Walter, Vampire (JJBA Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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 Butler background, and as such does not follow traditional CR.

Walter C. Dornez[edit]

Medium undead (Human), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 150 (20d10 + 40)
Speed 35 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

Saving Throws Dex +11, Int +9, Cha +8
Skills Acrobatics +11, History +9, Investigation +9, Perception +7, Stealth +11
Senses passive Perception 17
Languages English, German, and Latin
Challenge 20 (25,000 XP)


Spirit Points. Walter has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest.

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

Unarmored Mobility. Walter ignores the effects of difficult terrain.

Long Wires. If Walter does not use his Multiattack or Monofilament Wire actions on his turn, his reach increases to 20 feet until the beginning of his next turn.

Self-Marionette. While Walter has at least 1 spirit point, he is immune to the incapacitated condition.

Evasion. When Walter is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Walter's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Walter may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Walter does not age or need to sleep, and he counts as one size larger for the sake of how much he can push, pull, or lift.

Regeneration. When Walter is brought down to 0 hit points, he may spend 1 spirit point to instead drop to 1 hit point. If he would be killed by the hit, he must spend 1 additional spirit points to do so and is incapacitated until the end of his next turn. Walter may spend 1 additional spirit point to regain an additional 27 (2d6 + 20) hit points when he does so. If Walter loses any body parts, but they are still intact and within reach, he can spend 1 spirit point as a free action to reattach it.

Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Walter may immediately take an action.

ACTIONS

Multiattack. Walter makes two attacks with his unarmed strikes or monofilament wire, or two attacks with his monofilament lash for 1 spirit point.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. radius. Hit: 10 (2d6 + 3) bludgeoning, piercing, or slashing damage.

Monofilament Wire. Melee Weapon Attack: +11 to hit, reach 10 ft. radius. Hit: 12 (2d6 + 5) slashing damage. Walter can make one attack with this weapon as a bonus action.

Monofilament Lash. Melee Weapon Attack: +11 to hit, reach 20 ft. radius. Hit: 12 (2d6 + 5) slashing damage.

Wire Mesh. Walter's AC increases by +5 until the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

Marionette Control (3 Spirit Points). One creature Walter is grappling to must make a DC 17 Constitution saving throw. On a failure, the creature becomes paralyzed until the creature leaves your wire weapon's reach, you use this feature on another creature, or the creature succeeds on a Strength saving throw at the end of its turn.

While a creature is paralyzed in this way, Walter may control the creature on each of his turns. The creature acts as if it were mechanically identical to Walter, save for using the creature's hit points and AC and using his actions, bonus actions, and reactions.

One Liner. Walter either loses one condition or gains advantage on his next attack before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

Bloodlust (1 Spirit Point). Walter gains 20 temporary hit points , he is resistant to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, is bloodlusted, and he regains 27 (2d6 + 20) hit points at the end of each of his turns that he has at least 1 hit point and has not taken radiant damage since the beginning of his previous turn for 1 hour or until he isn't bloodlusted.

Hypnotize (2 Spirit Points). One creature within 30 feet must attempt a DC 17 Charisma saving throw. On a failure, the target is charmed for 1 minute or until they take any radiant damage.


By 1997, Walter had become a frail, but none-the-less lethal old man of 72. Despite once calling them enemies, and still very much slaying their forces without sorrow, Walter secretly fed information to Millennium, unified in a desire to die in a blaze of glory that superseded any fragment of their previous beliefs. In one final attempt at slaying the king of the night, he allowed Millennium to experiment on him amid the firebombing of London that made up the 24 hours of World War Three, returning him to his youth for a short period of time as an artificial vampire.

With the might of vampirism atop his already considerable power, Walter became one of the few who could stand up to Alucard's full power, even destroying Alucard's beloved Jackal with a bomb he had planted when he forged it. However, Alucard had spent significantly more time mastering his vampiric powers, while Walter's imperfect facsimile made him unable to control his regeneration, causing his body to break down and slowly regress in age as the battle raged on. However, despite having the single best chance of any person in history to kill Alucard, he still wasn't able to do it before Millennium's plot kicked in, banishing Alucard to his own mind with the wine of London's blood poisoned with Schrödinger's existence. In the end, a combination of his battle wounds suffered at Alucard's hands, numerous shots to the chest from Heinkel Wolfe, and his own defective form of vampirism caught up to him, but not before he could destroy every trace of Millennium's research.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Hellsing franchise, and/or include content directly affiliated with and/or owned by Kouta Hirano. D&D Wiki neither claims nor implies any rights to Hellsing copyrights, trademarks, or logos, nor any owned by Kouta Hirano. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewRulesPECR