Legendary Resistance (3/Day). If Wesker fails a saving throw, he can choose to succeed instead.
PG67A/W. Wesker must inject himself with a special serum called PG67A/W, which keeps his virus in check. Wesker must take this once every week or become poisoned until he takes a dose. Whilst poisoned due to not taking a dose, Wesker's other traits become disabled. In addition, if Wesker takes a second dose before the full week has passed, he immediately takes 65 (10d12) necrotic damage and becomes poisoned for 1 hour.
Regeneration. Wesker regains 10 hit points at the start of his turn if he has at least 1 hit point.
Ressurection. If Wesker is slain but his body remain in tact, he will regenerate over the course of 3 (1d6) hours, regaining 1 hit point and becoming active again. If Wesker's body is destroyed, such as being cremated or disintegrated, this trait does not function.
Superior Anatomy. While Wesker isn’t wearing armour, his AC includes his Constitution modifier. In addition, Wesker had advantage on saving throws against being charmed, frightened, and poisoned.
Superhuman Leap. With a 10-foot running start, Wesker has a long jump of 80 feet and a high jump of 30 feet. Without a running start, Wesker has a long jump of 40 feet and a high jump of 15 feet. In addition, Wesker does not take damage from falling so long as he is not incapacitated.
Sunglasses. Whilst Wesker is wearing his glasses, he cannot be blinded by sources of light.
Multiattack. Wesker makes three Slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If a creature is hit twice in one turn, it is knocked prone.
Samurai Edge. Wesker pulls out his firearm and fires at one creature he can see within 120 feet, forcing it to succeed on a DC 20 Dexterity saving throw, or take 32 (4d12 + 6) piercing damage on a failed save. If the creature fails by 10 or more, the damage is doubled. If the creature is reduced to 0 hit points, it dies instantly as the shot blows its head off.
Project W (Recharge 4-6). Wesker uses one of the following superhuman actions.
Superhuman Charge. Wesker moves up to 40 feet towards a creature he can see and attempts to charge into it, forcing it to succeed on a DC 22 Dexterity saving throw or be knocked prone and thrown 60 feet horizontally. If the thrown creature strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone.
Superhuman Impalement. Wesker moves up to 40 feet towards a creature he can see and attempts to grapple it, forcing the creature to succeed on a DC 22 Dexterity saving throw or become grappled (escape DC 22). Whilst grappling a creature this way, Wesker cannot use his reactions.
If the creature is still grappled at the start of Wesker's turn, he shoves his hand through the creature's body, forcing it to make a DC 22 Constitution saving throw, dropping to 0 hit points on a failed save, or taking (10d10) piercing damage on a successful save. The grapple then ends.
Hypersonic Dash. Wesker takes the Dash action. Until the end of Wesker's turn, his movement speed is doubled, opportunity attacks made against him have disadvantage, and Wesker can move along vertical surfaces and across liquids without falling.
Monologue. Wesker monologues until the end of his turn. Each creature hostile to Wesker within 60 feet of him that can hear and understand him must succeed on a DC 20 Wisdom saving throw or have disadvantage on its next attack roll or saving throw it makes against Wesker within the next minute. Constructs and Undead are immune to this effect.
Wesker can take up to five reactions per round, but only one per turn.
Cobra Strike. Upon taking damage from a creature he can see within 80 feet, Wesker moves to the nearest unoccupied space next to that creature without provoking opportunity attacks before making a Slam attack against the creature. If the attack hits, the creature takes the normal damage and must also succeed on a DC 22 Constitution saving throw or become stunned until the end of Wesker's next turn.
Deflect Missiles. When Wesker is hit by a ranged weapon attack, he can reduce the damage by 23 (1d10 + 18).
Fire. When a creature hostile to Wesker ends its turn within 120 feet of him, he can use Samurai Edge.
Superior Dodge. Wesker adds +6 to his AC against one attack that would hit him. To do so, Wesker must see the attacker and have a movement speed greater than 0.
Description
"A new Genesis is at hand, and I will be the creator!" - Albert Wesker
Arrogance. Wesker's arrogance knows no bounds, seeing himself as a god. All other beings are lesser to him and just tools to further his agenda of creating a genetically perfect world. Humanity is diseased and can only be saved by his hand. To achieve this insane goal of global purification, Wesker developed the Uroboros virus, meant to weed out any genes in humans not considered 'superior'. The only known person to successfully bond with Uroboros was none other than Wesker himself, all others mutating into horrid monsters deemed incomptible.
Chris Redfield. Wesker sees everyone else as nothing more than tools. He only cares about himself. But there is one person who can draw out Wesker's ire, and this is his former S.T.A.R.S agent, Chris Redfield. Despite all the advantages Wesker has, Chris has managed to foil Wesker each time they meet. As a result, Wesker despises Chris with all his heart and, if the situation allows for it, will gladly set aside a few minutes to destroy Chris.
Not Human, Not Anymore. Whilst Wesker was born a human, the mutations induced by the Prototype Virus have changed him into something else, a superior being that is the end goal of humanity's evolution. The virus enhanced Wesker's abilities to superhuman levels, and the only drawbacks were his glowing, red eyes and his need to take the PG67A/W serum to keep the virus in check. With the powers granted by this virus, Wesker can achieve superhuman feats that put him above even other mutated monsters.
Project W. Albert Wesker is a genetically superior human that was designed to be perfect. As one of the two surviving Wesker children, Albert Wesker was stronger, faster, and smarter than the average human. After his exposure to the Prototype Virus, he became much more powerful. Even before the exposure, Wesker was at the peak of what a human could be with a physicality only matched by his intellect. This was the goal of Project W, which was to create a breed of superior humans to inherit the earth.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/26/2026 8:41:50 PM
|
142
|
35
|
1
|
Coming Soon
|
Comments