Large Humanoid, Chaotic Neutral
Armor Class 16 (What could be muscle (It isn't...))
Hit Points 300 (60d10)
Speed
STR
23 (+6)
DEX
10 (+0)
CON
25 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
10 (+0)
Condition Immunities Charmed, Frightened
Senses Passive Perception 20
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

"Don't Touch Sasha!". If a creature tries to target the Heavy Weapons Guy's minigun in anyway, it automatically fails and the Heavy gains advantage on all attacks against the creature for one minute.

Uber Heart. The Heavy has a 10% chance to be ubercharged when healing. While ubercharged the Heavy has immunity to all damage for until the end of his next turn.

Class Weapons. The Heavy does not carry all the weapons listed in his actions so he can pick one primary, one secondary, and one melee.

  • Primary. Requires one action to spin up gun.
Actions

Action Name. Enter the description for your action.

Sasha (Primary). Ranged Weapon Attack: +15 to hit, range 60/90 ft., 1 target. Hit: 34 (5d10 + 10) piercing damage and if the attack hit, the Heavy can make another Sasha attack against the target without the bonus to hit (This can chain off of it's self).

Natascha (Primary). Ranged Weapon Attack: +15 to hit, range 60/90 ft., 1 target. Hit: 24 (3d10 + 10) piercing damage and if the attack hit, the Heavy can make another Sasha attack against the target without the bonus to hit (This can chain off of it's self). The targets speed is reduced by 10 ft. for every time this effect occurs .

Oksana (Primary). Ranged Weapon Attack: +15 to hit, range 60/90 ft., 1 target. Hit: 54 (7d10 + 10) piercing damage.

Svetlana (Primary). Ranged Weapon Attack: +17 to hit, range 70/100 ft., 1 target. Hit: 24 (4d10 + 10) piercing damage and if the attack hit, the Heavy can make another Sasha attack against the target without the bonus to hit (This can chain off of it's self).

Sheila (Primary) Ranged Weapon Attack: +15 to hit, range 60/90 ft., 1 target. Hit: 16 (2d10 + 10) piercing damage and if the attack hit, the Heavy can make another Sasha attack against the target without the bonus to hit (This can chain off of it's self). In addition to this, the heavy create a ring of fire around him when he uses this action which deals 3d8 fire damage to every creature within 5 ft. of him.

Family Business (Secondary). Ranged Weapon Attack: +15 to hit, range 15/30 ft., 1 target. Hit: 18 (6d4) piercing damage and this attack deals an additional 1d4 damage for every 5 ft. of closeness the Heavy has to the target.

Shotgun (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 26 (8d4) piercing damage and this attack deals an additional 1d4 damage for every 5 ft. of closeness the Heavy has to the target.

Panic Attack (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 18 (6d4) piercing damage and this attack deals an additional 2d4 damage for every 5 ft. of closeness the Heavy has to the target.

Sandvich (Secondary, Recharge 6). The Heavy spends the rest of the round taking a break and eats his Sandvich. The Heavy regains 1d100 hit points if he isn't attacked by the end of his next turn. If he is killed during this, he drops a Legendary Sandvich (See description in Monster Description)

Dalkoahs Bar (Secondary, Recharge 4-6). The Heavy spends the rest of the round taking a break and eats his Chocolate Bar. The Heavy regains 1d20 hit points and 1d20 temporary hit points if he isn't attacked by the end of his next turn.

Second Banana (Secondary, Recharge 4-6). The Heavy spends the rest of the round taking a break and eats his Banana. The Heavy regains 6d10 if he isn't attacked by the end of his next turn.

Buffalo Steak Sandvich (Secondary, Recharge 6). The Heavy spends the rest of the round taking a break and eats his Steak. The Heavy speed is increased by 15 ft. and all his melee attacks have advantage for one minute if he isn't attacked by the end of his next turn but he cannot use his primary for the duration.

Fist (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and this attack score crits on 16, 17, 18, 19 or 20.

Killing Glove of Boxing (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and this attack score crits on 18, 19 or 20. On kill the Heavy gains a guaranteed critical hit for his next attack he does in the next minute.

Warriors Spirit (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 22 (2d10 + 10) bludgeoning damage, he regains 30 hit points on kill, and this attack score crits on 16, 17, 18, 19 or 20. If the heavy used the weapon, he gains vulnerability to all damage for until the end of his next turn.

Fists of Steel (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage. When the Heavy uses this attack he gains resistance to all damage for until the end of his next turn but he permanently receives 1d10 less healing from all sources and cannot have temporary hit points.

Holiday Punch (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and this attack score crits on 16, 17, 18, 19 or 20. If the Heavy scores a crit it doesn't deal damage but instead the target is incapacitated and has their speed reduced to 0 ft. until the end of their next turn as the break out into laughter.

Eviction Notice (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 10) bludgeoning damage and this attack score crits on 16, 17, 18, 19 or 20. If the Heavy lands a hit with this weapon he can take the dash action as a bonus action without expending any of his dashes. The Heavy also takes 1d12 psychic damage when using this action.

Gloves of Running Urgently (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and this attack score crits on 16, 17, 18, 19 or 20. The Heavy gains an additional 15 ft. to his movement when using this action but takes 1d12 psychic damage when using it as well.

Apoco Fists (Rare Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and this attack score crits on 16, 17, 18, 19 or 20. If a target dies to this attack they explode into a million pieces and cannot be revived without a true resurrection or wish spell. If the Heavy is killed he drops a Legendary Apoco Fists (See description for statblock).

Showdown (Special, 1/Day). The Heavy puts his hands at his sides and then pow! He aims a finger gun at a target within 30 ft.. That target must make a DC 16 Wisdom saving throw or instantly drop to 0 hit points.

 

Reactions

Party Loyalty. If a creature attacks an ally of the Heavy that the Heavy can see, the Heavy can make an attack against them with advantage if they're within reach.

Description

*Stares into space* "Many people think I am dumb or that they can outsmart me and maybe their right, but I'm yet to see a man who can outsmart a bullet."

Legendary Sandvich - Very Rare - Potion: Upon consuming this sandvich with a bonus action, you regain all your hit points and if you're at full health, well tough luck.

Legendary Apoco Fists - Legendary - Wondrous Item - Bracers: These boxing gloves imbue your fists with power. Your unarmed attaks deal double damage, score crits on 18 or higher, and bypass resistance and upon getting a kill you turn the enemy into red mist leaving behind only the loot they were carrying and the poor creature who you just obliterated with a single blow can only be revived by a true resurrection or wish spell, this also can strip a creature of their rejuvenation if you killed them with a critical blow.

Hope you like Heavy TF2 and the customization with it.

RandomName47

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