The Major (Anime Setting)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Military Asset (5e Background) background, and as such does not follow traditional CR.

The Major[edit]

Medium construct, lawful evil


Armor Class 18 (Cyborg Body)
Hit Points 22 (5d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Int +6, Cha +6
Skills Deception +6, History +6, Insight +6, Investigation +6, Nature +6, Perception +6
Damage Vulnerabilities Lightning
Damage Resistances Necrotic, Slashing
Damage Immunities Poison
Senses passive Perception 16
Languages Common
Challenge 5 (1,800 XP)


Variant Languages. If the Major is being used in a modern campaign with real-world languages, he can speak and write English, German, and Latin.

27,375 PSI. The Major has advantage on grappling contests, and checks and saves to avoid becoming restrained.

Internal Machinery. The Major can spend 1 spirit point to reload any of his weapons as a free action.

Cyborg. The Major's maximum hit points can not be reduced. When he is reduced to 0 hit points, he becomes paralyzed instead of unconscious. He may spend 3 spirit points while paralyzed in this manner to return to 13 (2d6 + 6) hit points, and he becomes prone until he returns to his maximum hit points.

Spirit Points. The Major has 9 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Mauser C96. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 8 (2d6 + 1) piercing damage. This must be reloaded after 10 shots.


Major_in_chair_slightly_cropped.jpg
Source [[1]]

In World War 2, the Major was chosen to execute Special Order #666 by Adolf Hitler, a project in which he was to perfect the creation of artificial vampires using the corpse of Dracula's bride Mina Harker. Thankfully, shortly after his team's research began to bear fruit, two master vampire hunters obliterated any documentation of this research, along with almost all of the Major's forces. Shortly after, the few remnants of this project attempted to defend Berlin against Soviet invasion, to no avail. In this defense, he was grievously injured, only holding on to life by the efforts of the head scientist, known only as the Doctor, who's only choice was to convert him into a cyborg. Along with some 1,000 surviving soldiers, including a hand-picked unit known as the Werewolves, he fled to South America with assistance from the Vatican due to their shared hatred of Soviet Russia, founding a new organization; Millennium. Converting his troops into artificial vampires, the Major set his sights on his true ultimate goal, one he would gradually convince every member of his "Letzt Battalion" of; to engulf the world in so much chaos that he could fight, win, and lose in war for all eternity. This plan would ultimately culminate in the vampiric invasion of London that would make up all 24 hours of World War 3, after which any remnant of Millennium would be finally put to rest.


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