Karmic Retribution. When another creature (other than Sans) is hit by an attack, they become paralyzed until the end of Sans' next turn. While paralyzed in this way, they take 1d10 poison damage at the start of each of their turns.
Undead. Sans is immune to all status conditions.
Bone Trap (Recharge 5-6). Sans conjures a field of bones in a 50-foot cube. Each creature within that cube must make a DC 18 Dexterity saving throw. On a failed save, they take 32 (5d10+4) piercing damage.
Bone. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 3) bludgeoning damage.
Gaster Blaster. Ranged Weapon Attack: +10 to hit, range 100/250 ft., 1 target. Hit: 18 (2d12 + 3) force damage.
Multiattack. Sans makes 4 attacks with any combination of bones and blasters.
Quick Bone. Sans sends a small bone flying at any creature within 30 feet of him. That creature must make a DC 14 dexterity saving throw, taking 2d6 bludgeoning damage on a failed save, and half as much damage on a successful one.
Dodge. When any source of damage is given to Sans, he may avert it without making a saving throw. He may ignore any effects of these attacks as well. Sans can only use this ability 35 times. He is also immune to all spells.
Sans can take 3 legendary actions one at a time and only at the end of another creature's turn.
Attack. Sans makes a Blaster or Bone attack.
Blue Bone/Orange Bone (Costs 2 Actions). Sans sweeps a blue or orange bone in a 30-foot circle. Each creature within that circle must make a DC 18 Constitution or Dexterity saving throw (Sans' choice). On a failure, that creature takes 20 (4d10+2) force damage. On a success, that creature takes half as much damage.
Blaster Circle (2/Day) Sans creates a massive circle of blasters in a 100-foot circle. Each creature within that circle must make a DC 20 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, and half as much damage on a successful one.
Imagine putting this into a campaign