Alucard, Final (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow (Anime Supplement) class and Noble (5e Background) background, and as such does not follow traditional CR.

Alucard[edit]

Medium undead (Vampire), lawful evil


Armor Class 24 (Natural Armor)
Hit Points 208 (32d8 + 64)
Speed 30 ft., fly 30 ft., swim 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 14 (+2)

Saving Throws Con +11, Cha +11
Skills History +11, Insight +9, Intimidation +11, Perception +9, Persuasion +11
Damage Vulnerabilities Radiant
Senses passive Perception 19
Languages English, Turkish, German
Challenge 32 ( XP)


Spirit Points. Alucard has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Daywalker. Alucard does not age or need to sleep, and counts as one size larger for the sake of how much he can push, pull, or lift.

Endurance. When Alucard is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Brainstorm. When Alucard is targeted by a feature in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

I'm not afraid of anything anymore. While Alucard has at least 1 spirit point, he is aware of any creatures within 5 feet and is immune to illusions.

Aestivation. When Alucard would die from lack of food, water, or sleep, he instead becomes paralyzed and unconscious. Alucard automatically drains any viable creatures as per Blood Drain while in this state, ending it instantly.

Hellsing Special Ammunition. Alucard's .454 Casull attacks have a +4 bonus to damage rolls against targets with an AC of 16 or lower, have a +2 bonus to attack rolls against targets with an AC of 16 or higher, and deal twice as much damage to Aberrations, Fiends, and Undead, and half as much damage to Celestials.

ACTIONS

Multiattack. Alucard makes 3 attacks with his unarmed strike or .454 Casull.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

HELLSING ARMS .454 CASULL AUTO. Ranged Weapon Attack: +15 to hit, range 30/300 ft., one target. Hit: 15 (2d8 + 6) piercing damage, 3 (1d6) bludgeoning damage, and 3 (1d6) fire damage. Must be reloaded as a bonus action after 12 shots.

It's perfection... As a bonus action, Alucard grants his .454 Casull the spread (1d4) property, but must spend a number of shots equal to the spread property's die roll. If the weapon's remaining shots are lower than the roll, he spends all remaining shots and deal that number of instances of damage instead.

Your human eyes are not to be trusted, all they'll do is lie to you (1 Spirit Point). As a bonus action, Alucard's ranged attacks no longer have disadvantage from their target being in their long range, he gains advantage on Perception and Investigation checks, and he can see invisible creatures for 1 minute.

Blood Drain (1 Spirit Point). As a bonus action, Alucard gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he deals unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When he reduces a creature within 60 feet to 0 hit points and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Alucard.

He believes it, too! (2 Spirit Points). One creature within 30 feet to attempt a DC 18 Charisma saving throw. On a failure, they are charmed for 1 minute or until they take any radiant damage.

It's just such a nice night out (2 Spirit Points). Until the end of his next turn, Alucard can move through objects, but not creatures. If this feature ends while he is within an object, he is shunted to the nearest open space.

Guns won't do a thing to a vampire! (1 Spirit Point). As a bonus action Alucard becomes red mist for 1 minute with concentration, causing as any damage he takes and deals to be halved.

Telekinesis. Alucard moves one object with a weight up to twice his lifting capacity within 60 feet of him up to 60 feet in one direction.

Teleportation (3 Spirit Points). Alucard teleports to one location he can visualize. If traveling normally to this location would require crossing any body of water at least 5 cubic feet in size, this feature fails.

Control Art Restriction System: Release. Alucard gains a +1 bonus to his attack and damage rolls and his AC, and his unarmed strikes deal an additional 3 (1d6) bludgeoning damage. At the end of each of his turns, Alucard must attempt a DC 10 + twice the number of instances of this feature Charisma saving throw. On a failure, he must spend a number of spirit points equal to the number of instances of this feature or end all instances of this feature. Alucard counts as 1 size category higher for the sake of pushing, pulling, or lifting while benefiting form any instances of this feature. This can also be used as a bonus action.

Control Art Restriction System: Seal. Alucard loses 1 instance of Control Art Restriction System: Release. This can also be used as a bonus action.

Impermanence (1 Spirit Point). While no creatures are actively observing Alucard in any way that would change with the following effect (i.e. hearing, seeing, touching, not smelling), he instantly returns to his maximum spirit and hit points, loses any conditions or effects effecting him, and he may teleport to any location he can visualize as he deletes and recreates himself on a reality-warping level. He may do this even if he should otherwise not be able to take actions as long as his soul exists and is not part of another creature and he has not already taken an action this turn.

Lycanthrope Manifestation (1 Spirit Point). As a bonus action, Alucard's AC becomes 19, his movement speed increases by +15 ft., and he becomes resistant to bludgeoning, piercing, and slashing damage from attacks by non-silvered weapons for 1 minute.


Alucard_return_after_30_years_3.jpg
[Source]

After absorbing Schrödinger's soul, Alucard completely lost any ability to observe himself, banishing him to a universe where the millions of souls within his body were the only things in existence. Slaying each of them one by one over the course of 30 years, he eventually awoke in a new era; the year 2023, where he returned to his rightful place as Hellsing's ultimate weapon.

Weapons

Alucard's HELLSING ARMS .454 CASULL AUTO is a +1 heavy pistol.


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