Wrath, 2003 (FMA 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 Homunculus (5e Class) class and Monster (5e Background) background, and as such does not follow traditional CR.

Wrath[edit]

Medium humanoid (Homunculus), neutral


Armor Class 23 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 18 (+4) 10 (+0) 12 (+1)

Saving Throws Int +10, Cha +7
Skills Acrobatics +9, Deception +7, Perception +6, Persuasion +7, Stealth +9, Survival +6
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Soul Points. Wrath has 20 soul points, which are regained at the end of a long rest, and 20 temporary soul points. He can consume a philosopher's stone to regain 1/4 the number of Alchemic Stamina points as soul points. If this would increase his soul points above his maximum, he instead gains temporary soul points. TSP can stack and can be used in the same manner as normal soul points, but are not regained at the end of a long rest.

Evasion. When Wrath is subjected to an effect that allows him to 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.

Soul Surge. On his turn, Wrath can spend 3 soul points to take one additional action on top of his regular action and a possible bonus action.

Homunculus Alchemist. Pride does not need to create Transmutation Circles in order to use them. Pride's Transmutation Circles cost a number of soul points equal to half their Alchemical Stamina cost. Some circles can be further empowered by overloading them with extra Alchemical Stamina. Circles come in varying sizes. The size of the Circle determines its Base Cost to use it, as well as what action it can be created and used as. Unless otherwise stated, circles can not affect magical materials. The alchemist knows 10 Transmutation Circles, can transmute up to 800 lbs. of material.

Transmutation Save DC: 18

Transmutation Attack Modifier: +10

Wrath knows the following Transmutation Circles: Alchemist Weapon, Manipulate Element, Mend, Spike, Move, Alchemical Ward, Transmutation, Body Modification, Crumble Terrain, Bind

Instinctual Defense. Wrath's unarmed strikes and AC use Intelligence instead of Dexterity while he is wearing no armor, light armor, or medium armor (included in AC and attacks).

ACTIONS

Multiattack. Wrath makes three attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) magical bludgeoning damage. Wrath may spent 1 soul point to deal an additional 4 (1d8) damage on a hit.

Regeneration (1 Soul Point). As a bonus action, Wrath regains 7 (1d8 + 3) hit points. Wrath may spend 2 soul points to use Regeneration as a reaction, or 3 soul points to use it as a free action or when he is reduced to 0 hit points.

Unyielding (1 Soul Point). Wrath takes the dash, dodge, or disengage actions as bonus actions. He can take each of these actions on the same bonus action for 1 additional soul point.

Physical Fusion (1 Soul Point). Wrath fuses with one of the following materials for 1 minute. He may have up to 5 of the following at a time, and may end its effects as a bonus action.

  • Water: Wrath gains a +1 bonus to attack rolls.
  • Earth: Wrath's unarmed strikes deal 7 (1d6 + 4) magical bludgeoning damage.
  • Fire: Wrath's unarmed strikes deal 6 (1d4 + 4) fire damage, but he takes 1 fire damage immediately after each unarmed strike he makes.
  • Air: Wrath's damage reduction increases by 1.
  • Electricity: Wrath gains a +10 ft. bonus to his movement speed.
  • Metal: Wrath gains a +1 bonus to his AC.
  • Plant Matter: Wrath gains an additional 10 ft. of reach.
  • Animal Matter: Wrath may use Regeneration without spending soul points once, regaining use at the end of a long rest, after which he may use Regeneration for 1 fewer soul points (minimum 1).
  • Transmutation Circle: Wrath spend 1 additional soul point to fuse with a Medium or Small Circle, spending its requisite soul points as well, allowing him to use the Circle without spending soul points.


WrathArtwork.jpeg
[Source]

Much like Dante's other homunculi, Wrath is a soul pulled from the Gate of Truth after someone tried to bring him back to life, in his case being the resurrected mother of Izumi Curtis's child. In the time he spent inside the Gate, as his body aged and formed, Edward Elric's list limbs found their way to him, granting him the power of alchemy, an impossibility among homunculi. Appearing on Yock Island alone and confused, he was taken in by Izumi despite neither knowing who he was, where he began to see Izumi as his mother. However, when Envy and the military discovered the boy, he was force-fed Red Stones, which poisoned and strengthened him into the embodiment of wrath. Forgetting his time with Izumi, Sloth became his new mother figure. However, when Sloth was attacked by Lust and Edward Elric, he attempted to save her by fusing with her, only for her original body, which he had unknowingly fused with, to paralyze her, allowing Edward to kill her by turning her aqueous body into ethanol to evaporate. Returning to Dante, he begged to use Alphonse Elric's Philosopher's Stone to resurrect Sloth, only for Dante to reopen the Gate, which took back Edward's arm and leg, robbing Wrath of his alchemy. He was only barely saved by Edward Elric, who asked that he be taken from Dante's underground sanctuary back to the surface, where Edward's childhood friend and mechanic Winry Rockbell fashioned him automail just has she had for Edward.

Years later, Winry found him at the site of Izumi's grave. Knowing that Alphonse wanted to bring his brother back from the other side of the Gate, he accompanied him to the sanctuary, where the two fought off Gluttony in his monstrous form. Allowing Gluttony to consume him over Alphonse's transmutation circle, he allowed him to sacrifice the both of them to open the Gate, returning to Izumi in the afterlife.

Vortex of Souls. When Wrath is targeted by detect magic or a similar effect, or contacted by any form of two-way telepathy, the caster hears the screams of every soul inside of him and must succeed a DC 22 Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Mystically Mundane. Wrath can not spend spell slots or Alchemic Stamina.

Unaging. Wrath does not need to eat, drink, or sleep, and does not age.


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