Walter C. Dornez (JJBA Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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 Stand User Variant (5e Class) class, and Stand User (5e Background) background, and as such does not follow traditional CR.

Walter C. Dornez[edit]

Medium humanoid (Human), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 35 ft.


STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 14 (+2) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Dex +10, Int +8, Cha +9
Skills Acrobatics +10, Animal Handling +8, Athletics +8, Deception +9, History +8, Investigation +8, Insight +8, Nature +8, Perception +8, Stealth +10
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 16 (15,000 XP)


Variant Languages. If Walter is being used in a modern campaign with real-world languages, he can speak and write English, German, and Latin.

Legendary Resistance (3/day). If Walter fails a saving throw, he can choose to succeed instead.

Self-Marionette. Walter ignores difficult terrain, and is immune to the paralyzed, restrained, and incapacitated conditions while he has at least 1 spirit point.

Spirit Points. Walter has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Walter makes 3 monofilament wire attacks. For every attack made, Walter's monofilament wire loses 15 ft. of reach until the beginning of his next turn. Alternatively, he may spend 1 spirit point per attack to forgo this effect.

Monofilament Wire. Melee Weapon Attack: +10 to hit, reach 60 ft. radius. Hit: 14 (2d8 + 5) slashing damage.

Wire Mesh. Walter's AC increases by +5 until the beginning of his next turn.

Marionette Control (2 Spirit Points). 1 creature that is not an elemental or construct within Walter's reach to attempt a DC 17 Strength saving throw. On a failure, Walter controls them like a marionette. They both use Walter's action and bonus action, but moving the marionette uses his free action, and they do not act in any way on their own turn. They can not move beyond Walter's reach, moving in parallel to him when his movement would cause them to, and any creature that can see them knows they are being controlled. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early on a success. If this is used on a corpse, it becomes statistically identical to Walter, otherwise they use their own statistics. While controlling a creature in this manner, Walter can not make wire weapon attacks.

Millennium Experimentation. As a bonus action, Walter's movement speed, any damage he deals is doubled, any damage he takes is halved but decreases his hit point maximum instead of his current hit points, and he automatically take 2d6 necrotic damage at the end of each of his turns. This effect only ends if Walter dies.


Walter_complete.jpg
Source [[1]]

Walter lived his entire life as an honorary member of the Hellsing family, acting as a butler, bodyguard, and Hellsing Organization operative for most of his life. At the age of 14, he was deployed alongside the organization's secret weapon, a man he grew to despise, in order to squash the rising threat of Nazi vampires in World War 2; a mission they carried out to almost complete annihilations of their enemy's occult research division, Millennium, save for a handful of notable exceptions.

Walter went on to live a mostly peaceful life until 1989, when Integra Integra Fairbrook Wingates Hellsing was named head of the Hellsing Organization. Despite his knowledge and duty to protect her, he instead allowed her father Arthur's brother, Richard Hellsing, to attempt to take her life in hopes that she would once again awaken Alucard, thus allowing him to .

By 1997, Walter had become a frail, but none-the-less lethal old man of 72. Despite once calling them enemies, and still very much slaying their forces without sorrow, Walter secretly fed information to Millennium, of which both he and the army were more dedicated to dying in a blaze of glory than any fragment of their previous beliefs. In one final attempt at slaying the king of the night, he allowed Millennium to experiment on him amid the firebombing of London that made up the 24 hours of World War 3, returning him to his youth for a short period of time. Despite his massively increased power, it was not enough to slay a fully powered Alucard.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Hellsing franchise, and/or include content directly affiliated with and/or owned by Kouta Hirano. D&D Wiki neither claims nor implies any rights to Hellsing copyrights, trademarks, or logos, nor any owned by Kouta Hirano. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

[[Back to Main Page5e HomebrewCampaign SettingsJoJo's Bizarre Adventure WorldBestiary (JJBA Setting)

Home of user-generated,
homebrew pages!


Advertisements: