Medium Celestial (Human), Lawful Neutral
Armor Class 22
Hit Points 615 (30d20 + 300)
Speed 60 ft., Swim 60 ft.
STR
25 (+7)
DEX
30 (+10)
CON
24 (+7)
INT
22 (+6)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws STR +15, DEX +18, WIS +18
Skills Acrobatics +19, Athletics +16, Intimidation +16, Perception +19
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 40ft, Tremorsense 80ft, Truesight 120ft, Passive Perception 20
Languages All Can Understand , Common Can Speak
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance. Chuck Norris has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If Chuck Norris fails a saving throw, he can choose to succeed instead.

Divine Awareness. Chuck Norris knows if he hears a lie.

Magic Weapons. Chuck Norris' weapon attacks are magical.

Fear Aura. Any creature hostile to Chuck Norris that starts its turn within 20 feet of Chuck Norris must make a DC 22 Wisdom saving throw, unless Chuck Norris is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Chuck Norris Fear Aura for the next 24 hours.

Regeneration. Chuck Norris regains 20 hit points at the start of his turn. If he takes Necrotic damage, this trait doesn’t function at the start of his next turn. Chuck Norris hibernates only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Chuck Norris can make up to three Chun Kuk Do attacks as well as one Round House Kick. 

Chun Kuk Do. Melee Weapon Attack: +16 to hit, reach 5ft., 1 target. Hit: 9 (1d10 + 10) Bludgeoning damage plus Hit: 5 (1d10) Force damage.

Round House Kick. Melee Weapon Attack: +16 to hit, reach 10ft., 1 target. Hit: 23 (3d10 + 10) Bludgeoning damage. Target Must make a DC 14 Constitution saving throw to not be Incapacitated. Target must also make a DC 18 Dexterity saving throw or be knocked Prone.

 

Reactions

Secret of the Beard. As a reaction, if damage was dealt to Chuck Norris he makes a Chun Kuk Do attack with his third fist.

Stride. As a reaction, Chuck Norris may move up to half his movement speed

Legendary Actions

Chuck Norris can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chuck Norris regains spent legendary actions at the start of his turn.

Round House Kick. Chuck Norris makes a Round House Kick attack.

Incorporeal Dash. Chuck Norris moves up to his speed. He can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Description

Chuck Norris, the living legend of awesomeness, is a towering titan of muscle and machismo. His biceps are so massive that they have their own zip codes, and his chest hair is rumored to have the strength of diamond-reinforced steel cables. His beard is a lush forest of power, capable of deflecting bullets and making lumberjacks weep with envy. His eyes, like twin supernovas, can see into your soul and make grown men quiver with fear or admiration, depending on their intentions. His fists are the size of wrecking balls, and his kicks have the force of a thousand hurricanes. When Chuck Norris flexes, earthquakes tremble in fear, and volcanoes erupt in applause. He exudes an aura of invincibility so potent that it can stop time itself. Indeed, Chuck Norris is not just a man; he's a walking cataclysm of epic proportions, a cosmic anomaly of pure badassery that defies all known laws of physics and reason.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2023 11:54:45 PM
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Coming Soon
KhaljornIronBrand

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