| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +12 |
| DEX | 30 | +10 | +22 |
| CON | 22 | +6 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +12 |
| WIS | 16 | +3 | +14 |
| CHA | 24 | +7 | +20 |
Action Resolute: If there are 8 or more creatures hostile to Chara (any creature that has an initiative counts towards this: pets, special summons, hirelings, etc), she gains a second initiative that slots in at approximately between half of the total players. This second initiative does not recharge legendary actions or other recharge abilities, counting more as an extension of the main turn or a 'minion' than its own turn. Unless otherwise stated by the ability.
Chara gains another initiative slot for every 4 hostile creatures beyond 8. All extra initiatives remain as a 'minion' turn and should be distributed in initiative as close to equal between other player's turns.
Special Condition: BLEED - Creatures under the effect of BLEED take 2d6 Damage (No Type) at the Start of their turn and again at the End of their Turn if the effect is still active.
Weapon Attacks, Single Target Spells/Abilities, or Knife Abilities made against a creature under the BLEED condition deal an additional 2d6 of damage for each successful hit.
BLEED can only be removed by healing at least 20HP in one single burst (spell, ability, potion, etc.), Greater Restoration, or a successful DC24 Medicine Check with a Healing Kit (This must utilize your Action). Combined healing from multiple sources that do less than 20HP each but add up to more than 20HP does not remove the BLEED condition.
Falling unconscious as a result of falling to 0HP does not remove the BLEED condition. If the BLEED Condition is active while you fall to 0HP, the DC for Death Saves increases to 12.
You do not take the extra damage from BLEED while at 0HP.
Note: (1ph)(2ph)(3ph) = 1st Phase, 2nd Phase, and 3rd Phase respectively. This labels what abilities/attacks have limits and can be used or are active based on what phase Chara is in. If it is not labeled with any phases, it is active for all 3 phases.
Phase 2 triggers at 666HP or lower - See Mythic Actions for a triggering special attack
Phase 3 triggers at 250HP or lower - See Mythic Actions for a triggering special attack
-Once a new phase is triggered, Chara will remain in that phase even if her HP recovers above the triggering threshold. The Mythic Action special attack only triggers once on initial phase change and does not trigger a second time.
Passives:
Demonic Resistance - 5x/Phase - If Chara fails a saving throw, she may choose to succeed instead.
(1-2ph) Foresight Dodge- All attack rolls against Chara are at Disadvantage. If something gives the attacker Advantage, such as flanking, abilities, spell effects, etc, the roll is made as a flat roll instead.
Uncanny Dodge- If a save is made to take half-damage, Chara takes no damage instead.
Impeccable Strikes- Chara is immune to effects that impose Disadvantage on their melee weapon attack rolls. If a melee attack roll is supposed to be made at disadvantage it is made as a flat roll instead.
Savage Critical- Chara automatically rolls max damage on Critical Hits. If the Critical Hit was from a melee weapon attack, it gains the BLEED effect. If it already has the BLEED effect, the attack deals an instant 24 Bonus Damage (no type).
(3ph) - The Bonus Bleed instant damage increases to 36.
Demonic Body- Chara is immune to polymorph or effects that would forcibly change her form against her will.
Chara is immune to instant Death effects or effects that would reduce her HP to 0 as a result of a failed save.
Demonic Sight- Chara's Truesight allows her to see normally while in magical darkness.
(2-3ph) Tactical Shift- If Chara hits a target with Slashing damage and that creature has immunity to it, she may change the damage type for all Knife based attacks and abilities to Force Damage when making any further attacks against that creature. This change does not apply to the first attack that hits a creature's immunity.
(2ph) Knife Storm- At the start of Phase 2, Chara will automatically summon spectral knives to swirl around her in a 15ft radius centered on her after her Phase 2 Mythic Action. Anytime a creature enters within 15ft of Chara and at the start of their turn while still within this radius, they must make a DC24 DEX Save or take (10) 2d8 Force Damage. Any creature in the effect radius when these knives are first summoned by the phase change trigger must make the save. These knives may also be used for other knife-based attacks and abilities, always respawning above her no matter how they are used. These knives can hit gaseous, incorporeal, or other non-solid state of form while remaining above her in this state or if used for "Knife Shot".
This ability does Not trigger by Chara's movement (including teleportation) forcing a creature into the radius. However, a creature starting their turn as a result of Chara's movement bringing the effect radius to them still must make the save at the start of their turn.
(3ph) Demonic Terror- At the start of Phase 3, Chara begins to emit a terrifying 30ft Demonic Aura. Creatures within this aura or entering it for the first time must make a DC24 Wisdom Saving throw. Taking (15) 4d6 Psychic Damage and becoming Frightened on failure. Half as much damage on success while avoiding the Frightened condition and becoming immune to the Frightened effect from this ability for 24 hours. A creature must repeat this saving throw at the start of its turn while within this aura.
Chara heals half of the damage done by this ability each time it triggers.
This ability does Not trigger by Chara's movement (including teleportation) forcing a creature into the radius. However, a creature starting their turn as a result of Chara's movement bringing the effect radius to them still must make the save at the start of their turn.
Chara absorbs all Necrotic Damage and heals by the amount of Necrotic damage dealt to her.
During this phase, Chara is classified as a Demon and takes any bonus damage dealt to demons by spells or abilities that specifically target them.
If the creature targeted by Chara's attacks or spells is Human, they take an additional die of damage for each damage type the attack deals.
(2-3ph) Karmic Vengeance- If Chara is subject to a Critical Hit by a Melee Weapon or Melee Spell Attack, she imposes a DC24 DEX Save on the attacker. On failure, the attacker takes half of the Damage dealt to Chara by the Critical Hit and inflicts BLEED upon them.
(3ph) But it Refused - Chara must be brought to 0HP by a single attack or spell that deals at least 25 or more damage. If an attack drops Chara to less than 25HP but more than 1HP, she instantly recovers to 25HP before the next attack is made.
Spellcasting. Chara is a Unknown-level spellcaster. Her spellcasting ability is Charisma (spell save DC24, +18 to hit with spell attacks). Chara has following spells prepared and will cast the spells only at the levels designated for each spell even if they can be further upcast:
Cantrips (at will): Fire Bolt (120ft, Ranged Spell Attack) 4d10 Fire Damage
C: Mind Sliver - Action - (INT Save) - 60ft Single Target - 4d6 Psychic damage and subtract 4d6 on next saving throw before end of your next turn. No damage or effect on save.
1st - 8 Slots
1st level: Hellish Rebuke - Reaction - (DEX Save) 60ft Single Target - Upon taking damage from a creature, impose a DEX Save on that creature. Taking 2d10 Fire. Half on success.
2nd - 7 Slots
2nd level: Flamethrower (Aganazzar's Scorcher) - Action - (DEX Save) 30ft Line from caster. 3d8 Fire Damage, half on save.
2nd level: Hellish Rebuke (1st upcast: 3d10)
3rd - 6 Slots
3rd level: Antagonize - Action - (WIS Save) (30ft, single target) 4d4 Psychic Damage and must use its reaction to make a melee attack against a target of caster's choice that can be seen. If unable to make the attack for any reason, target has disadvantage on the next attack roll it makes before the start of caster's next turn. Half damage and no other effect on save.
3rd level: Fireball - Action - (DEX Save) (150ft/20ft Sphere) 8d6 Fire Damage
3rd level: Hellish Rebuke (1st upcast: 4d10)
4th - 6 Slots
4th level: Backlash - Reaction - (CON Save) Reduce damage taken by 4d6 + Spellcasting ability modifier. If the damage is from a creature in range, you can force a CON Save against that creature. Taking 4d6 Force damage on a failed save, half on save.
4th level: Antagonize (3rd upcast: 5d4)
4th level: Fireball (3rd upcast: 9d6)
4th level: Hellish Rebuke (1st upcast: 5d10)
4th level: Your Sins Crawling (Phantasmal Killer) - (*Concentrate) (WIS Save) - 120ft Single Target - You make the creature feel their past sins crawling on their back. Reminding them of their darkest times, their darkest fears. On failed save target takes 4d10 Psychic Damage and has Disadvantage on ability checks and attack rolls for the duration. On success target takes half damage and spell ends.
For the duration, creature must make a WIS Save at the end of each of their turns. Taking the psychic damage again on failure. Spell ends on success.
5th - 5 Slots
5th level: Flame Strike - Action - (DEX Save) 60ft Cast/10ft x 40ft Cylinder. 5d6 Fire + 5d6 Radiant Damage. Half on save.
5th level: Fireball (3rd upcast: 10d6)
5th level: Scorching Ray (120ft) 6 Rays @ 2d6 Fire Damage each
5th level: Backlash (4th upcast: 5d6 to both)
5ht level: Antagonize (3rd upcast: 6d4)
6th - 4 Slots
(2-3ph) 6th level: Harm - Action - (CON Save) 60ft - Single Target - 14d6 and HP Max is reduced by same amount. Half damage only on save. Max HP may not be reduced below 1.
(3ph) 6th level: Circle of Death - Action - (CON Save) (150ft/60ft Sphere) 8d8 Necrotic
6th level: Backlash (4th upcast: 6d6 to both)
6th level: Menal Prison - Action (*Concentrate) - (INT Save) - 60ft Single Target - The target succeeds automatically if it is immune to being Charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is Restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
7th - 3 Slots
7th level: Fire Storm - Action - (DEX Save) (150ft/10ft Cube-x10 2x must be contiguous) 7d10 Fire Damage, half on save.
7th level: Fireball (3rd upcast: 12d6)
7th level: Your Sins Crawling (4th upcast: 7d10)
8th - 2 Slots
8th level: Cloud of Daggers - Action - (*Concentrate) (60ft/5ft Cube) 14d4 Slashing, Magic Action = Teleport Cube up to 30ft
8th level: Your Sins Crawling (4th upcast: 8d10)
9th - 1 Slot
9th level: Soul Slash (Power Word Kill - Mod) - Action - 60ft Single Target - If target has fewer than 100HP, it dies. Otherwise it takes 15d12 Psychic Damage.
All of Chara's Attacks are considered Magical when dealing with weakness and resistance. Despite wielding a knife, it seems capable of striking at distance with a strange spectral and almost demonic power.
Multi-Attack. Chara makes 4 Attacks, using any combination of Attacks and Abilities that adds up to a "Cost 4". Abilities with no cost listed have a Cost of 1.
(1ph) Knife Strike. Melee Weapon Attack. 5ft. +18 to Hit. (25) 3d6 +15 Slashing
(2ph) Knife Strike. Melee Weapon Attack. 5ft. +18 to Hit. (25) 3d6 +15 Slashing + BLEED
(3ph) Knife Strike. Melee Weapon Attack. 5ft. +20 to Hit. (40) 6d6 +20 Slashing + BLEED
Savage Stab. (Cost 2) - Melee Weapon Attack. 5ft. +18 to Hit. (44) 6d6 +24 Piercing + BLEED.
(3ph) - Deals an additional 2d6 Damage.
(3ph) Corrupted Slash. (Cost 2) - Melee Weapon Attack. 5ft. +20 to Hit. (40) 6d6 +20 Slashing + BLEED. Target must make a DC24 CON Save. Target cannot recover HP on failure. The same target may only be affected by this attack once per round regardless of success or failure.
Knife Throw - Ranged Weapon Attack. 40ft/60ft. +18 to Hit. (22) 3d6 +12 Slashing. Chara's knife returns to her hand regardless of hit or miss.
(2-3ph) Knife Shot. Ranged Weapon Attack. 60ft/100ft. +16 to Hit. (25) 3d6 +12 Slashing Damage + BLEED. This attack can target gaseous, incorporeal, or other non-solid state of form.
Vine Slam - Ranged Ability. 120ft. +18 to Hit. (10) 3d6 Bludgeoning + (10) 3d6 Slashing Damage.
Blue Slash - (Cost 2) - Chara makes a "Knife Strike" attack against a target in range. On hit, target suffers the weapon attack's normal effects then becomes bathed in a heavy blue aura. If the target willingly moves 5ft or more before the start of Chara's next turn, they take (22) 5d8 Force Damage.
Orange Slash - (Cost 2) - Chara makes a "Knife Strike" attack against a target in range. On hit, target suffers the weapon attack's normal effects then becomes bathed in an energetic Orange aura. If the target does not willingly move 5ft or more before the start of Chara's next turn, they take (22) 5d8 Force Damage.
Fan of Knives - (Cost 2) - 30ft Cone. DC24 DEX Save. (60) 9d12 Force Damage, half on save.
(1-2ph) Vine Whip - (Cost 2) - Ranged Ability. 120ft. DEX24. (14) 4d6 Bludgeoning + (7) 2d6 Slashing + Push Back 10ft. Half Damage and No Pushback on Success.
Blade Wall - (Cost 2) - 30ft - Chara summons a wall of knives 20ft long x 5ft wide x 20ft high where at least 5ft of the wall must be within 30ft of her.
At the end of any of Chara's turns, this wall must move 25ft in a single direction. Any creature that this wall passes through must make a DC24 DEX Save, taking (45) 10d8 Slashing Damage on failure. No damage on success. This wall must continue moving in the same direction of travel at the end of Chara's turns until any part of the wall is stopped by a solid object such as a wall, pillar, or similar which instantly destroys the Blade Wall. Breakable/Moveable objects such a tables, chairs, barrels, etc do not stop the movement of this wall. The same wall cannot affect a creature a second time unless they are completely out of the wall's effect zone and then back into it. This is ability triggers BLEED's additional damage if a creature fails its DEX save.
Blade Whirl - (Cost 2) - 60ft - Chara summons a 10ft Sphere of swirling knives at the target location. All creatures within the effect zone must make a DC24 DEX Save, taking (35) 10d6 Slashing Damage on failure. Half as much on success. This sphere of knives remains in place until the Start of Chara's next main turn. Any creature that enters into the effect zone must make the save. Chara may also initiate "Knife Barrage" from this ability while it is active. This ability triggers BLEED's additional damage.
Vital Strike - (Cost 2) - Chara makes a "Knife Strike" against a creature in range. Target must make a DC24 WIS Save or fall under the effects of Slow. Reducing speed by half, taking a -2 to AC and DEX Saves, cannot take reactions, and can only take an action or reaction, making only 1 attack if it takes the Attack action. If a spell is cast with a Somatic component, there is a 25% chance the spell fails. Target may repeat the save at the end of each of its turn. Ending the slow effect on success.
(3ph) Demon Slash - (Cost 2) - Ranged Ability. 40ft/60ft. +18 to Hit. (52) 12d6 +10 Slashing + BLEED
(3ph) Bestow Curse - (Cost 2) Chara makes either a "Knife Strike" or "Knife Throw" attack. If the attack hits, target must make a DC24 WIS Save. On failure, Chara may choose 1 ability. The target has disadvantage on ability checks and saving throws made using that ability. The target also has disadvantage on all attack rolls. At the start of the creature's turn, it must make a WIS Save. On failure the creature may only take the dodge action. If the creature is hit by an attack roll or spell, the creature takes an additional (9) 2d8 Necrotic Damage. This curse remains until the creature can successfully save from it.
Knife Summon - Chara may summon a knife into a free hand. Functionally working like her primary knife she started with. She will only do this if disarmed.
Chara has a number of reactions equal to half of the total hostile creatures in the encounter. She may only use 1 reaction at a time following a creature's turn. The number of reactions completely recharge at the start of her main turn only.
You Can't Flee From Me- Chara makes a "Knife Strike" against a creature that moves out of her reach. If a creature uses Disengage or has an ability/feat that avoids opportunity attacks and there is no other creature within 5ft of Chara, she may still make this attack against them. If this ability hits, the creature's speed is reduced to 0 until the start of their next turn.
Vicious Riposte- Anytime a creature within 15ft of Chara "misses" with a Melee Weapon Attack, she may close the distance to that attacker without provoking opportunity Attacks and make a single "Knife Strike" against that creature according to what phase she is in.
Counter Fire- Anytime Chara is subject to a ranged spell, ability, or attack that deals only fire damage, she may redirect the spell at the caster upon successful save or evasion (miss). The caster must then make the same save versus their own spell save DC or AC.
Gate- If Chara is transported to another plane of existence, she will instead reappear behind the caster and make a "Knife Strike" as though she had returned using the Gate Spell. (This counts as a teleportation ability, not a spell)
(1ph) Chara has 6 Legendary Actions that recharge at the start of her main turn.
(2ph) Chara has 8 Legendary Actions that recharge at the start of her main turn.
(3ph) Chara has 10 Legendary Actions that recharge at the start of her main turn.
Only one Legendary Action option can be used at a time and only at the end of another creature's turn. Chara will also not repeat Legendary Actions back-to-back.
Disintegration Slash - (5 Actions) - Chara makes a slash at a magical wall of force such as Wall of Force or Force Cage, or a nonmagical object, instantly destroying it if it is Large or smaller. Else it destroys a 10ft cube of it.
If the target is a creature, they must make a DC24 DEX Save. On failure the creature takes 10d6 +40 Force Damage. If the creature is reduced to 0HP it and all non-magical items carried or worn are disintegrated into grey dust. The target can only be revived by True Resurrection or Wish.
Vine Grab - (2 Actions) - 2x/Active Max - Chara summons thick thorny vines in a 20ft cube. These vines may grab any sized creature and any number of creatures within their "effect zone". These vines remain present for 1 minute or until dismissed. No more than 2 effect zones may be active at a time. Recasting a 3rd time moves the oldest location to the new location.
All creatures in the target area must make a DC24 DEX Save or they are restrained. Flying creatures restrained are drug to the ground, taking the appropriate fall damage in addition to the damage of this ability. On failure a creature takes 10d6 Bludgeoning + 6d6 Slashing Damage. Half as much on a success and avoid being restrained.
While restrained a creature may use their Action to make a DC24 Strength Saving Throw to break free. Failure or not breaking free results in taking the same damage and remaining restrained.
These vines are considered difficult terrain, immune to all damage, and deal 6d6 Slashing Damage for every 5ft an unrestrained creature moves within the effect area. Creatures that start their turn within the effect zone must make a DC24 Dex Save or are grabbed, damaged, and restrained.
Creatures within 5ft of the effect zone, but not within, must make a DC20 Dex Save anytime they first enter next to the effect zone squares or start their turn still within the 5ft around the effect zone. On failure they are restrained and pulled 5ft into the cube. Taking 10d6 Bludgeoning + 6d6 Slashing Damage. No damage on a Successful Save.
Darkness Strikes - (4 Actions) Chara teleports up to 30ft to make a melee weapon attack against the target. +18 to Hit, 6d12 Force Damage. Whether the attack hits or misses, Chara then repeats the teleport and strike, choosing a different target each time, as many times as possible. A creature cannot be targeted twice within the same use of this ability. After all attacks are made and no other valid targets remain, Chara may then teleport 30ft to an unoccupied space.
(eg. Modified "Steel Wind Strike")
Shortcut - (1 Action - 1 use per Round) - Chara may instantly teleport herself to any location within 120ft, even through regular walls, and objects. The location does not have to be visible to Chara, but must be a location she has been to or seen in her lifetime and not sealed off completely by magic such as Wall of Force or Force Cage.
(2-3ph) Ruthless Slashes - (5 Actions) Chara makes a devastating spectral slash at all creatures within 200ft and not behind full cover. If the cover is a breakable object such as a table, door, or similar it is destroyed by this attack but allows the hidden creature to retain the full cover bonus for the attack attempt and may make the CON Save at advantage if they are hit.
+20 to hit, Creatures hit must make a DC24 Constitution Saving Throw.
On failure, a creature takes 50% of their Max HP in Non-Typed damage. (Round Down)
On success, a creature takes 25% of their Max HP in Non-Typed damage. (Round Down)
(2-3ph) Soul Splitter - (2 Actions) - 10ft Reach. +20 to Hit. (50)10d6 +15 Slashing Damage. If target is reduced to 0HP by this strike, it automatically fails a Death Save.
(3ph) The Power of 9 - (4 Actions - Recharge 6) - Chara briefly teleports to any target within 150ft of her current location that she can see. Target must make a DC24 DEX Save and a DC24 CON Save.
If both saves are failed, target takes 99 Non-Typed Damage.
If DEX save is failed but CON save is successful, target takes 99 Non-Typed Damage, but cannot be reduced below 1HP.
If DEX save is successful but CON save is failed, target takes 49 Non-Typed Damage, but cannot be reduced below 1HP.
If both saves are successful, target takes 9 Non-Typed Damage.
Afterwards, Chara returns to her original location.
Phase 2 - My Special Hell
Trigger: Chara drops below 666HP and the current creature's turn ends.
Chara immediately cleanses all negative status effects and emits a brief demonic pulse to force a DC24 CON Save for all ongoing hostile Concentration Spells and Abilities that can be ended.
"You wanted to walk onto the gates of Hell? Then let me welcome you to My Special Hell!"
Chara will magically charge her knife, making it glow redder rapidly as she speaks the above sentences. After speaking she will briefly leap into the air and slam her knife into the ground. Penetrating into it no matter the material. With a menacing almost glowing smile she will briefly phase out of existence. A red glowing ring will rapidly extend 300ft in diameter from the knife then reach 300ft into the air forming a massive cylinder of red. All creatures within this cylinder must make a DC25 DEX Save. Taking (70) 20d6 Force + BLEED + Knocked Prone and make a DC25 CON Save on failure of the DEX Save. Half damage and not knocked prone plus no CON Save on successful DEX Save.
Creatures become Blind, Deafened, and suffer 1 point of Exhaustion and cannot recover HP for 1 Round at the point of initiative this ability triggers.
(Mark this location in your initiative to keep track)
If this ability triggers right before any of Chara's turns in initiative, this ability counts as that turn instead, using all actions and bonus actions.
Phase 3 - Soul Shatter
Trigger: Chara drops below 250HP and the current creature's turn ends. This ability only triggers once.
Chara immediately cleanses all negative status effects and emits a brief demonic pulse to force a DC24 CON Save for all ongoing hostile Concentration Spells and Abilities that can be ended.
"Let me show you why I was called a Demon!"
Chara's eyes gloss over black with intense red glowing pupils, a trail of blood dripping from the corner of her mouth as she menacingly smiles in a creepy demonic way. Raising her red glowing knife, she lets out a demonic screech/roar as hundreds of spectral knives form in the air above her. Making a single swipe, the knives rocket to all targets within 150ft of Chara not behind full solid cover.
All creatures within 150ft of Chara not behind full solid cover must make 5x DC27 DEX Saves. Taking (35) 10d6 Force Damage for each failure and the following effects happen:
-If a creature failed a DEX Save and still has 1 or more HP, the creature must make a DC24 CON Save or suffer 1 point of Exhaustion. Continuing with remaining DEX Saves accordingly.
-If a creature failed a DEX Save and has fallen to 0HP, the creature must make a DC24 CON Save. The result of the save is a Death Save success or failure. Nat1 and Nat20 rolls do not alter the result like a normal death save. Effects that give advantage on Death Saves may be used for this roll, but utilizing the creature's CON Save with a DC of 24. All remaining DEX Saves are automatically failed and the creature must roll all remaining CON Saves:
If the creature obtains 3 Death Save Successes, they recover 1HP and remain unconscious and incapacitated, also inflicted with the Slow condition as though a Slow Spell was cast upon them. A creature may make a DC24 WIS Save at the start of their turn to remove the slow condition as long as they are not unconscious.
If the creature obtains 3 Death Save failures, that creature dies.
If the creature does not obtain 3 of either, then normal Death Save rules now take effect.
For each creature killed by this ability, Chara regains 100HP. This ability cannot trigger again.
Chara's AC permanently drops to 21.
If this ability triggers right before any of Chara's turns, this counts completely as her turn instead.
Description
StoryShift is an Undertale AU with a few different but dissimilar iterations. This variant changes up the main cast's overall roles while retaining their core personalities but may also have a small tinge of their normal role's personality mixed in. There are other changes such as overall layout of each main areas, but they remain in the same order as depicted in Undertale. A few other smaller changes, such as names of things also are altered but vary depending on which material is referenced.
With the role swaps, some include: Papyrus is in Toriel's place, Toriel takes Undyne's role and Asgore takes Alphys' role. Sans is King of the Underground (Asgore's Role) and Asriel is in Papyrus' slot. Chara takes on Sans' role as the judge of the player's actions. While Frisk (often called "Shifty " in this AU), is still the main protagonist but is under the influence of the ghost Metta (Mettaton) who wants Frisk to be their 'greatest actor'. This also makes Metta a fannon interpretation of Chara's role in Undertale as the Narrator (also known as NarraChara) as Metta does have their own dialogue particularly during the Genocide Route.
SS!Chara also has a secondary role in a different Undertale AU called "Bad Time Trio". Where UnderSwap Papyrus, Undertale Sans, and StorySwap Chara all face the player in a 3-on-1 final fight. "Bad Time Trio" has numerous fangames and fan animations depicting this fight and some of SS!Chara's abilities stem from these iterations. This Chara may be used in a similar battle accordingly.
The trio all depict the "player" as their universe's 'Chara'. Which would be Frisk, Chara, and Metta respectively.
While there is limited media available for StoryShift as a whole, one interpretation did have a full fan-fight created versus SS!Chara dubbed "Facing Demons". With a good amount of lore and backstory weaved in throughout the various routes of the fight and providing many of the concepts for this Chara as well. (Side Note: Was likely translated from Russian, so some dialogue does not have great grammar.) There are a few other SS!Chara fangame fights out there as well with their own interpretation of her abilities.
SS!Chara is often depicted as being an older teenager or young adult of ambiguity or female gender, depending on which iteration is referenced. Most depict Chara as a roughly 18-year old human appearing female with pale to fair skin and short brown hair. Wearing a typically white shirt under a lime-green jacket, she is often seen wearing red gloves to cover her hands as well. SS!Chara typically wears plain pants or at times shorts, again usually depending on artist preference. She also has Determination like Frisk, though it is weaker than theirs. Allowing Frisk to use the Save and Load function normally. Chara does seem aware of the save point's existence and function but seems unable to interact anymore with them once Frisk is in the Underground. Despite having lower determination, many instances of SS!Chara depict her soul able to refuse being killed outright. Allowing her to 'respawn' presumably. This is especially apparent in nearly all the Bad Time Trio games and animations.
Chara will also don Asriel's rainbow ascot in the Genocide Route after Asriel is defeated.
SS!Chara does seem to possess limited magic in most iterations. Though what specifically and how strong wildly vary depending on which version referenced. Most will typically depict Chara as having Knife and/or Plant magic at the very least. With some allowing her to use Fire magic, taught to her by Toriel, and occasionally Bone Magic believed to be taught to her by Sans and/or Papyrus. "Facing Demons" goes a step further and gives Chara a "mimicry" ability, allowing her to copy attacks from her friends. These tend to be weaker or shorter variations though, but still widely expands her capability of attacks. Still, Chara is very tactical and will dish out ruthless and unforgiving attacks as she sees fit.
Unlike Sans, and others in his role for other AU's, SS!Chara is usually depicted as having way more than 1HP, 1ATK, and 1DEF. This is likely due to her having a human soul and her LV varying from 1-20. Making her extremely dangerous. Much like nearly all "Judge" role characters, she dodges nearly all attacks with her immense speed and foresight making her extremely difficult to hit. Even if hit, the damage is usually relatively low compared to most Monsters faced.
SS!Chara harbors a great hatred of humanity, wanting nothing more than to see them erased from existence. Stemming from childhood trauma which led to an attempt on her own life by casting herself into the chasm of Mt Ebott. Somehow surviving, she would be saved from death and eventually come to be cared for by the Monsters. Much like in Undertale as well, she would be adopted by Toriel, captain of the Underground's Royal Guard (sometimes called something different, but functionally the same), and became the sibling of Asriel. Where the two would become sentries on the lookout for Humans. It is unclear exactly what is Toriel and Asgore's marital status in this AU, as it is rarely referenced and very little media tends to expand beyond Snowdin outside of the Genocide final fight. Though like Papyrus from Undertale, Asriel has never seen a human before and certainly acts aloof and goofy similar to UT-Papyrus but still has that cute kid-like charm and a personality that typically tries to reflect that side of him. Chara is apathetic and seemingly lazy, but does seem to spring into action if it is for a cause or reason she believes in or if it relates to that of her family or close friends. Being as eerie and chilling as Sans usually is at times. Despite her hatred for humanity, Frisk seems to be the only human she will tolerate or even like. Even still believing in them and holding out a little hope for them on the Genocide Route.
This Chara is intended to be a nice mix of most StoryShift interpretations to provide an extremely difficult challenge to any sized party while fun to play with and against. SS!Chara is meant to be a relatively fair and balanced fight as well in not utilizing annoying turn-denial abilities like Stun as well as avoiding mass use of insta-kill mechanics, spells, and abilities as much as possible and more or less limiting them. While giving a lot of options to work with and not adding in too many new mechanics or other complicated things to keep track of. Also, her damage output is relatively on par with other high CR creatures with the potential for higher bursts due to her character design and thematics. Each phase is also meant to feel a bit different in thematics, tactics, and strategy to help evolve the battle and keep things as fresh and challenging as possible without Chara feeling like a 'sack of hp' or even being easily killed in 2 rounds to a relatively properly balanced party. SS!Chara may also be tuned enough to handle a slightly overpowered party as well, but naturally this varies depending on the actual party and the DM.
A party of at least 4 diverse classes at Level 19 are recommended. Thematically, Level 19 should be the target level for your players in this fight. But Level 20 may be used if you so choose.
Keep in mind, for every 4 hostile creatures (to Chara) in initiative will add an extra "turn" for her. This is to help keep action economy closer and allow her to be a solo-boss without making stats, hp, and other defenses outright ridiculous or near impossible to deal with without making your party massively overpowered. Combined with her passives, reactions, and legendary actions, these all should keep players on their toes at all times and continue to challenge them throughout the fight.
Comments, suggestions, and feedback will be monitored for a while, and adjustments/updates could be implemented as needed. Keep an eye on the Version number and changes will be logged here as well.
Change Log:
v1.01 - Made some tweaks to clarify and note phase change triggers to better point out they exist and happen at a certain point. As well as where to find them.
-Tweaked some Lair Actions:
--Increased damage slightly of Box Manipulate
--Increased the AC of Vine Shield by 1
--Clarified how to break free of Vine Grab
--Increased healing potential of Chocolate by 2d6
Music:
Phase 1 - Autophobia
Phase 2 - Bloodshed
Phase 3 - Devilovania
Alternates: Megalo Strike Back, No More Deals
Bad Time Trio: Bad Time Trio
Lair and Lair Actions
Chara's primary place of combat is that of "The Judgement Hall". A long corridor for reflection and judgement. In her world this corridor is bathed in a purple hue. The Judgement Hall is a 500ft long, 100ft wide, 100ft tall hallway with 10ft wide ornate stone pillars lining both sides of the hall every 25ft after the initial 50ft of doorway space at each end. Between each of the pillar sets are huge, thick, 10ft wide x 50ft tall clear but ornate windows line the walls on each side. These windows are flat at the bottom and create a 50ft tall arch to their shape. Each window in the hall presents that of the DeltaRune within their design. Here, Chara awaits to judge your sins...
Lair Actions
On initiative count 20 (losing initiative ties), Chara takes a lair action to cause one of the following effects; Chara can’t use the same effect two rounds in a row:
- Knife Sweep - All hostile creatures must make a DC24 DEX Save. Taking (18) 4d8 Force Damage on failure.
- Box Manipulate - All hostile creatures must make a DC24 STR Save. Taking (14) 4d6 Bludgeoning Damage and falling prone on failure.
- Vine Shield - Chara increases her AC by 3 until the next Lair Action.
- Vine Grab - All hostile creatures must make a DC24 DEX Save. Becoming restrained on failure. DC24 STR Save to break free.
- Chocolate - Chara heals herself 12d6 HP.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/14/2026 1:50:03 PM
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15
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1
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5e - 1.0
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Coming Soon
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