Medium unknown, Lawful Neutral
Armor Class 1 Natural
Hit Points 1 (1d4 + 1)
Speed 50 ft.
STR
10 (+0)
DEX
30 (+10)
CON
1 (-5)
INT
26 (+8)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws DEX +18
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Condition Immunities Grappled, Restrained
Senses Truesight 120 ft., Passive Perception 30
Languages Common
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Quantum Leaping. Whenever Sans moves, at will he can choose to teleport directly to his desired location instead. This prevents him from taking opportunity attacks.

Energy Points (EP). Sans runs off of Energy Points, a measurement of his stamina. He can tire easy after extremeness use of dodging and his abilities, which brings his EP number down. Sans has 800 EP base and regains 100 EP on a short rest, and 400 after a long rest. When Sans runs out of EP, his Special Attack trait activates.

"Not Gonna Just Stand There". Whenever Sans is above 1 energy point, his AC is increased to 999.

Tiresome Dodging. Whenever anyone or anything rolls to hit Sans, he spends EP equal to the "to hit" total of the attack. 

Speed Over Might. Whenever Sans is subjugated to make a saving throw, he can choose to spend EP equal to the saving DC and to not suffer any effects or damage. If he doesn't have enough EP to equate the saving DC, this ability does not take effect.

Freedom of Movement. Sans ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained or grappled.

Karmic Retribution. Whenever someone takes damage from Sans' attacks, they must make a DC 15 Constitution saving throw or take force damage equal to their player level or half as much on a success.

Special Attack. Whenever Sans' EP reaches 0, he uses his Special Attack. This attack is immediate and does not require Sans to still have his reaction to preform. His Special Attack uses what little energy and magic that is still inside him to trap the players in place as a last resort. All targets with 80 ft. of Sans must make a DC 25 dexterity saving throw, or be trapped in a circle of Blue Bones. On a failure, the creature is Stunned for 1 round, after which the bones retract as Sans falls asleep standing up.

Actions

FIGHT. Sans takes up to 3 of the following options for attacking.

Targeted Gaster Blast. Ranged Spell Attack: +13 to hit, 50 ft., single target. Hit: 27 (6d8) force damage. This uses 10 EP.

Targeted Bone Blast. Ranged Spell Attack: +15 to hit, 15 ft., single target. Hit 33 (6d10) force damage. This uses 10 EP.

Gaster Blaster. A Gaster Blaster appears and shoots a blast 100 feet long and 5 feet wide starting from a point within 20 of Sans. Each creature in that line must make a Dexterity saving throw. A creature takes 28 (8d8) force damage on a failed save, or half as much damage on a successful one. This uses 20 EP.

Bone Circle. A patch of bones erupts from a point Sans chooses within 60 ft. Any creature within a 30 ft. radius of that point must make a DC 20 Dexterity saving throw. They take 23 (5d8) force damage on a failure, or half as much on a success. This ability uses 15 EP.

Blue Bones. A patch of shining blue bones erupts from a point Sans chooses within 30 ft. A 20 by 5 foot cylinder (20 being the radius) of blue bones are created surrounding that point, lasting until the start of Sans next turn. Any creature the moves into/out of/within the circle take 22 (4d10) force damage per 5 ft. they move. The bones counts as difficult terrain and abilities that negate difficult terrain or bypass it have no effect on the blue bones. This ability uses 15 EP.

Judgement's Eye (Recharge 4-6). Two targets of choice within 60 must make a Wisdom saving throw (DC 20). If they fail they take 21 (6d6) psychic damage and are unable to move for 1d4 turns. All attacks, saving throws and ability checks the targets make are made with disadvantage during those turns. If they succeed they take only 11 (4d6) psychic damage. Any creature that fails the saving throw aren't affected by this ability for the next 24 hours. This uses 30 EP and does not incur the Karmic Retribution trait.

Reactions

Soul Relocation. Whenever Sans is subjected to dodge two melee attacks before his next turn he can force the assailant/s to make a DC 20 Strength saving throw. On a failure the target is thrown 40 ft. in a straight line that Sans chooses, or half as much on a success. If Sans chooses straight down, the target is knocked prone and spends movement equal to the remaining ft. of the throw. This uses 10 EP.

Reactionary Teleportation. Whenever Sans is subjected to a saving throw that emanates from a point, he can choose to teleport anywhere that's 5 ft. past the edge of the effect to prevent him from having to make that saving throw. This uses 5 EP.

Legendary Actions

Sans can take a legendary action choosing from the options below. These options can only be done at the end of another creature's turn. Sans regains spend legendary actions at the start of his turn.

Blue Soul. Sans subjects up to 3 creatures within a 60 ft. radius to a DC 20 Wisdom saving throw. On a failure, the target's speed is halved, and airborne creatures fall to the ground and lose all fly/hover speed until the end of their next turn. This uses 20 EP.

Surprise Attack. Sans teleports 5ft. behind a target within 30 ft. of him and preforms one Bone Blast on them. This uses 15 EP.

Judgement. Sans chooses 4 targets within 40 ft. of him. All must make a DC 20 Wisdom saving throw. On a failure, the target is Charmed and cannot attack Sans for 1d4 rounds, and takes the full damage from Karmic Retribution every round they are charmed, or half as many rounds (minimum of 1) and half the damage of Karmic Retribution every round on a success. This uses 40 EP.

Description

If you need a description for Sans, go the Undertale Wiki.

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2019 11:46:54 PM
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8/23/2019 11:50:08 PM
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Dravsky

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