Medium Humanoid, Chaotic Neutral
Armor Class 25 Full prot 4 Netherite
Hit Points 250 (20d20 + 50)
Speed 30 ft., swim 20 ft., fly 30 ft. Without rockets, it is 150 with
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +19, DEX +19, CON +15, INT +11, WIS +13, CHA +9
Skills Acrobatics +9, Athletics +9, Nature +8, Perception +8, Survival +8
Senses Passive Perception 6
Languages Common, Common Sign Language
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Critical hits.  If Steve uses a melee attack, he can choose to use a critical hit, which means he loses his plus to hit on that melee attack, but he deals x2 damage with that weapon.  Also, this cannot be paired with multiattack.

Magic weapons.  Steve’s weapon attacks are magical. 

Thorns.  Whenever an enemy deals damage to steve they take a quarter of the damage they did to him

Respiration.  Steve can breathe underwater

Feather falling.  Steve takes a fifth of all fall damage

Frost walker.  Steve can make all water beneath his feet in a 45ft circle turn into ice and can walk on ice without any difficulty

Natural Regeneration.  When out of combat Steve can regenerate 1 hit point per turn by eating food. 

Elytra.  Steve has a pair of magical wings built into his chestplate that allow him to fly.  If he is on a high ledge, he can glide across the sky, and will be able to travel 30ft per turn.  However,  he goes down 10ft per turn.  

Magical firework rockets.  To support his elytra, he needs these rockets, as they allow him to instantly launch himself 100ft into the air.  Additionally, he can use them mid-air to propel himself 150ft in the direction that he is flying in.  Using these rockets costs 1 bonus action, and he has a limited supply of 64 on him per day.  

Totem of undying (1/day).  If steve gets to 0 hp, he automatically uses his totem of undying, which gives him 25 temporary hit points for 10 turns, regenerates him 12 (3d8) hit points per turn for 2 turns, gives him +2 AC for 5 turns and gives him fire immunity for 6 turns.    

Actions

Multiattack.  Steve makes 2 netherite sword attacks or 2 bow / crossbow attacks.

Netherite Sword. Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 13 (1d8) +9 slashing damage plus 3 (1d6) fire damage.  The target will then have to make a DC: 16 strength saving throw or be pushed back 15ft.

Netherite Axe. Melee weapon attack +8 to hit, reach 5 ft, one target. Hit: 21 (2d12) +9 slashing damage.

Bow.  Ranged weapon attack, +10 to hit, range 20-100ft, one target.  Hit: 12 (1d6) +9 piercing damage.  The target will then have to make a DC: 16 strength saving throw or be pushed back 15ft.


Firework launcher Crossbow.  Ranged weapon attack, +10 to hit, range 20-150ft, three targets.  Hit: 15 (5d6) force damage.  Anyone in a 15ft radius of the original point has to make a DC:15 dex saving throw or take 10 (2d10) force damage or half as much on a successful one.

Trident.  Melee or ranged weapon attack +10 to hit, reach 10 ft or range 20-200ft, one target. Hit: 13 (2d6) +7 piercing damage as a melee weapon or 19 (3d8) +7 piercing damage as a ranged weapon.  Whenever Steve throws his trident, it comes back to him after 1 turn.  Whenever it is raining, the trident deals an extra 10 (2d10) lightning damage on a hit in the form of a lightning strike.

Bonus Actions

Golden Apples (64/day).  Steve has 64 golden apples on him per day.  Upon eating a golden he regains 5 (1d10) hit points per turn for 3 turns, and gains 10 temporary hit points for 10 turns.  He can regain golden apples by going back to his base and taking a long rest.

Potions.  Steve can take 1 bonus action to drink a potion.  These potions can be used at the same time.  Here are the potions Steve has:

Potion of fire resistance (3/day):  steve is immune to fire

Potion of strength (3/day):  steve gains a +10 strength modifier, which can be used for plus to hit and damage.  

Potion of swiftness (2/day):  gains double your movement speed

Potion of invisibility (4/day):  turns invisible for the duration,  Attacking anyone doesn’t disable the invisibility.

Potion of the turtle master (1/day):  takes half damage from everything and gains +3 armor class, but movement speed is set to 5ft

Splash potion of harming (2/day):  deals 30 (6d10) necrotic damage to the target, but will heal the target by that amount if they are undead 

Splash potion of poison (1/day):  deals 3 (1d6) poison damage per turn, but cannot kill the target

Each potion also has a set amount of time it lasts for:

Swiftness and invisibility- 5 minutes

Turtle master and poison - 2 minutes

Fire resistance and strength - 1 minute

Harming - instantly 

Splash potions.  If a splash potion is thrown at a target, Steve has to be able to hit them, and he has a +7 to hit when throwing the potion.  It misses, it does nothing, but if it hits, it will do the effect that the potion describes.

God apple (1/day).  Steve has 1 god apple on him per day.  Upon eating a god apple he regains 18 (3d12) hit points per turn for 6 turns, gains 100 temporary hit points for 30 turns, gets +4 AC for 20 turns, and gets fire immunity for 30 turns.

Telepearls (16/day).  If Steve throws a telepearl, it will teleport him to the location he threw it.  A telepearl will only teleport him if it experiences a lot of instant force, like if he drops it or throws it.

 

Reactions

Shield Block.  If Steve sees any attack coming toward him, he can put up his shield, gaining +5 armor class.  However, if any kind of axe attack is used against the shield it will disable it, meaning he cannot use the shield block for 5 turns and loses 2 armor class

Legendary Actions

Steve can take 3 legendary actions, choosing from the ones below.  Only one legendary action can be spent at a time and only at the end of another creature's turn.  Steve regains spent legendary actions at the start of his turn.

Golden Apple.  Steve can eat a golden apple if he still has some left. 

Potion.  Steve can use a potion if he still has some left. 

Telepearl.  Steve can use a telepearl if he still has some left.  

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A fairly accurate version of Steve from Minecraft in full Netherite plus elytra, generally obtained at the end of a world. 

(side note: the mace isn't included because it would be way to broken in dnd terms, as it could easily deal over 200 damage in a single hit if used correctly)

(Also this seriously took 4 hours to make)

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Misc Creature

Habitat: Any

im_addicted_to_creating_monsters

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