Medium Humanoid, Chaotic Good
Armor Class 30 Natural Armor
Hit Points 5000 (1000000d20)
Speed 50 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CHA +19
Damage Resistances Bludgeoning
Damage Immunities Bludgeoning damage from falling
Condition Immunities Charmed, Frightened, Stunned
Gear A jar of JIF peanut butter.
Senses Passive Perception 100
Languages Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chuck’s precision: Every time Chuck Norris makes a roll with advantage, he will automatically have a critical hit.

The presents of Norris: Any time a creature is in combat with Norris, he is frightened and takes 3d8 psychic damage at the start of each of its turns.

Speed: Chuck Norris is unbelievably fast, and gains three actions in his turn.

Mr. Norris: Chuck Norris is so insanely powerful, that if a god tries to thwart him, he can choose to punch them so hard they instantly die.

Can’t touch this: Chuck Norris is immune to the wish spell. In addition, anyone who tries to use it against him, he can sense, and moves so fast towards them, and performs a flying kick so hard, that they instantly die. Their is no way to avoid this ability.

Actions

Round House Kick: 1A, +15 to hit. Chuck Norris performs a round-house kick, on a successful hit, the target takes 12d20+50 bludgeoning damage.

Chuck’s humor: (Free Action) Chuck can decide to tell a Chuck Norris joke so funny, that any target within 30 ft of his choice must make a DC 18 WIS saving throw, or fall into laughter, and become incapacitated. At the start of each of the target(s) turn, they must make a DC 18 WIS saving through in order to break free of the  joke.

Mighty fists: 1A, +15 to hit. Chuck Norris punches a target 4 times, with his fists. On a successful hit, each fist deals 2d20+20 bludgeoning damage, and must make a DC 18 CON saving through, or go prone.

Spartan chest kick: 1A +15 to hit. Chuck Norris kicks a target in the chest dealing 5d20+20 bludgeoning damage. On a successful hit, he kicks them so hard that they fly 30 ft into the air, taking 3d6 bludgeoning damage from fall damage, and 50 ft back. If the target hit’s a wall, the must take 15d6+30 bludgeoning damage.

Bonus Actions

Wink: Chuck Norris winks with his right eye at a target, the target must make a DC CON 16 saving through, or be overwhelmed by Chuck’s charisma and cannot attack him this turn.

Reactions

Punishment: For every miss that a creature makes on chuck Norris, Chuck Norris gains an attack against that creature.

Superb defense: 10 times per long rest, Chuck Norris is able to block an attack, even if it is a critical hit. This reaction counts a miss, and Chuck Norris gains an attack against the creature that tried to strike him.

Description

Chuck Norris, the man who can gargle peanut butter, dribble a bowling ball, slam a revolving door, and is so insanely handsome that god’s falter in his presents.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2025 6:45:50 PM
7
1
5e
Coming Soon

Monster Tags: Angel

Dangerraff151

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