Saturday, July 15, 2023

It's All Skrull To Me - Zombie Kl'rt

I've decided to combine a few recent post trends by statting out a zombified super skrull. 

Previous It's All Skrull To Me Posts:

Previous Marvel Zombies posts

Kl'rt the Super Skrull

Medium Undead (Skrull), Lawful Evil

Armor Class: 16
Hit Points: 138 (12d8+60)
Speed: 30 ft., Fly 60ft.
Challenge8 (3,900 XP)

Str 20 (+5) Dex 14 (+2) Con 20 (+6) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)

Saving Throws: Str +9, Con +9
Skills: Athletics +9, Deception +3, Insight +7, Stealth +6
Proficiencies: Starships
Damage Resistance: Bludgeoning
Damage Immunity: Fire
Damage Vulnerability: Thunder
Senses: passive Perception 11
Languages: Skrull, Kree, English, Shi'ar, Badoon

Unique Traits
Grappler. Kl'rt can use his slam attack to grapple instead of deal damage (escape DC 17).
Elastic Body: Kl'rt can occupy another creature's space and vice versa. He can move through any opening large enough penny to fit through. He can stretch your limbs up to 15 ft.
False Appearance: When Kl'rt is in inanimate object form and remains motionless, it is indistinguishable from a normal item of that variety.
Legendary Resistance (2/day): If Kl'rt fails a saving throw, he can choose to succeed instead.
Mimicry: Kl'rt can accurately mimic any sound they've heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful Wisdom (Insight) check at DC 12.
Regeneration: Kl’rt regains 20 hit points at the start of his turn if he has at least 1 hit point. 
Shapechanger: Kl'rt can use its action to polymorph into an undead/run down version of small, medium or large humanoid or object he has seen, or back into his true form. His statistics, other than size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to its true form if he dies.
Undead Fortitude. If damage reduces the Kl'rt to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Kl'rt drops to 1 hit point instead.

Actions
Multiattack: Kl'rt makes two slam or two pyrokinetic attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature Kl'rt is grappling. Hit: 8 (1d4 +5) piercing damage and the target must succeed on a DC 17 Constitution saving throw or contract the Hunger Virus. The diseased target can’t regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies and returns to life as a zombie in 1d4 hours.
Hypnotic Gaze: Kl’rt targets one humanoid it can see within 30 feet of it. If the target can see Kl’rt, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by Kl’rt. The charmed target regards Kl’rt as a trusted friend to be heeded and protected. Although the target isn’t under Kl’rt’s control, it takes Kl’rt’s requests or actions in the most favorable way it can. Each time Kl’rt or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Kl’rt is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect. 
Invisibility: Kl'rt can turn invisible until he attacks. Any equipment he carries is invisible with him. Due to his rotting nature, perception checks to detect him are made with advantage.
Psionic Force Field (Recharge 6): Kl'rt creates a 10 foot radius force field around himself.  It lasts for 1 minute, Kl'rt uses a bonus action to end it, or is incapacitated. Nothing can physically pass through the field. A disintegrate effect with destroy the force field immediately. 
Pyrokinetic Blast: Ranged Weapon Attack. +8 to hit, range 60 ft., one target, Hit: 11 (2d6+4) fire damage.
Slam: Melee Weapon Attack. +10 to hit, reach 15 ft, one target, Hit: 8 (1d6+5) bludgeoning damage and 3 (1d6) fire damage. 
Telekinesis: Target creature must succeed a DC 14 Strength saving throw or Kl'rt moves it up to 30 feet in any direction. It is restrained by Kl'rt's telekinetic grip until the start of Kl'rt's next turn or until he is incapacitated.  If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. He can also exert fine control on objects with this, such as manipulating a simple tool or opening a door or a container.

Bonus Action
Psionic Deflection: Kl'rt adds 3 to his AC against one attack that would hit him.

Legendary Actions
Kl'rt can take 2 legendary actions, choose from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kl'rt regains spent legendary actions at the start of his term.

Invisibility: Kl'rt takes an invisibility action.
Move: Kl'rt moves up to his speed without provoking an attack of opportunity.
Slam: Kl'rt makes a slam attack.

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