Medium Undead, Lawful Neutral
Armor Class 10 Natural
Hit Points 1 (1d4 - 1)
Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
8 (-1)
INT
26 (+8)
WIS
26 (+8)
CHA
14 (+2)
Skills Insight +14, Intimidation +14, Perception +14, Performance +8
Damage Vulnerabilities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Stunned
Senses Blindsight 30 feet, Truesight 60 feet, Passive Perception 24
Languages Common, Undercommon
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Dodge Bar. Sans can dodge, a lot. All effects dealing damage to sans miss for 5 rounds, even if a crit, when this runs out, he rolls 1d4, that is how long he can dodge again, removing one for every roll after the first, he can only roll on his dodge bar thrice. If sans is completely out of dodges and rerolls, he is set to 4 levels of exhaustion. But he can gain 1 level of exhaustion to use any legendary action.

Karma. Sans uses your sins to end you once and for all. When Sans does damage to a creature, they take half of the damage (Rounded down) dealt to them in necrotic damage at the end of their next turn.

The Judge All good, lawful neutral, and true neutral characters take 0 damage from sans but cannot deal damage to him or inflict against him.

Actions

Blue Barrage. Sans uses blue bone thrice in one turn. (See below)

Bone Barrage. Sans uses bone attack thrice. (See below)

Mixed bone barrage. Sans uses 1 bone and 2 blue bones, or 2 bones and 1 blue bone. (See below)

Bone Blast. Sans uses 1 gaster blaster, and 2 bones or blue bones. (See below)

Mixed Barrage. Sans uses 1 blaster, 1 bone, and 1 blue bone. (See below)

Quadro Slam. Sans uses slam bone 4 times. (See below)

Bone. Sans can summon one bone of random size. The bone's range is 1d10+30/thrice the normal range. The targetted creature must make a dexterity saving throw, DC 25, and for every number below 25, the creature takes 5 force damage, and if their saving throw spans from 25 to anything after that, they take 0 damage.

Blue Bone. Sans can use blue stop signs to kill his foes. Sans makes one bone attack, but the opponent must make a history check, with advantage if sans used a blue attack on his last attack, DC 20, they take 0 damage on a succesful check, and double the normal damage on a failed check.

Gaster Blaster. Sans uses a blaster made by the former royal scientist W.D. Gaster, attacking their SOUL directly. Sans makes an attack, with a range of 2d10+50/thrice the normal range, the target must make a DC 25 dexterity saving throw, for every number below 25, the target takes 10 force damage, 5 force damage on a roll of 25, and no damage on a roll of 26 or higher.

Slam Bone. Sans manipulates gravity and bones to kill his opponents. He chooses one creature within 30 feet of him, they must make a strength saving throw, DC 20, or be stabbed by 2 bone attacks. (See Bone above)

Bonus Actions

Logic & Reasoning. Sans attempts to talk the target down, using logic and reasoning to convince them to quit. The target of this bonus action must succeed a wisdom saving throw, DC 20. On a failed save, the creature has disadvantage on saves against sans on his next turn.

TELEPORT. Sans stops time long enough to move positions. Sans can move up 60 feet away or cast the teleport spell.

Legendary Actions

Sans uses his own dodge meter to kill quicker and better

Bad Time (Costs 1 additional dodge every round). Sans is gonna give you a bad time, DC for all dexterity and strength saving throws against him increases by 5.

Strongest Attack (Costs 3 dodges if not used as his first attack). Sans uses his strongest attack first. 3 gaster blasters,  5 bones, 4 blue bones, 2 slams.

Flicker (1 dodge per flicker). Sans stops time long enough to change attacks. Sans can use an action attack as many times as he pleases, but he cannot use it on attacks that cost dodges.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Pun. (1/day). Sans makes a bad pun. Sans casts power word kill.

SPECIAL ATTACK (Can only be used at 1 dodge) *Here goes nothing, thats right, its literally nothing!. No turns are used. Wait 3 real life minutes, and after those minutes, say he's fallen asleep, and go on with combat with him asleep.

Description

Appearance. Sans appears as a relatively short and paunchy skeleton, with mitten-like hands. Sans is always seen with a wide, toothy-grin on his face. Sans wears a blue hoodie, a white t-shirt underneath, black shorts with white stripes, and a pair of slippers. He has white dots in black eye sockets that disappear when he is serious or angered. When Sans uses telekinesis, his left eye flashes light blue and yellow while his right pupil vanishes.

Personality. Sans is lazy, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy, as he is aware of timeline resets. He enjoys being mischievous. Sans primarily acts this way towards those he is in good terms with. His antics range from an assortment of illogical, juvenile, and slightly inconvenient pranks. Examples include Sans "selling fried snow," using whoopee cushions, sharing an unscrewed ketchup bottle, and eye paint on a telescope. He is not above utilizing his teleportation or other magic for practical jokes either. Sans is also fond of making the occasional low-brow puns. He enjoys making others laugh in general, as he also performs at the MTT Resort as a comedian.

Lair and Lair Actions

A hall constructed for the royal judge, nice yellow tiles and pillars, golden light shining through the windows, said windows have the sign for deltarune on them.

Hall Effect

Sans rolls initiative normally but gets 1 extra turn at the start of the first round.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2024 1:39:44 AM
6
1
5e
Coming Soon
1/27/2025 12:19:30 AM
115
5
--
Coming Soon

Monster Tags: undead

Habitat: ArcticMountain

Aguywhoisaguy

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