Perseverance. Spamton has a Perseverance Soladge, and he gains spells from it. All the following spells have the Perseverance ability trait and use the Magic action.
Mind Sliver (8% Tension Points, Cantrip, Enchantment). As an action, Spamton drives a disorienting spike of psychic energy into the mind of one creature he can see within range. The target must succeed on a DC 27 Intelligence saving throw or take 4d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of his next turn.
Twin Sparks (8% Tension Points, Cantrip, Transmutation). As an action, Spamton forces a creature within 30 ft. of him to make a DC 27 Constitution saving throw. On a failure, both Spamton and the creature are Paralyzed for 1 round. While Paralyzed this way, attacks against the original target do not auto-crit, but they do against him.
Zephyr Strike (20% Tension Points, 1st Level, Transmutation). As a bonus action, Spamton moves like the wind. For the duration (up to 1 minute with concentration), his movement doesn’t provoke opportunity attacks.
Once before the spell ends, he can give himself advantage on one weapon attack roll on his turn. That attack deals an extra 1d8 force damage on a hit. Whether Spamton hits or misses, his walking speed increases by 30 feet until the end of that turn.
Prickled Pear (20% Tension Points, 1st Level, Conjuration). As a bonus action, Spamton conjures a Small sized pear with needles within it. If it is attacked, automatically splits into 2 pears that are equally as big as the original that both have an AC of 5 and HP of 1, actually destroying when damaged. When moving through its space for the first time in a turn, it deals 1d6 piercing damage, and it triggers the Soladge's TP damage taken increase ability. Stay fresh for 9 hours before turning rotten.
Razor Diamonds (32% Tension Points, 2nd Level, Conjuration). As an action, Spamton creates 2 Medium sized Circle diamonds within 20 ft. of him that last up to 1 minute with concentration. During his turn, Spamton can move them up to 10 ft. each, forcing a DC 27 Dexterity saving throw when they move through a creature's space (a creature can take damage from these razors once per turn.) They take 2d6 Slashing damage on a failure and half damage on a success. Each diamond has 6 hit points and can be used as a shield, taking damage before it goes to the wielder when used this way. This spell can be upcast, increases the damage by 1d6 and hit points by 4.
8 KROMER. When Spamton loses or gains money/currency/gold, 1 round after he experiences that change in money, he gains the amount of gold he lost/gained in hit points. Also, Spamton can NEVER have lower than 8 money/currency/gold on him at a time. Plus, when Spamton takes gold from a creature, he deals Psychic damage equal to the amount of gold/money/currency he stole to that creature, maximum of 100 damage at a time.
DEAL [MH]4U. Once per person/creature, Spamton can force them to make a DC 27 Charisma saving throw. On a fail, they lower the cost (or items needed to buy) of 1 of the items they are selling (Spamton's choice) by 25%.
Multiattack. Spamton makes 4 actions. He cannot more than 2 of the same action in 1 use of Multiattack.
Punch (Fight). Melee Attack Roll: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) bludgeoning damage.
DELICIS KROMER (Perseverance, Act). This action uses 2 actions. Spamton targets 1 creature within 45 ft. of him that has money, forcing them to make a DC 27 Charisma saving throw to make a deal. On a failure, Spamton takes 10% of their money/currency/gold they are holding.
BUG[STICKLOL] (8% Tension Points, Perseverance, Magic, Cantrip). Spamton spawns a Small Cube colorful digital bug in the shape of many sticks within 30 ft. of him. Ranged attacks that go within 5 ft. of the bug are negated and increase the bug's size by 1 rank, to a maximum of Large. Spamton can cast Mind Sliver, S. POTION, or Twin Sparks on a bug to imbue the bug with the spell, making it so when a creature walks into a bug, it must make a DC 27 Charisma saving throw or be affected by the spell's condition/debuff (if the spell was S. POTION, the d20 is automatically rolled and affects the creature, if Twin Sparks, only target is paralyzed but it costs double Tension Points). The bug disappears afterwards no matter the outcome. The bug lasts 1 minute before disappearing, and Spamton can have a maximum of 2 at a time, the oldest one disappearing when a new one is made.
IN IT FOR THE +(#○♡£& (Act). Spamton makes a deal with a creature, sells something, or purchases somrthing.
strings. This acti. on uses 4 actions. Spamton breaks @%"*,&# temporarily, dealing 49 (7d10 + 10) Necrotic damage to himself and gaining His Mythic Trait for 1 round. If he already has Mythic Actions, he gains 2 extra this round and he cannot use Legendary Actions this round.
Congrats on the Divorce (Item). Spamton eats a small TV shaped cake. It heals him 15 hit points, and he has an infinite number of these cakes he simply manifests.
Reaction Name. Enter the description for your action.
Spamton can take 2 legendary actions, choosing from the options below, and he cannot use the same Legendary/Mythic Action more than 2 times before regaining spent Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Spamton regains spent legendary actions at the start of his turn.
S. POTION (Item). Spamton manifests an average-sized drink that he choose to throw at a creature within 5 ft., forcefully chucking it down their throat. If he doesn't immediately throw it, it lasts 1 round before disappearing, having a price of 5-100 Gold (roll 5d20 to get the price). On consumption, roll 1d20. 1 = Unconscious for 1 hour and cannot be woken up, 2 = heal 20 hp but Poison for 2 rounds, 3 = 78 hp, 4 = Poison for 5 rounds but heal 3 hp over those rounds, 5 = 43 Poison damage and Poisoned for 1 hour, 6 = Unconscious for 1 day and cannot be woken up but fully healed, removes all conditions, and gain the benefits of 2 Long Rests, 7 = 7777777 hp healed but 77 Poison damage at the start of each round for 3 rounds, 8 = 64 Poison damage but 66 hp over 3 rounds, 9 = Remember before...? ...That was nice. ...I remember the contract... You ripped it up. (Nothing happens), 10 = Poisoned for 10 rounds but immediately heal 47 hp, 11 = Immediately heal 40 hp but 60 Poison damage over 3 rounds, 12 = 28129373837383 Poison damage but 28129373837382 hp healed, 13 = 34 hp healed, 14 = 86 immediate Poison damage, 15 = 189 hp healed, 16 = Poisoned for -3 rounds, 17 = 77 hp healed but 7777777 immediate Poison damage, 18 = 1 Poison damage, 19 = 34. Rule 34. (34 Hp healed but 33 immediate Poison damage), 20 = Unconscious indefinitely and cannot be woken up unless 575 Gold is used (goes to Spamton).
THE BIG ONE (Item, Fight). Spamton manifests an average-sized Shortsword that he can choose to swing at a creature within 5 ft. of him, moving 5 ft. before doing so. If he doesn't immediately swing it, it lasts 1 round before disappearing, having a price of 5-100 Gold (roll 5d20 to get the price). On hit, roll 1d20. 1 = target cut into 6 pieces (usually 1 head, 1 torso, and 4 limbs, cartoonishly) that fly in 6 separate directions 15 ft. (affected by gravity) and they must be physically put back together (no damage), 2 = 5 Slashing damage at the end of their next turn 15 Slashing damage the end of their turn after that and 25 Slashing damage the end of their turn after that, 3 = target Invisible for 1 round, 4 = target cut into half the halves moves 15 ft. away from each other (not affected by gravity, cartoonishly), 5 = 50 Slashing damage target's eyes roll out like marbles (cartoonishly) and must be put back in their sockets to see again, 6 = nothing happens, 7 = Immunity to all Bludgeoning Slashing and Piercing damage for 7 rounds but 77 Slashing damage to target, 8 = 878787878787 Piercing damage to target , 9 = ...Please no. (Nothing happens), 10 = target blinded for 10 rounds, 11 = 10 Slashing damage at the beginning of their turn for 10 rounds, 12 = Target healed 35 hp but split into 4 unequal pieces, 13 = Target's limbs fly in separate directions 5 ft. (not affected by gravity, cartoonishly) and must be physically put back together (no damage), 14 = Where's that #$¥® 4th Cha- (Nothing happens), 15 = 54 Slashing damage, 16 = Target gains immunity to Poison damage and Poison condition for 5 rounds, 17 = 72 Slashing damage, 18 = 1 skin cell cut off (essentially nothing), 19 = Target's head cut off (like a cartoon, separated from the body painlessly), 20 = Target cut into 5,324,823,492,384,348,000,000,000 pieces (cartoonishly, painlessly) and must grab at least one piece and use 600 Gold to put back together (body automically and instantaneously put back together) (goes to Spamton).
♐︎❒︎♏︎♏︎♎︎□︎❍︎📬︎ When Spamton reaches below 50% his maximum hit points, above 50% Mercy gauge, or any other thematically/lore relevant gauge, his mythic trait activates. Once Spamton's mythic trait activates, he gains a fashionable pink and yellow cape, bowtie, shirt, jester's cap, and a dashing smile :) (sound familiar?). He also gains the ability to levitate 15 ft. off the ground, having a hover speed of 35 ft. (You can also run the statblock like this from the beginning depending on what character you need and/or the setting). During his Mythic trait, creatures affected by his deals take 30 Psychic damage, he can have 3 BUGS at a time, and he passively regains 10% TP at the start of each round. He cannot use the same Mythic action more than 2 times before regaining Mythic actions.
PIPIS POPPER (Item, Kindness). Ranged Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 66 (9d12 + 7) bludgeoning damage. On hit, releases two pipis to two creatures within 10 ft. of the target (Scampton's choice) that each deal bludgeoning damage equal to half the damage dealt to the original target. If a creature taking the DEFEND action has one of the two mini pipis miss or hit them, they can use them reaction to make a DC 24 Strength check to deflect the pipis back to Scampton, dealing the damage to him. If they were hit, they take reduced damage as normal, and a creature can only deflect 1 pipis per round.
PICK [ME] ANY [ME] (20% Tension Points, Patience, Magic,1st Level). Scampton shuffles all active BUGS in random positions within 20 ft. of him, making them lose all of their previous effects (ALL effects). The BUGS are COMPLETELY dark, and they last until this spell's next use.
Once this Mythic action is used again (after the shuffling), each BUG releases a 20 ft. range beam of magic to a random target within range (other than Scampton) each having a different effects depending on what affect (if any) was imbued into it before shuffling.
None; +19 to hit, Hit: 38 (5d10 + 10) force damage. Scampton sells the next S. POTION at maximum price.
Mind Sliver; +19 to hit, Hit: 49 (7d10 + 10) psychic damage. The target temporarily gains the 8 KROMER trait for 1 round.
S. POTION; +19 to hit, Hit: 0 (0 + 0) poison damage. The next time the target is targeted by THE BIG ONE, two d20 are rolled and both effects are used.
Twin Sparks; +19 to hit, Hit: 32 (4d10 + 10) lightning damage. The target is paralyzed until they take one of Scampton's deals (Scampton doesn't directly attack them until then, but mini pipis and PICK [ME] ANY [ME] can damage them).
If a target took the Ready action last round to counter a beam with the Magic action, if they succeed on their attack roll, the beam is nullified and the target gains 25 gold.
BIG SHOT EXPRESS (40% Tension Points, Kindness, Act). This Mythic Action uses 2 Mythic Actions. Scampton spawns a 10 ft. Wide, 30 ft. Long, 10 ft. Tall roller coaster that moves 30 ft. forward every round, lasting 3 rounds. Scampton can change the direction the train is moving as a Legendary Action.
☞︎⚐︎☼︎☝︎☜︎❄︎ ☞︎⚐︎☼︎☝︎☜︎❄︎
💣︎👎︎😐︎☜︎👍︎📬︎ ☞︎⚐︎☼︎☝︎☜︎❄︎
👍︎📬︎ ☞︎⚐︎☼︎☝︎☜︎❄︎
☞︎⚐︎☼︎☝︎☜︎❄︎
✌︎☟︎✌︎☟︎☟︎✌︎☟︎✌︎☟︎✌︎☟︎✌︎☟︎☟︎✌︎☟︎✌︎☟︎✌︎☟︎☟︎✌︎☟︎✌︎☟︎✌︎☟︎✌︎☟︎☟︎✌︎☟︎☟︎☟︎✌︎☟︎✌︎☟︎☟︎✌︎☟︎. This Mythic Action uses 4 Mythic Actions. ✌︎ ⌛︎📁︎ ♐︎⧫︎📬︎ ☼︎♋︎♎︎♓︎◆︎⬧︎ 💧︎◻︎♒︎♏︎❒︎♏︎ ❍︎♋︎■︎♓︎♐︎♏︎⬧︎⧫︎⬧︎📪︎ ♎︎♏︎♋︎●︎♓︎■︎♑︎ 📂︎📁︎📁︎ ☠︎♏︎♍︎❒︎□︎⧫︎♓︎♍︎ ♎︎♋︎❍︎♋︎♑︎♏︎ ⧫︎□︎ ♏︎❖︎♏︎❒︎⍓︎⧫︎♒︎♓︎■︎♑︎ ♓︎■︎ ⧫︎♒︎♏︎ ❒︎♋︎♎︎♓︎◆︎⬧︎📪︎ ♏︎❖︎♏︎■︎ ⧫︎♒︎♏︎ ◆︎⬧︎♏︎❒︎📪︎ ⧫︎♒︎♋︎⧫︎ ♍︎♋︎■︎■︎□︎⧫︎ ♌︎♏︎ ❒︎♏︎♎︎◆︎♍︎♏︎♎︎ ♓︎■︎ ♋︎■︎⍓︎ ⬥︎♋︎⍓︎📬︎ ☜︎❖︎♏︎❒︎⍓︎⧫︎♒︎♓︎■︎♑︎ ⬥︎♓︎⧫︎♒︎♓︎■︎ ⧫︎♒︎♏︎ ❒︎♋︎♎︎♓︎◆︎⬧︎ ⬧︎♏︎♏︎⬧︎
👍︎📬︎ ☟︎💧︎☟︎💧︎☟︎☺︎🕈︎☺︎☺︎☠︎👎︎🕈︎☠︎☺︎💧︎👎︎☺︎ 👎︎
☞︎⚐︎☼︎☝︎☜︎❄︎ ☟︎✌︎☟︎✌︎☟︎☟︎✌︎✌︎☟︎☟︎💧︎ ☟︎☜︎☹︎🏱︎ 💧︎😐︎✋︎✈︎✈︎💧︎💧︎✈︎✈︎
💣︎💣︎ 🕈︎💣︎🕈︎🕈︎📬︎
💣︎ 💣︎💣︎ ☟︎🕈︎🕈︎☟︎🕈︎✡︎🕈︎✡︎🕈︎🕈︎ ☟︎🕈︎✡︎🕈︎🕈︎✡︎✡︎
💣︎📬︎ ✌︎☟︎✌︎☟︎✌︎✌︎☟︎✌︎✌︎☟︎✌︎☟︎☜︎☟︎☜︎☟︎☜︎☟︎☜︎☜︎☟︎✌︎✌︎☼︎✌︎✌︎☜︎✌︎☜︎✌︎✌︎☜︎✌︎✌︎
☞︎☼︎☜︎👎︎☜︎☜︎☜︎⚐︎👎︎😐︎👎︎💣︎👎︎💣︎👎︎ 👎︎🖰︎👎︎🕈︎ 🕈︎ 👎︎ 👎︎🕈︎☺︎👎︎✈︎
☺︎✌︎😐︎✌︎📬︎ ☺︎💧︎😐︎💣︎👎︎🕈︎👎︎ ☟︎☜︎☹︎🏱︎☜︎☟︎🕈︎☟︎☜︎🏱︎🏱︎☜︎🏱︎☜︎☜︎ 🕈︎☜︎☹︎🕈︎☟︎☜︎☺︎☟︎☜︎☹︎ ☟︎🏱︎☜︎🏱︎ ☟︎☜︎☹︎🏱︎ ☟︎☜︎☹︎🏱︎ ☞︎✋︎☼︎☝︎☜︎❄︎ ☞︎⚐︎☼︎☝︎☜︎❄︎☜︎✞︎☞︎⚐︎☼︎☝︎☜︎❄︎ ☞︎☝︎☼︎⚐︎☜︎☝︎☜︎❄︎ ☞︎⚐︎☼︎☝︎☜︎❄︎ ☞︎⚐︎☼︎☝︎☜︎❄︎ 🏱︎☜︎☹︎✌︎💧︎☜︎☜︎☜︎ ☜︎☠︎
❄︎♒︎♏︎⍓︎ ♑︎□︎ ♓︎■︎⬧︎♋︎■︎♏︎ ♐︎□︎❒︎ 📂︎ ❒︎□︎◆︎■︎♎︎📬︎
Description
Used for a Deltarune/Undertale homebrew 5e system. That's why the moves have Tension Points, Soladges, Tags, and Soul traits.
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.
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Posted Apr 9, 2026cool!!!!!!!! now give me your [[KROMER]]