Medium Humanoid, Chaotic Neutral
Armor Class 16 (Uberpack)
Hit Points 150 (12d20)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
20 (+5)
WIS
19 (+4)
CHA
11 (+0)
Damage Resistances Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 17
Languages Common, German
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Uberpack. The medic automatically regains 5 hit points at the start of his turn as long as he has at least 1 hit point and this effect cannot be negated by any means.

Class Weapons. The spy does not have all the following weapons listed, he only has one p, one secondary, one sapper, one invis watch, and one melee.

  • Primary. If the medic has the blutsauger equipped, his Uberpack effect is reduced to 2 it points of regeneration.
  • Melee. If the medic has the Solemn Vow equipped, he can see how many hit points a creature has remaining
Actions

Syringe Gun (Primary). Ranged Weapon Attack: +5 to hit, range 15/20 ft., 1 target. Hit: 12 (4d6) piercing damage.

Blutslauger (Primary). Ranged Weapon Attack: +5 to hit, range 15/20 ft., 1 target. Hit: 12 (4d6) piercing damage and the medic regains hit points equal to the amount of damage dealt..

Overdose (Primary). Ranged Weapon Attack: +5 to hit, range 15/20 ft., 1 target. Hit: 6 (2d6) piercing damage and if the medic has his ubercharge ready than his move speed is increased by 15 ft. until the end of his next turn.

Crusaders Crossbow (Primary). Ranged Weapon Attack: +7 to hit, range 50/75 ft., 1 target. Hit: 1d6 piercing damage for every 5 ft. the projectile traveled and if the target was a friendly creature, then it instead regains hit points equal to the would be damage.

Medigun (Secondary). The medic targets a friendly creature with 10 ft., until the medic stops healing or either of the creatures leave the space within 15 ft. of each other, the creature regains 30 hit points at the start of it's turn and if the creature is at full health, then it is instead is converted into temporary hit points up to a maximum of half of the creatures hit point maximum.

Kritzkrieg (Secondary). The medic targets a friendly creature with 10 ft., until the medic stops healing or either of the creatures leave the space within 15 ft. of each other, the creature regains 25 hit points at the start of it's turn and if the creature is at full health, then it is instead is converted into temporary hit points up to a maximum of half of the creatures hit point maximum.

Quick-fix (Secondary). The medic targets a friendly creature with 10 ft., until the medic stops healing or either of the creatures leave the space within 15 ft. of each other, the creature regains 45 hit points at the start of it's turn.

Vaccinator (Secondary). The medic targets a friendly creature with 10 ft., until the medic stops healing or either of the creatures leave the space within 15 ft. of each other, the creature regains 20 hit points at the start of it's turn and if the creature is at full health, then it is instead is converted into temporary hit points up to a maximum of half of the creatures hit point maximum however this only applies 10 temporary hit points at a time. While the medic is healing a target at the start of his turn, he can choose to grant them the ability to take 1d10 less damage from one damage type while he is healing the target.

Bonesaw (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (3d8 + 1) slashing damage.

Ubersaw (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 16 (4d8 + 1) piercing damage and the medic can attempt to charge his ubercharge.

Solemn-Vow (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (3d8 + 1) bludgeoning damage.

Amputator (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (2d8 + 1) slashing damage and the medic can alternatively use the bonesaw as a violin which creates a magical melody that heals all friendly creatures within 15 ft. of the medic for 10 hit points.

Vita-Saw (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 12 (3d8 + 1) piercing damage and if the medic or one of his patients is targeted by an effect that'd negate their healing, it instead causes the medic to heal twice as fast for until the end of his next turnQ.

 

Bonus Actions

Ubercharge (Recharge 6 While Healing Someone). The medic uses his mediguns power to full charge. If the medic is using the Medigun he and his patient become invincible for until the end of his next turn. If the medic is using the Kritzkrieg then it grants his patient guaranteed critical hits for their next turn. If the medic is using the Quick-Fix then both the medic and the patient automatically regain 150 hit points which can be converted into temporary hit points if it heals them to full health with some health still remaining. If the medic is using the Vaccinator then he and his patient gain immunity to one damage type of the medics choice for one minute.

 

Description

"Zat vas doktor-assisted homicide!"

The medic is a German man who has created a device that rapidly heals wounds and energizes people though he has no actual license or education. "Oops. That was not medicine!"

Whenever the medic he drops a potion that when drank provides 50 temporary hit points and temporary invincibility for one round.

 

RandomName47

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