Seras Victoria (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 (Anime Supplement) class and City Watch (5e Background) background, and as such does not follow traditional CR.

Seras Victoria[edit]

Medium humanoid (Vampire), lawful good


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Dex +8, Int +8
Skills Athletics +5, Insight +6, Investigation +8, Perception +6, Stealth +8
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 16
Languages English, German, French
Challenge 15 (13,000 XP)


Spirit Points. Seras has 15 spirit points which she may expend. She regains all spirit points at the end of a long rest.

Daywalker. Seras does not age or need to sleep, and counts as one size larger for the sake of how much she can push, pull, or lift.

Endurance. When Seras is targeted by an area effect that lets her make a Constitution saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if he fails the save.

Brainstorm. When Seras is targeted by a feature in which she must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, she may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

I'm not afraid of anything anymore. While Seras has at least 1 spirit point, she is aware of any creatures within 5 feet and are immune to illusions.

Well of Souls. Seras may use Bloody Summoning at will for 0 spirit points 20 times.

ACTIONS

Multiattack. Seras makes 3 attacks with her Vampiric Claws or Harkonnen, or Harkonnen II.

Vampiric Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Harkonnen. Ranged Weapon Attack: +10 to hit, range 120/1200 ft., one target. Hit: 16 (3d6 + 5) piercing damage. Must be reloaded as an action after 20 shots.

Harkonnen II. Ranged Weapon Attack: +10 to hit, range 60/600 ft., one target. Hit: 16 (3d6 + 5) piercing damage 1d4 times. Must be reloaded as an action after 10 shots. This weapon must be set up as an action before it can be used to make attacks, and it remains set up until Seras moves more than 5 ft. on a single round.

Your human eyes are not to be trusted, all they'll do is lie to you (1 Spirit Point). As a bonus action, Seras' ranged attacks no longer have disadvantage from her target being in their long range, she gains advantage on Perception and Investigation checks, and she can see invisible creatures for 1 minute.

Blood Drain (1 Spirit Point). As a bonus action, Seras gains the following for 1 minute. On a hit with an unarmed strike, she regains hit points equal to the damage he deals unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When she reduces a creature within 60 feet to 0 hit points and would regain hit points from this feature, she may instead raise them as an undead after 1 minute. They regain hit points equal to the damage she dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Seras. Alternatively, she may increase his Well of Souls feature by 1, allowing her to transform into them visually and gain their movement speeds at will.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Seras' reach that is not an elemental, construct, or undead is killed instantly and she regains hit points as if she had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling his daily requirement of food and water.

We’ll keep killing till there's nothing left but to destroy ourselves (2 Spirit Points). One creature who was used to increase Seras' Well of Souls feature is raised as an undead in the same manner as Blood Drain. Seras may use Blood Drain and Bloody Summoning on undead raised in this way.

He believes it, too! (2 Spirit Points). One creature within 30 feet to attempt a DC X Charisma saving throw. On a failure, they are charmed for 1 minute or until they take any radiant damage.


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Source [[1]]

Born in 1980, Seras looked up to her father, who was a police officer looking into a dangerous crime syndicate. However, this organization traced him back to his home, killing him and his wife and almost killing Seras. This event traumatized her, and caused her to react violently to most other children in her orphanage. Despite constantly being told to give up, she would eventually fulfil her dream of becoming a police officer. Early in her career, she and her squad were deployed to Cheddar Village in response to a wave of homicides. Upon arriving, they discovered that a vampire, disguised or formerly employed as a priest, had turned all of its inhabitants into zombies. Being the last in her squad to be killed and raised, the process was ultimately stopped when Alucard arrived. Using her as a shield, Alucard had no qualms with shooting through her, killing the vampire, along with his horde in short order. In her would-be-final moments, Alucard offered her a choice: become a vampire or die.

Clearly taking the later, she would be deployed alongside Alucard in the Hellsing Organization, a secret society based in London dedicated to the eradication of supernatural threats to humanity. Being given a custom-made anti-material rifle, she formed a strong mentor-student relationship with Alucard, and formed a romantic bond with Pip Bernadotte, the leader of a mercenary unit deployed alongside them known as the Wild Geese. During the invasion of London, she obliterated Zorin Blitz's battalion that attempted to assault the Hellsing Organization's headquarters, as well as Zorin herself, though at the cost of the Wild Geese. In the final stroke of the fight, Pip asked Seras to drink his blood, thus unlocking the full depth of her vampiric power. Rushing to Integra, the head of Hellsing's side, she slayed the Captain, allowing her boss to slay the Major. Over Alucard's 30 year absence, she would form a rivalry with Heinkel Wolfe in a similar manner to Alucard and Alexander Anderson's rivalry.

Weapons

Seras' Harkonnen is a +2 battle rifle.

Seras' Harkonnen II is a +2 machine gun.


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