Alexander Anderson (Anime Setting)

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 Sideshow (Anime Supplement) class and Loyal Priest (5e Background) background, and as such does not follow traditional CR.

Alexander Anderson[edit]

Medium humanoid (Human), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 13 (+1) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Str +10, Con +6, Cha +10
Skills Athletics +10, Deception +10, History +9, Insight +8, Intimidation +10, Perception +8, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 18
Languages Common
Challenge 15 (13,000 XP)


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

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

Regenerator. Anderson regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point. He may spend 1 spirit point when this happens to double the hit points regained. If Anderson takes necrotic damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.

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

ACTIONS

Multiattack. Anderson makes 4 bayonet attacks.

Bayonet. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 8 (1d6 + 5) radiant damage.

AAAAAAAAMEN (1 Spirit Point)! As a bonus action or as part of an attack, Anderson summons 2 bayonets for 1 minute.

Holy Explosion (1 Spirit Point). Any bayonets summoned by AAAAAAAAMEN! of Anderson's choice explode. Any creatures within 15 ft. must must attempt a DC 18 Dexterity saving throw. On a failure, they take 19 (4d6 + 4) fire damage. On a success, they take half as much damage.


Alexander.png
Source [[1]]

Born a stalwarts man, Alexander Anderson joined the Tottenham Mandem crime family as an assassin in Glasgow, Scotland at the age of 18 in 1975. Becoming disillusioned by 23, he cut all ties with the mob, along with 50 kilos of heroin. Now a target for both the Scottish police and his old crew, he skipped town, hiding out in what can only be described as a village while posing as a priest. After a local nun named Kris gave him the opportunity to work at the local parish, an opportunity Anderson gladly took, hoping he could live out the rest of his days atoning for his sins. Fate had other plans.

A man named Flanders, Anderson's ex-partner and an esteemed member of TMD, came across his parish within a year of his disappearance. Waiting for him to leave the parish, he and his underlings committed numerous atrocities against Kris, before ordering a shocked Anderson to return the drugs or have Kris pay the first half of the price. Utilizing his Regenerator powers for the first time, he easily overpowered the gangsters before setting his sights on the head of his old organization. After some digging, he found a strange answer, the ghost of a nazi. Exercising the demon by the tip of a bayonet, he once again decided to settle down in a Sicilian orphanage, where he served as a recently-ordained Catholic priest, tutoring his orphans, including a young Enrico Maxwell for 8 years.

At 18, Maxwell himself became a priest within the Vatican's very own Section XIII, also known as Iscariot; a section of Catholic forces that, officially does not exist that is dedicated to the anhelation of the unholy creatures of the night. Being well-aware of his father-figure's Regenerator powers and rising terrifyingly quickly of Iscariot's ranks, a 22 year old Maxwell placed Anderson, a 37 year old priest with an unaging body, at the head of their elite forces for his now legendary zeal and trained powers. He was among the few to survive direct combat with Alucard, each deeming the other their rival. This lead to Alucard requesting the Jackal's development, and Anderson impaling his own heart with Helena's Nail in one final attempt to bring him down during the London firebombing of the single-day conflict of World War 3.


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 HomebrewRulesPECR

Home of user-generated,
homebrew pages!


Advertisements: