Vampire Machine. Whenever dealing damage to anything within 10 ft, heals by 50 percent of damage dealt.
Full Arsenal. V1 has three modes. Blue, Green, and Red, v1 can switch between modes with a bonus action
Undroppable. V1 cannot get hit from full hp to 0 hp from an attack, if an attack would, V1 Drops down to 1 hp.
Slam. V1 moves 500 ft only down, if it moves through any creature's space then that creature must make a dc 22 dexterity save or take Hit: 25(8d6 + 1) Bludgeoning damage, which counts towards Vampire Machine. (Any)
Feedback. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 21 (3d6 + 12) Bludgeoning damage. (Blue)
Knuckleblast. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 39 (6d8 + 12) Bludgeoning damage. (Red)
Whiplash. Ranged Weapon Attack: +11 to hit, range 30/50 ft., 1 target. Hit: 2 (1d4 + 0) Piercing damage, if it hits a creature, it will bring V1 within 5 ft of that creature. (Green)
Revolver. Ranged Weapon Attack: +11 to hit, range 80/120 ft., 1 target. Hit: 23 (4d6 + 11) Force damage. (Any)
Piercer. Ranged Weapon Attack: +11 to hit, range 80 ft., Line. Hit: 26 (5d6 + 11) Force damage. (Blue)
Marksman. Throws a coin 10 ft in the air, the coin falls at 15 ft per round, if shot with a Revolver, Piercer, Electric or Malicious, the coin splits in two, aiming at two targets within 100 ft. (Green)
Sharpshooter. Ranged Weapon Attack: +11 to hit, range 120/200 ft., 1 target. Hit: 23 (4d6 + 11) Force damage, bounces off any surfaces it hits up to 3 times. (Red)
Shotgun. ranged Weapon Attack: +11 to hit, range 25 ft., Cone. Hit: 27 (4d8 + 11) Fire damage. (Any)
Core Eject. Ranged Weapon Attack: +11 to hit, range 20/50 ft., 1 target. Hit: 20 (3d6 + 11) Fire damage, wherever the core eject hits a 20 ft explosion apears, any creature within must make a dc 16 dex save or take Hit: 11 (2d6 + 5) Fire damage or half on succses. (Blue)
Swap. V1 Swaps to blue, green or red mode.
Knuckleblast Explode. Can only be used after using the knuckleblast move, creates a 150 ft shockwave around V1 any creature caught in that blast must make a dc 16 dex save or take Hit: 5 (2d4 + 1) Force damage or half as much on a successful save.
+Parry. Before getting hit by anything makes a dex saving throw, if the saving throw rolls higher than the to hit roll, V1 heals 4d8 hp, if it is a projectile, it is redirected back against the attacker, if it is a melee attack, make an attack with Feedback with advantage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
This is a dnd adaptation of V1 from the indie fps game ULTRAKILL. it is still heavily WIP {btw for dex it should be 32}
Also this is Version 2
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/11/2026 11:04:07 PM
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0
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1
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Coming Soon
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