| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +7 |
| DEX | 20 | +5 | +9 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 17 | +3 | +3 |
Modular Body. Can detach and reattach limbs as a bonus action, swapping up to two modules at once.
Silent Shift. As a bonus action, becomes invisible while motionless until next turn. If moving, gains advantage on Stealth checks.
Reconstruction (1/Day). When reduced to 0 HP, reforms at the start of his next turn with 45 HP and all conditions removed.
Micro-Doubles (2/Day). As an action, deploys two Mini-Drones (Tiny constructs; AC 14, HP 10, Speed 35 ft., Stealth +8). They can’t attack but share sight and sound with him (range 300 ft.) for 10 minutes.
Plastic Body. Action Hero doesn’t bleed or suffer pain. He doesn’t breathe. He has advantage on saving throws against being paralyzed, restrained, or petrified.
Modules (Bonus Action to swap)
Power Arm. Unarmed strikes deal +7 (2d6) bludgeoning. On a crit, push 10 ft. and knock prone.
Shield Arm. AC +2. Grants Shield Brace.
Grapple Arm. Can grapple from 15 ft. away (DC 16 escape).
Launcher Leg. Triples jump distance; enables Limb Launch Strike.
Blade Leg. Speed +10 ft.; unarmed strikes deal slashing damage.
Multiattack. Makes two melee attacks.
Injection Knife. Melee Attack: +8 to hit, reach 5 ft.
Hit: 11 (1d10 + 6) piercing. Target must succeed on a DC 16 Con save or be paralyzed until end of Action Hero’s next turn.
Shock Knuckles. Melee Attack: +8 to hit, reach 5 ft.
Hit: 13 (2d8 + 4) lightning, and target must make a DC 16 Str save or drop one held item. After hitting, can make one Unarmed Strike as a bonus action.
Unarmed Strike. Melee Attack: +8 to hit, reach 5 ft. Hit: 9 (1d8 + 5) bludgeoning.
Limb Launch Strike (Requires Launcher Leg; Recharge 5–6).
Launches detached limbs in a 15-ft arc. Each creature in that area must make a DC 16 Dex save, taking 24 (7d6) force damage and pushed 10 ft. on a fail, or half on success. Limbs reattach instantly.
Swap Module. Replace one or both limbs.
Silent Shift. Activate stealth mode.
Shield Brace (Requires Shield Arm). Braces for impact. Until next turn, gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Speed becomes 0.
Counter-Assembly (Recharge 5–6). When hit by an attack, detaches armor plating to absorb impact, reducing damage by 13 (1d12 + 7).
Detachment Pull. When a creature within 15 ft. is targeted by an attack or area effect, fires a detached arm:
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Ally: Pulled 10 ft. toward Action Hero, gains half cover.
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Enemy: DC 16 Str save or pulled 10 ft. closer and knocked prone.
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