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Furthermore, Guy’s unarmed strikes are treated as being a magical weapon. While in this form, his movement speed and attack damage is doubled however, he becomes vulnerable (takes double damage) to all types of damage. As a bonus action, Guy enters his Eight Gates form. Hit: 10 (1d6 + 7) bludgeoning damage.Įight Gates. When Guy makes a DEX (stealth) check to attempt to ambush a target, he has advantage on the roll.įlurry of Blows. Guy uses his incredible speed and prowess to surprise his enemies. While Guy isn’t wearing any armor or using a shield, his AC equals 10 + his DEX modifier + his WIS modifier.ĭynamic Entry. Skills : Acrobatics +14, Athletics +12 Perception +12, Stealth +14 This feature can only be activated one time while Escanor is in total daylight and only during midday.ĪC : 19 (unarmored defense) HP : 200 (17d12 + 90) SPD : 45 ft. When Escanor deals damage with a melee weapon, the damage total is doubled. Furthermore, he becomes immune to all damage types and conditions. While this feature is active, Escanor has advantage on all STR checks and melee attack rolls. For 1 minute (10 rounds), Escanor’s power grows to unimaginable levels as he channels his power from the sun. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Escanor makes two melee attacks with his battleaxe.īattleaxe. Furthermore, his STR and CON ability scores are reduced to 10. When the sun sets, Escanor loses his damage resistance features and becomes vulnerable (takes double damage) to any type of damage. From dawn to dusk, his stats remain the same however, during midday, he can activate his The One feature. Escanor’s power grows and declines throughout the day. STR : 23 | DEX : 14 | CON : 21 | INT : 14 | WIS : 14 | CHA : 16ĭamage Resistances : Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.Ĭondition Immunities : Poisoned, Charmed, Frightened Sorry if this isn't what you are looking for, but hopefully there's something helpful here.ĪC : 17 (natural armor) HP : 161 (14d12 + 70) SPD : 30 ft. Managing 7 player character sheets for a bunch of different NPCs sounds like more work with less reward. So I feel like this format more closely encompasses what this character is capable of in a tight, easy to use manner. Furthermore, when Ban uses this feature and the target suffers the damage, his melee attack damage is increased by +5 and his movement speed is increased by 10 feet until the end of his next turn. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target fails the saving throw it takes 9 (2d6 + 2) necrotic damage and the target's Strength score is reduced by 1d4 + 1. The target dies if this reduces its Strength to 0. The creature makes a DC 14 Constitution Saving Throw. Ban targets a creature he can see within 90 feet.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Multiattack. Ban makes three melee attacks with his four-section staff.įour-section Staff. Ban dies only if he starts his turn with 0 hit points and doesn’t regenerate.
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If Ban takes psychic or force damage, this trait doesn’t function at the start of his next turn. Skills: Acrobatics +9, Sleight of Hand +9ĭamage Immunities: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.įountain of Youth Regeneration. Ban regains 15 hit points at the start of each of his turns.