King Candidate (FMA Supplement)
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Medium humanoid, lawful neutral Armor Class 21
Saving Throws Str +8, Dex +11, Con +5 Calm Precision. The candidate gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls. Dueling. When the candidate is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack). Tunnel Fighter. As a bonus action, the candidate can enter a defensive stance that lasts until the start of their next turn. While in their defensive stance, they can make opportunity attacks without using their reaction, and they can use their reaction to make a melee attack against a creature that moves more than 5 feet while within their reach. Action Surge (2/Short or Long Rest). On their turn, the candidate takes an additional action and bonus action. Indomitable (3/Long Rest). The candidate may retry one saving throw they fail. Improved Critical. The candidate's attacks count as critical hits on a roll of 18-20. Remarkable Athlete. When the candidate makes a running long jump, the distance they can cover increases by 2 feet. Survivor. At the start of each of the candidate's turns, they regain 7 hit points if they have no more than half of their hit points left. They don't gain this benefit if you have 0 hit points. ACTIONSMultiattack. The candidate makes four spadroon attacks. Spadroon. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 7) slashing damage. Second Wind (1/Short or Long Rest). As a bonus action, the candidate regains 25 (1d10 + 20) hit points.
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60 years ago, dozens of infant orphans from across Amestris were taken in by the Amestrian government under the cover of night. Within a secret underground facility, these orphans were taught everything a military leader should know: charisma, fitness, how to kill without remorse. In the end, the vast majority of these brother subjects were killed, either by each other, or by their ultimate experiment; becoming the homunculus Wrath. When a suitable host was found, the leader of the experiment, a figure even more mysterious than his "children" only identifiable by his gold tooth and crooked face, took the remaining subjects as his bodyguards, becoming a rarely-used guardian of the secrets below Central Command. |
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