Wednesday, February 14, 2024

"...But They Are Also Me"

I've been in a supers mood, so I've been working on more 5e supers stuff to be compatible with Carbide City. With the big Fantastic Four announcement that dropped, I started thinking about one of my favorite Marvel villains, Dr. Doom. 

A few years ago I statted out the version of Dr. Doom that appeared in the (futuristic) Guardians of the Galaxy comics. You can find those stats here. I still don't know if I'm ready to stat out the regular version of Dr. Doom, but here are stats for his Doombot servants. 

"They are my hands, my eyes, my work in the world. They are themselves...but they are also me."
-Dr. Doom

Doombot

Medium Construct, Unaligned

Armor Class: 18 (Doom armor)
Hit Points: 85 (10d8+40)
Speed: 30 ft., fly 30 ft.

Challenge: 4 (700 XP)

Str 16 (+3) Dex 12 (+1) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Str + 6, Con +8
Skills: Intimidation +3, Perception +3
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: dark vision 60 ft., passive Perception 13
Languages: All Earth languages, Kree, Skrull, Shi'ar

Unique Traits

Pack Tactics: A Doombot has advantage on an attack roll against a creature if at least one of the Doombot's allies is within 5 feet of a creature and the ally isn't incapacitated.
Psionic Disguising Circuitry: Due to the advanced psionic technology used to create the Doombot, unless in the presence of Dr. Doom or another Doombot it will believe that it is Dr. Doom and reads as such via telepathy and mind reading magic. Anyone reading the Doombot's mind can sense it's true nature with a successful (Insight DC 15) check.

Actions
Multiattack: The Doombot makes two attacks. 
Energy Blast. Ranged Weapon Attack +4, range 60/180 ft., one target. Hit: 22 (6d6+1) radiant damage.
Self Destruction: If a Doombot is at risk of being captured, defeated, or at Doom's whip it can self-destruct.  Each creature in a 20-foot-radius sphere centered on it must make a Dexterity saving throw (DC 15). A target takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The Doombot is reduced to 0 hit points and destroyed. 
Unarmed: Melee Attack. +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

No comments:

Post a Comment