there’s just no equivalent resource structure and I went for a straight monster build rather than force it out of the given system of 5E (even 5E with Hyper Score rules included). Incidentally this would work just as well for Mr. Mxyzptlk–just change him to Small sized, add a bunch of Dexterity to increase AC, swap cosmic awareness for true sight, and switch amalgamation for wish once per round.

Welcome to the seventh post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Ken Masters!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter) and let me know!

Next week I’ll be putting up Chun-Li (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

Balrog MoA promo

Balrog

Medium humanoid (human), neutral evil barbarian 5 (bear totem)/fighter 11 (champion)
Armor Class 20 (Constitution, 1 martial arts stance)
Hit Points 178 (5d12+11d10+80)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 13 (+1) 15 (+2) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +7, Intimidation +7, Perception +7, Stealth +9
Damage Resistances bludgeoning (all but psychic when raging)
Senses passive Perception 17
Languages Common (Soburi)
Challenge 15 (13,00 XP)
Action Surge. On his turn, Balrog can take one additional action on top of his regular action and a possible bonus action. Once he has used this feature, he must finish a short or long rest before he can use it again.
Background Feature: Criminal Contact. Balrog reports directly to M. Bison through the Shadaloo Organization, doing as the commander bids.
Danger Sense. Balrog has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Fast Movement. Balrog’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fighting Style: Dueling. When Balrog is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Fighting Style: Two-Weapon Fighting. When Balrog engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.
Feat: Charger. When Balrog uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, Balrog either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hit) or push the target up to 10 feet away from him (if Balrog chose to shove and he succeeds).
Feat: Stance of the Stout Boar (3). Balrog’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Feat: Tavern Brawler. Balrog is proficient with improvised weapons and unarmed strikes, increases the damage dice of his unarmed strikes, and when he hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Improved Critical. Balrog’s weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable. Balrog can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest.

Rage (3). On his turn, Balrog can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gain a +2 bonus to the damage roll.
  • He has resistance to all damage except psychic damage.

Balrog’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action.
Once Balrog has raged three times, he must finish a long rest before he can rage again.

Reckless Attack. When Balrog makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Remarkable Athlete. Balrog adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 5 feet.
Second Wind. On his turn, Balrog can use a bonus action to regain 1d10+11 hit points. Once he has used this feature, he must finish a short or long rest before he can use it again.
Unarmored Defense. While Balrog is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Balrog’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Balrog can attack four times, instead of once, whenever he takes the Attack action on his turn (five times with a bonus action).
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (1d8+1d6+10) magical bludgeoning damage.

 

BALROG’S BOXING GLOVES

Wondrous item, legendary (require attunement)
While wearing his boxing gloves Balrog has a +2 magical bonus on melee weapon attack rolls and damage rolls, is able to use his fighting style features with his unarmed strike, and can use both options of the Charger feat in the same attack (causing a creature shoved away with the maneuver to provoke an opportunity attack). At the start of his turn Balrog can mark one enemy as his target, increasing the reach of his unarmed strike by 5 feet against the target until the start of his next turn.

 

NOTES ON BALROG’S BUILD

I have long loved playing as Balrog on Street Fighter. You can find more complicated fighters (like Fei-Long) but there’s something about the efficiency the boxer has that always drew me to him. He can move quickly, he can hit hard, he has great reach, and that makes Balrog fun for me to play.

For this statblock I wanted to achieve the same things and I think I hit my marks–he’s got some situational reach with the gloves, he can charge into somebody and pummel them with 6 attacks if he manages to successfully shove, and generally he can lay out some mean punches. While I’d like him to have some higher damage output and the original plan was for a few rogue levels (so he could get some sneak attack and dash around with cunning actions), I’m really keen on the pummeling thing; I love the idea of a big, shadowy figure lurking from out of an alleyway and slamming into the party’s fighter, jabbing, uppercutting, and crossing over with big red boxing gloves before knocking their ass down.