Sunday, August 3, 2014

Masters of the Universe Monday Extra: Clocksqatch for D&D 5th Edition


I love He-Man and the Masters of the Universe.  Science fantasy is something I would like to get more time running and it's my favorite genre.  Plus I'm going to blame Trey Causey for this idea, though I don't know why I hadn't seriously thought of it first (guess I'm to busy thinking about Thundarr most days)

It doesn't have to be Eternia, but there is no reason not to use it.

Basically, I'd bolt on Gamma World 7th Edition's Origins onto 5E using this site.


Clocksquatch (Yeti/Temporal)
4th Level Rogue
Follower of Skeletor
                                             
Armor Class 15 (Hide Armor; +2 from Temporal)
Hit Points 16 (4d8-4) 
Speed 30 ft.
Initiative +5

  

          
   Str        Dex      Con       Int        Wis      Cha
16 (+3)        10 (+0)         8 (-1)         18 (+4)        15 (+2)         7 (-2)

Background Sage
Skills Athletics +4, Arcane +1, History +1, Investigation +3, Perception +6, Stealth +2
Saves Dexterity +2, Intelligence +6
Tools Science!, Thieves' Tools
Senses passive Perception 14
Languages Common, Yeti, Hordish, Technobabble, Thieves' Cant
Proficiency +2


Expertise Athletic, Investigation
Sneak Attack +1d6
Cunning Action

Roguish Archetype Thief
Fast Hands
Second-Story Work


ACTIONS
Melee Attack—Haymaker +5 to hit (reach 10 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage.

Melee Attack—Claw +5 to hit (reach 10 ft.; one creature).  
Hit: 1d6 piercing damage.


Melee Attack—Big Claw +5 to hit (reach 10 ft.; one creature). 
Hit: 1d10+3 slashing damage.
You have advantage on this attack and your targets speed is reduced to 10 feet while you remain adjacent.  You must take a short or long rest to use this attack again.

Ranged Attack—Blaster +2 to hit (range 60/180 ft.; one creature).  
Hit: 1d8 radiant damage.


Ranged Attack—Temporal Fugue +5 to hit (range 30/90 ft.; one creature). 
Hit: 1d8+4 radiant damage.
Teleport target 20 feet and they have disadvantage on their next ability check, attack roll or saving throw.


YETI
Cold Resistance

Yeti Rage As a bonus action you may heal 7 (3 + Level) hit points and have advantage on your next ability check, attack roll, or saving throw.

TEMPORAL
Advantage on Wisdom (Insight) checks.

Temporal Critical +1d10 radiant damage and teleport target an additional 40 feet.




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