Medium Humanoid (Any Race), Lawful Neutral
Armor Class 17 (Chain)
Hit Points 175 (10d8 + 20)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
15 (+2)
INT
17 (+3)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +10, INT +8
Skills Athletics +4, Deception +4
Damage Resistances Bludgeoning
Condition Immunities Charmed, Restrained
Senses Passive Perception 17
Languages Common, Draconic, and Elven
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Zoo-Zoo-No-Mi. Wellerman has eaten a devil fruit that can randomize the kind of Zoan fruit that he gets, he can not choose the type of Zoan fruit though. The Zoan fruits he can get are in order of the Zoan fruits in the anime (You have to roll to find out). So far he can only go into a hybrid form but if someone he finds precious dies he must make a DC wisdom 18, if he fails he turns into the full form of that beast until five turns or until he takes 70 damage. Though while he is in this form he only attacks the closest creature. you must roll 7d6+2. (All of the fruits are in alphabetical order)

Ryusoken. Wellerman knows a fighting style that essentially turns his hand into a dragon claw allowing him to contort the position of his fingers allowing him to pierce a range of solid matter.

  • Dragon Ripper. Wellerman uses his claws to jam them into someone's chest and rip them out from the sides doing an extra 1d12 piercing damage. This can be used four times a day
  • Dragon Corkscrew. Wellerman charges with his claws and spins around with a ring of fire surrounding him making six attacks with disadvantage but it does an extra 1d8 fire and slashing damage. This can be used once a day

Haki. Wellerman knows all types of haki including conquerers haki.

  • Armament Haki. Wellerman can surround his body in black metal to double his damage . Or he can subtract 1d4 from the damage or attack roll and add 2 to his AC. This can be used five times a day
  • Observation Haki. Wellerman can see through walls and can even see if he is blind. Wellerman can also use this to give his enemy disadvantage on their next attack and advantage on his next. This can be used three times a day.
  •  Conquerer's Haki. Silver beard can force his will over others to knock them out or stun them. Targets who are within a range of 25 ft must make a DC charisma 15. If target has a charisma of 12 or lower they are immediately knocked out for three turns. If the target has a charisma of 18 or higher they are unaffected. If they fail the saving throw they are knocked unconscious for two turns but if they succeed they are just stunned for one turn. This can be used once a day
Actions

Multiattack. Captain Wellerman makes four attacks, one with his cutlass and one with his claw and one with his Double Shot Flintlock and with a rum molotov.

Claw. Melee weapon attack. 1d20+5 to hit. 5ft range. 2d8+8 slashing damage.

Captain's Cutlass. Melee weapon attack. 1d20+8 to hit. 5ft range. 3d6+7 slashing damage

Double Shot Flintlock. Melee weapon attack. 1d20+4 to hit. 20/70ft range. 2d6+5 piercing damage.

Rum Molotov. Melee weapon attack. 1d20+4 to hit. 20/50ft range. 1d12+5 fire damage. After hitting the target creature the fire reaches the ground and makes a 30ft wide circle of fire and any creature within the fire takes 1d12 damage at the beginning of their turn.

Weapon Crunch. Melee weapon attack. 1d20+5 to hit. 5ft range. 2d12+10 bludgeoning damage. This attack can only be used on weapons and the weapon's AC is the same as its wielder. The weapon has as much health as the wielder's hitpoints die count, you roll these die types and the number, the roll will be the number of hitpoints the weapon has. If the weapon is destroyed by the claw it is shattered until someone casts the mending spell of is fixed by a weapon smith. The rules are the same if he tries to use it on a piece of armor

Wall Crunch. Melee weapon attack. Attack automatically hits. But if the wall constantly moves it is a 1d20+5 to hit. 6d8 bludgeoning damage. This attack can only be made against walls and if the wall is wood it has 25 hitpoints and has a 14 AC, if the wall is stone it has 40 hitpoints and has a 16 AC, if it is metal it has 60 Hitpoints and has a 18 AC. Remember the walls only have an AC if they are moving constantly. When he destroys a wall he makes a 10ft wide hole and it is 10ft tall. It is all the same stats if he tries to shatter a roof or floor.

 

 

Reactions

Parry. Captain Wellerman adds 2 to his AC against one melee attack that would hit it. To do so, Captain Wellerman. must see the attacker and be wielding a melee weapon.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/8/2021 8:54:24 PM
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Coming Soon

Monster Tags: NPC

Habitat: Coastal

RORN_THE_RIGHTOUS

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