Homebrew Spamton NEO Species Details

Large Humanoid, Chaotic Evil

Armor Class 24 (NEO Suit)
Hit Points 412
Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 26 (+8) 30 (+10) 22 (+6) 20 (+5) 30 (+10)

Saving Throws Str +17, Dex +16, Con +18, Wis +13, Cha +18
Skills Acrobatics +16, Deception +18, Insight +13, Perception +13, Persuasion +18
Damage Resistances Acid, Cold, Fire
Senses Darkvision 120 ft., Passive Perception 23
Languages Common
Challenge 28 (120,000 XP)
Proficiency Bonus +8

Legendary Resistance (4/Day)

If Spamton fails a saving throw, he can choose to succeed instead.

Magic Resistance

Spamton has Advantage on saving throws against spells and other magical effects.

NEO Initiative

Spamton has Advantage on Initiative rolls.

Combat Uses

Whenever one of Spamton's features has a limited number of uses expressed as X/Combat, he regains all expended uses when the current combat ends.


An Offer He Can't Refuse

When Spamton encounters other creatures, he first makes them an offer determined by the DM.

The offer can concern virtually anything, but it must be genuinely transactional. Spamton and the other party must each surrender something and receive something in return.

If any creature addressed by the offer refuses it, Spamton immediately forces every creature within 300 feet that is involved in the encounter to roll Initiative.

After using his Action on each of his turns, Spamton can repeat his offer without taking an additional action.

At the DM's discretion, each subsequent offer can become progressively less favorable to the creatures receiving it.


NEO Suit

Spamton's body is enclosed within the NEO Suit, a bizarre suit of extraordinarily elastic hand-woven metal. Hundreds of overlapping patches and articulated layers appear crudely assembled at first glance, yet deform and reconnect with impossible precision whenever the wearer moves.

The suit is compatible only with a humanoid possessing two arms, two legs, and one head.

The NEO Suit is the source of Spamton's physical statistics, defenses, transformations, and abilities presented in this stat block.

Anatomical Compatibility

If the wearer ceases to meet the suit's anatomical requirements, such as through decapitation or the loss of a required limb, the NEO Suit immediately ejects the wearer's remains and returns to its dormant state.

If this occurs during an Action, attack, or other ability, that effect immediately ends unless it has already fully resolved.

Ejection

When its wearer dies or is decapitated, the NEO Suit can't remain attached to the corpse.

It forcibly ejects the remains and assumes its dormant configuration, hovering steadily 1 foot above the ground.

Unoccupied NEO Suit

While the NEO Suit has no wearer, it is an object with:

Armor Class: 24
Hit Points: 412

At 206 Hit Points or fewer, its metallic weave becomes severely rigid and loses the flexibility required to properly accommodate a wearer.

At 0 Hit Points, the suit is ruined.

How such an extraordinary object can be repaired is determined by the DM.

Extreme Durability

The NEO Suit can withstand extraordinary nonmagical extremes of heat, cold, pressure, friction, and corrosive environments.

The DM can rule that environmental conditions which would ordinarily destroy conventional armor or equipment have no effect on the NEO Suit.


Actions

Multiattack

Spamton morphs both fists into grotesque replicas of his own head and makes two Headbutt attacks.

Headbutt

Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 20 (2d10 + 9) Bludgeoning damage.

If both Headbutt attacks made as part of the same Multiattack hit the same creature, that creature must succeed on a DC 25 Constitution saving throw or be pushed 5 feet directly away from Spamton and knocked Prone.

The two attacks are rolled and resolved separately.

Boring Blast!

Ranged Weapon Attack: +16 to hit, range 50 ft., one target.

Spamton reshapes his right arm into a cylindrical railgun and fires a short beam of concentrated white plasma.

Hit: 17 (2d8 + 8) Fire damage.

Spamton can't use Boring Blast! if the NEO Suit's right arm is missing, destroyed, or otherwise incapable of forming the weapon.


Optional Encounter Rule: My Way or the High Way

When Initiative is rolled, if Spamton has the highest Initiative result, he can immediately activate this feature without taking an action.

Spamton and each creature within 120 feet are transported into a pocket dimension containing an endless railway suspended within absolute darkness.

Each affected creature appears seated inside an old minecart traveling along rusted tracks toward an unreachable horizon.

Spamton appears 30 feet away from each creature.

Nothing beyond the minecarts, tracks, and Spamton's constantly shifting and painfully bright colors is visible.

Pocket Dimension

The mechanically accessible portion of the dimension is a rectangular space measuring:

  • 60 feet long

  • 30 feet wide

  • 20 feet high

Effects involving ricochets, rebounds, or physical boundaries use these dimensions.

Moving the Cart

A creature can spend up to half its Speed on its turn to propel its minecart along the tracks.

For each foot of movement spent, the creature changes its distance from Spamton by 1 foot.

A creature can't move its cart more than 45 feet away from Spamton and can't move it through Spamton's space.

Falling from the Cart

A creature that falls from its minecart or becomes trapped between a minecart and the rails takes 20 Bludgeoning damage.

At the end of that creature's current turn, it is instantly returned to its own minecart without requiring an action.

High-Speed Projectiles

Ranged attacks and other projectiles suffer no additional range or speed penalties as a consequence of the minecarts' extreme velocity.

Take Cover

As a Bonus Action, a creature can duck inside its minecart and gain a +2 bonus to AC until the start of its next turn.

This has no usage limit.

Taking cover this way doesn't automatically cause the creature to become Hidden.

Escape

The pocket dimension persists until Spamton is defeated and rendered incapable of continuing the encounter.

The DM can allow another sufficiently exceptional ability, artifact, planar effect, or circumstance to escape or destroy the dimension.


Bonus Actions

Think Fast! (4/Combat)

Spamton opens dozens of small apertures across the NEO Suit and fires five enormous blue egg-shaped projectiles.

Make five ranged weapon attacks, each with a +16 bonus to hit and a range of 90 feet.

Spamton can direct the attacks at one creature or divide them among several creatures.

Hit: 4 (1d8) Force damage per egg.

Each egg violently ricochets around surrounding surfaces before reaching its target. An egg can visibly rebound up to five times before the attack resolves.

Regardless of whether the attack hits or misses, the egg explodes into pixel-like dust and disappears immediately after its attack is resolved.


It Takes Heart

2/Combat

As an Action, Spamton bursts into hysterical laughter as three enormous blue hearts erupt from the NEO Suit.

Each heart is roughly the size of a humanoid head, blue in color and hollow at its center, and remains connected to Spamton by a long, flexible strand of bead-like material.

Each heart is an object with the following statistics:

Armor Class: 12
Hit Points: 5
Damage Immunities: Poison, Psychic

Spamton chooses a separate direction for each heart and determines the order in which the three hearts resolve.

Resolve each heart individually before resolving the next.

Each heart fires a storm of thin, diamond-shaped projectiles in a 15-foot cone.

After the areas of all three cones have been determined, each affected creature makes one DC 26 Dexterity saving throw, regardless of how many cones overlap its space.

On a failed save, the creature takes 21 (6d6) Piercing damage for each cone whose area includes it.

On a successful save, it takes no damage.

Fragile Hearts

The hearts are deliberately exposed during the attack.

If a Reaction, feature, spell, or other effect allows a creature to damage one of the hearts before that heart fires, reducing it to 0 Hit Points causes it to immediately retract into the NEO Suit.

A heart destroyed in this way doesn't produce its cone.

Damage dealt to a heart isn't transferred to Spamton.

Immediately after a heart fires, it retracts into the NEO Suit.

Any hearts still present retract when It Takes Heart finishes resolving.


Spamton Unchained

3/Combat

As a Bonus Action, Spamton unlocks dozens of concealed compartments throughout the NEO Suit.

Roll 1d12.

That many enormous flying heads, each approximately the size of a Medium humanoid, erupt from the suit and begin orbiting a 120-foot-radius area centered on Spamton.

The surveillance area moves with Spamton.

Using Spamton Unchained again immediately dismisses every head created by the previous use before generating the new group.

The heads otherwise remain until the combat ends.

Absolute Surveillance

The heads constantly observe every creature inside the area.

Their ability to detect movement can't be blocked by physical cover, magical darkness, invisibility, illusions, or similar visual obstruction.

The heads aren't independent creatures and don't have separate Armor Class or Hit Points.

Crash Response

Whenever a creature inside the surveillance area voluntarily moves, one available head responds for every 15 feet of movement the creature completes.

For example, moving 30 feet can trigger two heads.

Each responding head forces the creature to make a DC 26 Dexterity saving throw.

On a failed save, the creature takes 10 (4d4) Bludgeoning damage.

On a successful save, it takes no damage.

Each head can respond once per round. After crashing into a creature, it immediately returns to orbit and becomes available again at the start of Spamton's next turn.

If no unused head remains when movement would trigger another one, no additional head attacks that movement.


A Call for You

1/Combat

As an Action, Spamton reshapes a large section of the NEO Suit into an enormous floating dial telephone.

The telephone manifests in an unoccupied space within 5 feet of the space Spamton occupied immediately before using this Action.

It hovers stably in that space and remains fixed in place for the duration.

The telephone is extraordinarily difficult to physically move. Ordinary pushing, pulling, forced movement, and similar effects can't move it. The DM can determine that an exceptionally powerful effect is capable of displacing it.

The telephone remains connected to Spamton by a thick metallic cord and emits a continuous blast of static loud enough to overwhelm nearby speech.

At the same time, the remainder of the NEO Suit transforms Spamton into an enormous spider-like monstrosity.

His legs lengthen into articulated columns made from clusters of miniature dial phones, while his torso contracts beneath an enormous head filled with predatory machinery.

The transformation lasts until the connecting cord is destroyed.

Deafening Broadcast

The telephone projects sound through a 90-foot cone originating from itself.

A creature inside the cone is Deafened.

Verbal communication inside the cone is effectively impossible unless a feature explicitly functions despite deafness or overwhelming environmental noise.

At the start of each creature's turn while it is inside the cone, it must make a DC 26 Constitution saving throw.

On a failed save, it is pushed 5 feet directly away from the telephone.

On a successful save, it isn't pushed.

Projectile Suppression

A projectile traveling toward the telephone through the cone has both its normal range and long range halved.

The Cord

The telephone remains physically connected to Spamton through a vulnerable metallic cord.

Armor Class: 21
Hit Points: 103

The cord can be targeted independently.

While the cord has at least 1 Hit Point, Spamton is immune to damage from attacks, spells, and other damaging effects, except for effects the DM specifically determines can bypass the protection of the NEO Suit.

Reducing the cord to 0 Hit Points immediately ends A Call for You.

When the cord is destroyed, Spamton takes 3d20 Slashing damage.

This damage ignores Spamton's resistances, immunities, and other damage reduction.

The telephone and spider transformation immediately collapse back into the NEO Suit.


Spider Form

While A Call for You is active, Spamton gains the following attacks and traits.

Spider Ravage

Spamton makes one Dial Bite attack and one Crushing Leg attack.

Dial Bite

Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 25 (3d10 + 9) Piercing damage.

Crushing Leg

Melee Weapon Attack: +17 to hit, reach 15 ft., one target.

Hit: 20 (2d10 + 9) Bludgeoning damage.

Dial Jump

As a Bonus Action, Spamton leaps up to 40 feet to an unoccupied space he can see.

When he lands, the ground cracks beneath the weight of the NEO Suit.

Each other creature within 10 feet of the landing space must make a DC 26 Dexterity saving throw.

On a failed save, a creature takes 16 (2d6 + 9) Bludgeoning damage and is knocked Prone.

On a successful save, it takes half as much damage and isn't knocked Prone.

Unstoppable Spider

While in Spider Form, Spamton is immune to the Grappled, Incapacitated, Paralyzed, Petrified, Prone, Restrained, and Stunned conditions, and his Speed can't be reduced to 0 against his will.

This protection doesn't make Spamton immune to being Charmed.

If a creature attempts to seduce Spamton without using a feature that already causes the Charmed condition, the DM can allow that creature to use its Action to make a DC 27 Charisma (Persuasion) check.

On a success, Spamton is Charmed by that creature until the end of the creature's next turn.

The DM determines whether such an attempt is narratively possible in the circumstances.


Reactions

Zapper (6/Combat)

When a creature hits Spamton with a melee attack, Spamton can use his Reaction to deliver a seemingly harmless electrical shock through the point of contact.

The shock deals no damage.

Track the number of times each creature has been Zapped during the current combat.

When the same creature is Zapped for the third time, severe involuntary muscle spasms begin interfering with its grip.

At the end of that creature's next turn, it drops every weapon it is holding and becomes unable to hold or wield weapons until the end of its following turn.

This effect applies only to weapons or comparable objects that the creature must physically hold in order to use.

Natural weapons, Unarmed Strikes, spells, innate attacks, and features that don't require a held weapon remain usable normally.

Further Zaps don't create an additional effect unless that creature later accumulates another three Zaps.


BIG SHOT

1/Combat

BIG SHOT is a three-turn sequence.

Once begun, Spamton must use his Action on each of his next two turns to continue it.

If Spamton is unable or unwilling to perform one of those Actions, BIG SHOT ends and all suspended plasma immediately dissipates without producing the final barrage.

First Turn

Spamton fires a brilliant white plasma beam into the battlefield.

The ray ricochets with such erratic speed that predicting its path is practically impossible.

Before any dice are rolled, the DM secretly chooses three different numbers from 1 to 20.

Each creature within 60 feet of Spamton rolls 1d20.

If a creature's result matches any of the three numbers chosen by the DM, the haphazardly bouncing beam crosses its space.

That creature takes 5d4 Fire damage.

No saving throw is made against this damage.

Striking a creature doesn't stop the beam. It continues ricocheting through the battlefield and can strike any number of creatures whose rolls match the chosen numbers.

Whether or not it strikes anyone, the beam leaves behind a brilliant trail of glowing plasma suspended motionless in the air.

Second Turn

Spamton fires another bouncing plasma ray.

Before any dice are rolled, the DM again secretly chooses three different numbers from 1 to 20.

Each creature within 60 feet of Spamton rolls 1d20.

A creature whose result matches any of the chosen numbers takes 5d4 Fire damage as the beam unexpectedly ricochets through its space.

The beam continues after striking a creature and can hit multiple creatures during the same Action.

As it moves, the second beam leaves another suspended trail of plasma.

Together, the two apparently meaningless trajectories begin to reveal the outline of an enormous symbol approximately 60 feet above the battlefield.

Third Turn

Spamton fires the final ray.

The suspended plasma completes an enormous dollar sign overhead.

For a fraction of a second, the entire symbol becomes perfectly still.

Then it detonates downward.

Four parallel 5-foot-wide, 40-foot-long lines of plasma strike the battlefield with 15 feet of empty space between each neighboring line.

Together, the four lines form a grid 65 feet wide and 40 feet long.

Each creature occupying one or more of the plasma lines must make a DC 26 Dexterity saving throw.

A creature makes only one saving throw regardless of how many lines include its space.

On a failed save, the creature takes 22 (5d8) Fire damage and is blasted 15 feet directly away from the center of the grid.

On a successful save, the creature takes no damage and isn't pushed.

Collateral Damage

Each plasma impact violently excavates the ground.

Where the terrain can be physically destroyed, the blasts create numerous roughly hemispherical craters at least 6 feet deep.

The impacted ground becomes Difficult Terrain.

The DM determines how structures, exceptionally durable materials, magical terrain, and other unusual surfaces respond to the attack.


Legendary Actions

Spamton can take 3 Legendary Actions, choosing from the options below.

Only one Legendary Action option can be used at a time and only at the end of another creature's turn.

Spamton regains all spent Legendary Actions at the start of his turn.

Headbutt

Spamton makes one Headbutt attack.

Boring Blast! (Costs 2 Actions)

Spamton uses Boring Blast!.

Get On With It! (Costs 2 Actions)

Spamton moves up to half his Speed without provoking Opportunity Attacks.

Think Fast! (Costs 3 Actions)

Spamton uses Think Fast!, provided he has at least one use remaining.

Spamton NEO Traits

A reality-warping salesman in an invincible transforming suit who weaponizes impossible deals, ricocheting projectiles, pocket dimensions, battlefield control, and overwhelming plasma attacks.

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