Medium Humanoid, Lawful Evil
Armor Class 22 Natural
Hit Points 538 (29d20 + 248)
Speed 65 ft., Fly 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
24 (+7)
INT
30 (+10)
WIS
28 (+9)
CHA
29 (+9)
Saving Throws STR +16, INT +18, CHA +17
Skills Insight +13
Damage Resistances Cold, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 400ft, Tremorsense 50ft, Passive Perception 28
Languages All
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Immense Strength: All For One is extremely strong, being able to easily trade blows with the strongest of creatures.

Immense Speed: All For One has incredible speed, being able to handle multiple incoming threats simultaneously, because of his speed All for One can take up to 3 reactions per turn.

Immense Durability: Despite being in a dishevelled state with severe injuries, All For One possesses an inhuman amount of durability granting him various resistances to different kinds of attacks.

Enhanced Senses: Due to All For One being blind, his hearing improved immensely, as he is able to perceive his surroundings by sound. He can also sense vibrations in the air. As such he cannot be blinded or deafened and has blindsight.

Genius Intellect: All For One possesses an extraordinary level of intellect, due to his advanced age and life experience. All For One is an expert at observing his enemies and exploiting their flaws. Another terrifying aspect of All For One's intelligence is his ability to figure out and prey on people's insecurities.

Quirk - All for One: All For One's Quirk allows him to steal other people's Quirks, All For One can then also redistribute his stolen Quirks to other people. His now multiple Quirks grant him a very wide variety of options in combat, and he can combine his stolen Quirks to create compound attacks with devastating effects. To do this All for One must make contact with the target they must then make a contested save of their choice against All for One’s Intelligence check if they lose to him the amount that they lose by is the level of spell slots he can take from them, he then gains the ability to cast one of their prepared spells at that level for 1 minute.

Stolen Quirk - Search: With this Quirk, All for One can observe and monitor up to a hundred creatures at a time, including their location and weak points provided they are within 400ft of him.

Stolen Quirk - Life Force: This Quirk was given to him by Doctor Garaki, and has allowed him to possess supernatural longevity in lifespan.

Stolen Quirk - Levitation: This Quirk allows All For One to fly.

Stolen Quirk - Lie Detector: This Quirk allows All For One to sense whether a creature is lying as such he has advantage on Wisdom (Insight) checks and any Charisma (Deception) checks made against him are done with disadvantage.

Legendary Resistance (4/day): Should All for One fail a saving throw he can choose to succeed instead.

Actions

Multi Rivet: All for One uses his Rivet Stab to strike at up 8 different creatures simultaneously.

Stolen Quirk - Rivet Stab: Melee Weapon Attack: +14 to hit, reach 40ft., 1 target. Hit: 25 (2d10 + 15) Piercing damage. This can also be used with the Forced Activation bonus action.

Stolen Quirk - Air Cannon: All For One releases an air shockwave from his arms in a 40ft cone, any creature within the cone must make a Constitution save (DC21) on a failed save the target takes 30 (5d12) force damage and must make a Strength save (DC21) or be thrown 40ft away taking 3 (1d6) bludgeoning damage for every 10ft they travel before hitting a solid surface. If used in conjunction with his Springlike Limbs bonus action the cone increases to 80ft, both saves increase to DC 22, the force damage increases to 42 (7d12) and the distance thrown increases to 70ft.

Bonus Actions

Stolen Quirk - Springlike Limbs: This Quirk allows All For One to coil his muscles in order to enhance the power of other Quirks he possesses, like Air Cannon. It also gives him advantage on melee attacks.

Stolen Quirk - Forced Activation: All For One can activate a target's abilities against their will providing he is making contact with them, whether they are conscious or not, the target must make a Wisdom save (DC20) on a failed save One for All activates an ability that the target is most willing to expend, on a fail of more than 5 All for One chooses the ability that is spent. All For One can use this Quirk in combination with Rivet Stab.

Reactions

Stolen Quirk - Impact Recoil: This Quirk enables All For One to completely reflect the impact of a melee attack back to the attacker as bludgeoning damage.

Stolen Quirk - Hardflame Fan: This Quirk allows All For One to generate a 6th level Wall of Fire to act as defense against ranged attacks.

Legendary Actions

All for One can take 4 legendary actions, choosing from the options below. Only one legendary action can be taken at once and only at the end of another creatures turn. All for One regains any spent legendary actions at the beginning of his turn.

Dash: All for One moves up to his movement speed.

Rivet Stab: All for One makes 2 attacks with Rivet Stab attack.

Air Cannon (2 Actions): All for One uses his Air Cannon ability.

Forced Activation (2 Actions): All for One uses his Forced Activations ability on a creature within range of Rivet Stab.

All for One (3 Actions): All for One uses his All for One quirk on a creature within 5ft.

CountBless

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