Mr. Shakedown (5e Creature)

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Mr. Shakedown[edit]

Large humanoid (human), any non-good alignment


Armor Class 16 (natural armor)
Hit Points 115 (13d8 + 70)
Speed 15 ft.


STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 9 (-1) 12 (+1) 10 (+0)

Skills Athletics +11, Insight +6, Intimidation +5
Damage Vulnerabilities None
Damage Resistances Bludgeoning
Damage Immunities None
Condition Immunities charmed, frightened, restrained.
Senses passive Perception 11
Languages Common, any language(preferably any language of a town they are shaking in)
Challenge 14 (11,500 XP)


Shaker's guarding. Mr. Shakedown may enter a stance that lasts for as long as he wants that increases his AC by 5 while making him not able to attack or do anything until he ends this stance for a bonus action. if an attack lands against him, his stance disappears.

The Greedy Shaker. Mr. Shakedown will fight any creature that seems like they have valuables or shiny objects. if Mr. Shakedown knocks a creature unconscious, then he will take everything valuable on the creature, these valuables can be anything ranging from gold, gems, magical weapons, and armor, etc. furthermore, if Mr. Shakedown is defeated with all of the stolen valuables, he will instead multiple the number of gems, coin pieces, he had by 1.5, expect the equipment like armor or weapons.

Intense Training. Each time Mr. Shakedown is defeated, he will disappear into a random place where he will spend 2d4 days training. after he returns all of his damage dies will increase by 1 bringing the maximum of increases to 3, (i.e. 1d4 = 2d4. but if the base die is 2d4 then it would be 3d4 and not increase afterward.

Pocket Puncher. Mr. Shakedown will deal extra damage equal to 0.5 percent of the number of pieces he has. the number of the bonus will be rounded up, an example of this, if Mr. Shakedown has 100 gp which would equal 0.5 it would instead be 1.

Greedier's Mercy. Mr. Shakedown will do non-lethal damage with all of his damage-dealing actions, just for the sake of stealing more money from the creatures he encounters.

Golden fortitude. When Mr. Shakedown reaches half of his maximum hit points, the upper half of his body immense a yellow fiery glow, he will gain resistance to slashing, piercing.

Counter grapple. If a creature attempts to grapple, the creature attempting a grapple against Mr. Shakedown or tries escaping a grapple has disadvantage, and Mr. Shakedown has advantage on escaping and grappling.

ACTIONS

Midas Punch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) Bludgeoning damage. when a creature is attacked by Mr. Shakedown, the creature has to roll a DC 15 Dexterity saving throw. on a failure of the save, the creature becomes prone and has disadvantage on attacking for 1 turn. on a succession of the save, the creature doesn't become prone. each time a creature passes or fails the saving throw the DC lowers by 1 till it becomes 13 instead.

Gold Rush. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) Bludgeoning damage. Mr. Shakedown can run up to his maximum full movement in any direction in a straight line, all creatures in the way of Mr. Shakedown must make a DC 14 Dexterity save. On a failure of the save, the creatures become prone. on a succession of the save, all creatures who passed take instead no damage as they move out of the way and instead gain an opportunity attack with advantage against him. furthermore, Mr. Shakedown can attempt to grapple a creature while charging at one.

A Million Coin Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., all targets. Hit: 23 (3d8 + 6) Bludgeoning damage. Mr. Shakedown can attempt a stomp on a proned creature and only when a creature is prone, the creature must roll a DC 15 Constitution saving throw, on a failure of the save, the creature's movement becomes 0 making them unable to get up until someone helps them up or if their movement gets increased by a spell effect like haste. on a succession of the save, the creature doesn't get its movement reduced to 0 and the creature can get up without wasting movement speed. if the creature roll of the die is 2 or lower, all of the creature's pieces get crushed rendering them valueless, and if the creature was wearing armor with the property of light, the armor breaks rendering it useless. all creatures who aren't prone must also attempt the save, if the creatures who aren't prone fail the save, they get pushed back 15 feet away while taking 2d8 thunder damage, if the creatures succeed, the creature takes half as much damage and isn't pushed.

REACTIONS

180-degree Midas Punch. When Mr. Shakedown is attacked from behind, he can unleash a swinging Midas Punch. attacking all creatures around him except a creature that was left or right of him when turning.

dbcsojo-157ed8c9-0a85-401e-a46c-c43cc2e43de8.png
A picture of how typical a Mr. Shakedown looks like.

Appearance. a Mr. Shakedown typically dresses in fashionable, common, or absurd clothing, an example of how one Mr. Shakedown dresses like, some wear a suit, glasses, with a fedora or even, a red tank top with camouflage pants. One feature they all share is a large physique and tall figure, even a few feet taller than an average Orcs, standing at a round of being 8 feet tall.

Personal Goal. some Mr. Shakedowns have different goals ranging from becoming the strongest being of the universe taking this literally by undertaking extremely intense training that a normal humanoid shouldn't ever take (for example, fighting sharks underwater without protection but with their bare fists), or maybe they just get pissed off at someone and just beat them up, or even shaking down money from civilians to pay for frivolous pleasures such as drinks and women, or, just starting a fight against humanoids with long hair... because they were jealous... some others just fight rich people because of their poor living condition leading to them hating them.

Preferred Shaking Place. a Mr. Shakedown prefers to shake in towns, hotspots for rich people, cities, popular landmarks.


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