Alexander Anderson (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 class and Loyal Priest background, and as such does not follow traditional CR.

Alexander Anderson[edit]

Medium humanoid (Human), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 179 (17d10 + 85)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 20 (+5) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +5, Con +11, Cha +7
Skills Arcana +6, Athletics +11, History +6, Intimidation +7, Religion +6
Damage Resistances Necrotic
Senses passive Perception 10
Languages English, Latin
Challenge 17 (18,000 XP)


Spirit Points. Anderson has 17 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Regenerator. Anderson regains 24 (2d6 + 17) hit points at the start of each of his turn if he has at least 1 hit point and has not taken necrotic damage since the beginning of his previous turn. He may spend 1 spirit point when this happens to double the hit points regained. 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 becomes incapacitated until the end of his next turn.

Holy Strength. Anderson's melee or thrown attacks deal an additional 2d6 radiant damage on a hit (included in attacks), he ignores difficult terrain, and he counts as one size larger for the sake of how much he can push, pull, or lift.

ACTIONS

Multiattack. Anderson makes three attacks with his bayonets.

Bayonets. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage and 7 (2d6) 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 weapons of Anderson's choice that he has wielded in the last minute explode. All creatures within 15 ft. of each of these weapons must attempt a DC 14 Dexterity saving throw. On a failure, they take 14 (4d6) fire damage. On a success, they take half as much damage.

Holy Barrier (2 Spirit Points, 1/day). Anderson creates a holy barrier that covers an area up to a 100 ft. radius originating from an imbued page of scripture. Any Aberrations, Fiends, Undead, and any other creatures that are deemed unholy by the DM can not move through this barrier. Any creature beyond these types can end this effect as an action by removing the page.

Holy Teleportation (1 Spirit Point). Anderson teleports to any imbued scripture page of his choice.

Inspiring Leader. Anderson gifts a creature that can see or hear him that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points.

Holy Zeal (1 Spirit Point). As a bonus action, Anderson gains 60 temporary hit points.


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. 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 annihilation 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 Three, though he would not survive this fight.


Variant: Monster of God Alexander[edit]

While Anderson is impaled by Helena's Nail, his AC becomes 17, his walking speed becomes 45 ft., has an offset PECR of 19, and he gains the following:

Endless Regeneration. Anderson regains 5 (2d4) hit points at the beginning of each of his turns, and he can not be killed instantly.

Pierced Heart. A creature may attempt to remove Helena's Nail as an action while grappling Anderson, making a DC 21 Strength (Athletics) check. On a success, Anderson loses the effects of this variant, becomes incapacitated, and dies at the end of his next turn (6 seconds). On a failure, Anderson can immediately take the Attack action against the creature as a reaction.

Holy Touch. Anderson's melee attacks deal an additional 3d10 radiant damage to Aberrations, Fiends, Undead, and any other unholy creatures.

Bayonet. Melee or Ranged Weapon Attack: +13 to hit, reach 15 ft. or range 30/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage and 7 (2d6) radiant damage.

Vine Wrap. One creature within 15 ft. must succeed on a DC 21 Strength saving throw or become restrained for 1 minute. They may retry this saving throw at the end of each of their turns.

Vine Armor. Anderson's AC becomes 24 until the beginning of his next turn. Anderson can use this action as a bonus action or as a reaction to being targeted by an attack, increasing his AC to 21.


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