Tuesday, July 11, 2023

It's All Skrull To Me - The Original Super Super Skrull

While there are several Super Skrulls in the Marvel multiverse, today I'm going to focus on Kl'rt the original. He is an absolute unit, but should be considering he can take on the entire Fantastic Four by himself. 

Previous It's All Skrull To Me Posts:

Kl'rt the Super Skrull

Medium Humanoid (Skrull), Lawful Evil

Armor Class: 18
Hit Points: 150 (12d8+72)
Speed: 30 ft., Fly 60ft.
Challenge8 (3,900 XP)

Str 22 (+6) Dex 18 (+4) Con 22 (+6) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Saving Throws: Str +10, Con +10
Skills: Athletics +10, Deception +6, 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
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 a 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.
Sonic Vulnerability: If Kl'rt takes Thunder damage, he reverts to his natural form and doesn't gain the benefits of Elastic Body, False Appearence, Legendary Resistence, Mimicry, Regeneration, and Shapechanger. He also can't use Hypnotic Gaze, Invisibility, Psionic Force Field, Pyrokinetic Blast, Telekinesis, or Psionic Deflection until the beginning of his next turn.

Actions
Multiattack: Kl'rt makes two slam or two pyrokinetic attacks.
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.
Psionic Force Field (Recharge 5-6): 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: 10 (1d8+6) bludgeoning damage and 4 (1d8) fire damage. 
Telekinesis: Target creature must succeed a DC 15 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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Undetectable

At some point skrulls developed technology that made them undetectable to super senses, magic, and other forms of technology. 

Undetectable: Kl'rt appears to be whatever object or species they are taking. Only a few individuals such as 3D Man and the Skrull Kill Krew have the ability to detect his skrull nature.

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