Blue Soul Manipulation. When within range of spell and Sans knows the where target is, a blue heart appears and Sans now has control over your gravity as a bonus action.
Lazy. His turn always comes after everyone else's.
Fission Attacks. All of Sans's attacks ignore resistance and immunity as they are a special kind of damage. These attacks, if effected by something that reduces damage, reduces damage by one and triggers any special thing that triggers upon damage being reduced to zero.
Multi-Attack. Sans will do 6 attacks, or use a "Gaster Blaster" as 2 attacks.
Bone Shot. Bone Shot: +14 to hit, range 60/75 ft., 1 target. Hit: 10 (2d10) bludgeoning damage and 5 KR. For every turn you have KR you take 1 necrotic damage and lose 1 KR. This Bone can be blue, orange, white, white will deal damage no matter what but have a +9 instead of +14, If blue the damage is 0 and no KR if the target hasn't moved on this round, If orange the opposite is true.
Bone Zone. Bone Zone: Have bones pop out of the ground and assault whatever touches it, DC 15 DEX, Successful Save: Take 5 Damage and no KR Failed Save: 10 damage and 5 KR, KR works like it does with "Bone Shot", This move is always white.
Gaster Blaster. Gaster Blaster: Have a dragon skull appears and float for 6 seconds, after those six seconds the blaster fires and anyone in that is in its line of fire must make a DC 23 Dexterity Save, Successful Save: Take 3 Damage and no KR, Failed Save: Take 25 damage and receive 20 KR.
Blue Soul Minipulation. When within range of spell and Sans knows the where target is, a blue heart appears and Sans now has control over the target's direction of gravity and can change it as a bonus action.
Teleportation. Sans can teleport up to 600ft in any place he knows.
Dodge Points. Upon being In a situation where Sans would normally take damage or take a negative condition or effect. he can instead use 1 Dodge Point to move 10ft and take no damage or negative effects, this does not provoke opportunity attacks. Sans has 25 Dodge Points or DP.
Sans can make a legendary action once between turns. Sans has 6 legendary Actions per round.
Bone Shot (Costs 1 Actions). Sans may take the action Bone Shot.
Bone Zone (Costs 1 Actions). Sans may take the action Bone Zone.
Gaster Blaster (Costs 2 Actions). Sans may take the action Gaster Blaster.
Sans may make a mythic action instead of a legendary action. However these mythic actions can only be made 6 times a combat.
Mythic Bone Shot (Costs 1 Actions). Sans may take the action Bone Shot 4 times.
Mythic Bone Zone (Costs 1 Actions). Sans may take the action Bone Zone 4 times.
Mythic Gaster Blaster (Costs 2 Actions). Sans may take the action Gaster Blaster 4 times.
Description
"ATK 1 DEF 1"
"The easiest enemy, can only deal one damage"
Lair and Lair Actions
The lair is the judgement hall
Lair Actions
On initiative count 35 (winning initiative ties), Sans takes a lair action to cause one of the following effects; Sans can’t use the effect if the target doesn't have sufficient KR:
- 1+ KR: Guilt Spike, The target takes 1 necrotic damage for each KR they have , they lose all KR.
- 5 KR: Guilt Weight, The target loses 10 walking speed or 20 swimming, flying, digging etc, speed, the target loses 5 KR.
- 5 KR: Will Snap, The target loses their next bonus action, or reaction, the target loses 5 KR.
- 10 KR: Will Shatter, The target loses their action. the target loses 10 KR
- 10 KR: Impale, sans may make the attack Bone Shot, or Bone Zone. The target of the attack loses 10 KR and cannot gain KR from the chosen attack
- 10 KR: Control, sans may make the bonus action Blue Soul Manipulation 3 times on this single target, target loses 10 KR
- 15 KR: Will Obliterate, sans gains a DP, target loses 15 KR
- 15 KR: Blast, If the target is within line of fire of any Gaster Blasters those Gaster Blasters fire, KR will not be gained from attacks in this fashion. the target loses 20 KR
- 20 KR: Support, sans may take the Gaster Blaster twice for every hostile he is facing, target loses 20 KR
- 20 KR: Stand, all hostiles sans face must make a DC 15 CHA saving throw, on a failure the creature takes 10 necrotic damage and has to make the save again. on a success the target loses 20 KR.
If sans has less than 10 DP then any hostiles that take damage gain an extra 5 KR, this effect is doubled if the target has the least KR (ties count). These attack are also Fission Attacks.
Regional Effects
The region containing Sans’s lair is housed by judgement, which creates one or more of the following effects:
- If sans is not present but alive the judgement hall will notify him of any presence in the hall.
If sans dies, these effects go away instantly
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/23/2022 3:43:05 AM
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7
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0
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Coming Soon
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