```metadata title: 5E Pop Culture - Scott Pilgrim vs. the World description: >- In an epic of epic epicness, in the forgotten land of Toronto, Canada, a slacker and a runaway try to find love amidst a metaphorical and literal battlefield. tags: '' systems: - 5e renderer: legacy theme: 5ePHB ```
# of D&D
##### In an epic of epic epicness, in the forgotten land of Toronto, Canada, a slacker and a runaway try to find love amidst a metaphorical and literal battlefield.
\page ___ > ## #1, Matthew Patel >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 14 (leather armor) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30 ft., Fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|14 (+2)|13 (+1)|14 (+2)| >___ > - **Saves** Dex +7, Int +5 > - **Skills** Deception +10, History + 6, Investigation +6, Perception +5, Persuasion +10, Sleight of Hand +10, Stealth + 10 > - **Senses** passive Perception 15 > - **Languages** Common, Indian, Spanish, Thieves' Cant > - **Challenge** 4 (1,100 XP) > ___ > ***Cunning Action.*** On each of his turns, Matthew can use a bonus action to take the Dash, Disengage, or Hide action. > > ***Reckless.*** When Matthew makes a melee weapon attack on his turn, he gains advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. > > ***Sneak Attack (1/Turn).*** Matthew deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Matthew that isn't incapacitated and Matthew doesn't have disadvantage on the attack roll. > > ### Actions > ***Multiattack.*** Matthew makes two attacks. > > ***Dagger.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. > > ***Dark Fireball.*** *Ranged Spell Attack:* +7 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) fire damage, and the target must make a DC 11 Constitution saving throw taking 10 (3d6) necrotic damage on a failed save, or save for half. > > **Summon Demon Hipster Chick (Recharge 6).** Matthew summons allies from the 9 Hells. Each time in an encounter Matthew uses this power, summon 2 Demon Hipster Chicks. A summoned Demon Hipster Chick appears in an unoccupied space within 60 feet of Matthew, acts as an ally of Matthew, and can’t summon other devils. It remains for 1 minute, until it or Matthew dies, or until Matthew dismisses it as an action. \page ___ > ## Demon Hipster Chick >*Medium fiend, neutral evil* > ___ > - **Armor Class** 12 (Nautral Armor) > - **Hit Points** 124 (1d4 + 5) > - **Speed** 30 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|9 (-1)|11 (+1)|9 (-1)|10 (+0)| >___ > - **Condition Immunities** poisoned > - **Saving Throws** DEX +7, CON +8, WIS +6, CHA +8 > - **Skills** Deception +5, Insight +5, Perception +8 > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** Common, Infernal > - **Challenge** 2 (400 XP) > ___ > > ***Devil's Sight.*** Magical darkness doesn't impede the Demon Hipster Chick's darkvision. > > ***Magic Resistance.*** The Demon Hipster Chick has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The Demon Hipster Chick makes three melee attacks: three with its claws or it can use Hurl Flame. > > ***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* Hit: 9 (1d10 + 4) slashing damage, plus 13 (3d8) poison damage. > > ***Hurl Flame.*** *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. > \page ___ > ## #2, Lucas Lee >*Medium humanoid (human), lawful neutral* > ___ > - **Armor Class** 13 (none) > - **Hit Points** 150 (20d8+60) > - **Speed** 30 ft., skate 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|17 (+3)|9 (-1)|9 (-1)|15 (+2)| >___ > - **Saving Throws** Con +6, Wis +2 > - **Senses** passive Perception 11 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Stunt Doubles.*** When Lucas Lee is targeted by an attack and an ally is within 5 feet of it, Lucas Lee's ally can use its reaction to swap places with Lucas Lee, and the ally becomes the target instead. > >***Indomitable (3/day).*** Lucas Lee rerolls a failed saving throw. > > ***Unarmored Defense.*** While Lucas Lee is wearing no armor, his AC includes his Constitution modifier. > > ***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, Lucas Lee can regain 20 hit points. > > ### Actions > ***Multiattack.*** Lucas Lee makes two weapon attacks. > > ***Unarmed Strike.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage. > > ***Boomstick.*** *Ranged Weapon Attack:* +4 to hit, range 80/240 ft., one target. *Hit:* 14 (2d10 + 3) piercing damage. > > ***Skateboard.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 11 (2d8 + 3) bludgeoning damage. > > **Quip.** Lucas Lee insults a creature he can see within 30 feet of him. If the creature can hear Lucas Lee, it must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. A creature that succeeds on its saving throw is immune to this effect for 24 hours. > \page























___ ___ > ## #3, Todd Ingram >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 18 (studded leather) > - **Hit Points** 195 (26d8 + 78) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|17 (+3)|7 (–2)|9 (–1)|16 (+3)| >___ > - **Skills** Athletics +6, Intimidation +5, Performance +3 > - **Damage Immunities** psychic > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Infernal, telepathy 120 ft. > - **Challenge** 16 (15,000 XP) > ___ > > ***Distant Spells.*** Todd's spells have double the normal range. > > ***Spellcasting.*** Todd is a 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Todd knows the following bard spells: > Cantrips (at will): *blade ward, gust, light, minor illusion, prestidigitation, vicious mockery*
> 1st level (4 slots): *dissonant whispers, faerie fire, feather fall, heroism, hideous laughter, mage armor, sleep*
> 2nd level (3 slots): *detect thoughts, enthrall, hold person, shatter, suggestion*
> 3rd level (3 slots): *bestow curse, blink, clairvoyance, dispel magic, fly, sending*
> 4th level (3 slots): *compulsion, confusion, freedom of movement, greater invisibility*
> 5th level (2 slots): *control winds, dominate person, hold monster, seeming*
> 6th level (1 slot): *Otto's irresistible dance*
> 7th level (1 slot): *teleport*
> 8th level (1 slot): *power word stun*
> 9th level (1 slot): *foresight* > > **Innate Spellcasting.** Todd's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Todd can innately cast the following spells, requiring no material components: > > At will: *Detect Thoughts, Levitate*
> 1/day each: *contagion, fear* > > ***Psychic Attack.*** Todd can uses his Charisma modifier on attack and damage rolls. Each creature hit by Todd must make a DC 12 Charisma saving throw or become unfeeling for 1 minute. Any effect that relies on emotion is suppressed for the duration, such as Rage, Bardic Inspiration, and trauma infusion. > > ***Whispering Mind.*** Todd’s telepathy is perceived as speech in a language his target can understand and he can use telepathy on any number of creatures within range, transmitting unique messages to each. > > ### Actions > ***Multiattack.*** Todd makes five Weapon or spell attacks. > > ***Bass Bash.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d6 + 6) slashing damage plus 21 (6d6) force damage. > > ***Prestissimo.*** *Ranged Spell Attack:* +10 to hit, range 50/120 ft., one target. *Hit:* 31 (7d8) psychic damage. > > ***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. > > ***Siphon.*** *Ranged Spell Attack:* +5 to hit, range 40/120 ft., one target. *Hit:* 5 (1d6 + 2) psychic damage, and the target’s Wisdom score is reduced by 1d4 if it is incapacitated. The target dies if this reduces its Wisdom to 0. Otherwise the reduction lasts until the target finishes a long rest. > > ***Psionic Strike.*** *Melee Spell Attack:* +9 to hit, range 80/240 ft., one target. *Hit:* 18 (4d8) psychic damage. > \page




























___ ___ > ## #4, Roxanne "Roxie" Richter >*Medium humanoid (human), lawful evil* > ___ > - **Armor Class** 17 (none) > - **Hit Points** 97 (15d8 + 30) > - **Speed** 55 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|14 (+2)|12 (+1)|16 (+3)|10 (+0)| >___ > > - **Saving Throws** Str +5, Dex +9, Con +7, Int +6, Wis +8, Cha +5 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Skills** Acrobatics +4, Insight +3, Stealth +4 > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge** 8 (3,900 XP) >___ > > ***Cunning Actions.*** Roxie can take the Dodge, Disengage, or Dash action as a bonus action on their turn. If Roxie takes the dash action, it's jump distance is tripled (30 feet). > > ***Ki-Empowered Strikes.*** Roxie's unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. > > ***Unarmored Defense.*** Roxie's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. > > ***Unarmored Movement.*** Roxie has the ability to move along vertical surfaces and liquids without falling during their move. > > ### Actions > > ***Multiattack.*** Roxie makes 4 unarmed strike attacks or 3 dart attacks. > > ***Kunai.*** *Ranged Weapon Attack:* +6 to hit, range 20/60 ft., one target. Hit: 5 (ld6 + 4) piercing damage. > > ***Razor Belt-Sword.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 10 ft. or range 80/240 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage. > > ***Unarmed Strike.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage. If the target is a creature, Roxie can choose one of the following additional effects: > * The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (Roxie's choice). > * The target must succeed on a DC 15 Dexterity saving throw or be knocked prone. > * The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the fist's next turn. > > ### Reactions > > ***Deflect Missiles.*** Roxie can use its reaction to deflect or catch missiles when hit by ranged attacks. The damage of the attack is reduced by 9 (1d10 + 4). \page























___ ___ > ## #5 & #6, Kyle & Ken Katayanagi >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 20 (none) > - **Hit Points** 187 each (25d8 + 75) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|22 (+6)|16 (+3)|14 (+2)|18 (+4)|14 (+2)| >___ > > - **Saving Throws** St +8, Dex +12, Con +9, Int +8, Wis +10, Cha +8 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Skills** Acrobatics +12, Insight +10, Medicine +10, Stealth +12 > - **Senses** passive Perception 14 > - **Languages** Common, Chinese > - **Challenge** 17 (18,000 XP) >___ > > ***Quivering Palm (3/day).*** The Katayanagi Twins has the ability to set up lethal vibrations in someone’s body. When a Katayanagi Twin hits a creature with an unarmed strike, it starts these imperceptible vibrations, which last for 20 days.
> If either Katayanagi Twin uses their action to end the vibrations and the target is on the same plane of existence, the creature must make a DC 18 Constitution saving throw or it is reduced to 0 hit points.
> If it succeeds, it takes 55 (10d10) necrotic damage. Only one creature can be affected at a time. The Katayanagi Twins can choose to end the vibrations harmlessly without using an action. > > ***DJ's Tranquility.*** The Katayanagi Twins enters a special meditation that surrounds them with an aura of sound. At the end of a long rest, they would each gain the effect of a sanctuary spell that lasts until the start of their next long rest (the spell can end early as normal). The saving throw DC for the spell equals 18. > > ***Ki-Empowered Strikes.*** The Katayanagi Twins's unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. > > ***Unarmored Defense.*** Each Katayanagi Twin's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. > > ***Unarmored Movement.*** The Katayanagi Twins both have the ability to move along vertical surfaces and liquids without falling during their move. > > ### Actions > > ***Multiattack.*** The Katayanagi Twins makes 4 unarmed strike attacks or 3 dart attacks. > > ***Dart.*** *Ranged Weapon Attack:* +12 to hit, range 20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage. > > ***Unarmed strike.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 11 (1d10 + 6) bludgeoning damage. If the target is a creature, a Katayanagi Twin can choose one of the following additional effects: > * The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (master's choice). > * The target must succeed on a DC 18 Dexterity saving throw or be knocked prone. > * The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the master's next turn. > > \page






















___ ___ > ## #7 Gideon Gordon Graves >*Medium humanoid (human), lawful evil* > ___ > - **Armor Class** 14 (Leather dress suit) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|18 (+4)|15 (+2)|19 (+4)| >___ > - **Saving Throws** Charisma +6 Dexterity +4 > - **Skills** Deception +6, Persuasion +6 > - **Tools Proficiencies** alchemist supplies, Disguise Kit, Forgery Kit > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Undercommon, Infernal > - **Challenge** 10 (4,350 XP) > ___ > > ***Loyal Goons.*** When Gideon is targeted by an attack and an ally is within 5 feet of it, Gideon's ally can use its reaction to swap places with Gideon, and the ally becomes the target instead. > > ***Sneak Attack (1/Turn).*** Gideon deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Augury that isn't incapacitated and Gideon doesn't have disadvantage on the attack roll. > > ***Soul of Deceit.*** Gideon's thoughts can't be read by telepathy or other means. Gideon can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, Gideon is unaffected by magic that would compel it to tell the truth; instead, such magic always indicates that Gideon is being truthful. > > ***Copycat.*** Gideon can try to impersonate a target with the given time. By spending 25 GP and a week of work stalking his target, Gideon learns their speech and mannerisms, giving him advantage on persuation, deception and using a disguise kit to impersonate his target. To acomplish that, Gideon must succeed on a Steath check vs the Passive Perception of the target. > > ***Spellcasting.*** Gideon is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). he regains his expended spell slots when he finishes a short or long rest. Gideon has the following sorcerer spells: > > Cantrips (at will): *Chill Touch, Acid Splash, mage hand, minor illusion, Poison Spray, True Strike, Thaumaturgy*
> 1st level (5 slots): *charm person, detect poison or diseases, Color Spray, Feather Fall, Charm Person, Hellish Rebuke, Mage Armor, Shield, snare*
> 2nd level (4 slots): *Blindness/Deafness, Knock, locate animals or plants, Web, *
> 3rd level (3 slots): *Protection from Energy, Haste, Water Breathing, Water Walk,Stinking Cloud*
> 4th level (2 slots): *banishment, death ward, guardians of faith*
> 5th level (1 slot): *Modify Memory* > > > ### Actions > ***Multiattack.*** Gideon may make two attacks. If he does, one of the attacks must be a Katana attack. > > ***Pixel Katana.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 2) slashing damage one-handed, or 14 (1d8 + 5) slashing damage two-handed. > > ***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. > > ***Handgun.*** *Ranged Weapon Attack:* +4 to hit, range 50/150 ft., one target. *Hit* 9 (2d6 + 2) piercing damage. Gideon carries 3 clips, each holding ten bullets. > \page





















___ ___ > ## Knives Chau >*Medium humanoid (human), chaotic neutral* > ___ > - **Armor Class** 14 (none) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|13 (+1)|11 (+0)|14 (+2)|10 (+0)| >___ > > - **Skills** Acrobatics +4, Insight +3, Stealth +4 > - **Senses** passive Perception 12 > - **Languages** Common > - **Challenge** 1/2 (450 XP) >___ > > ***Unarmored Defense.*** Knives's AC equals 10 + Dexterity modifier + Wisdom modifier when wearing no armor and not using a shield. > > ### Actions > ***Multiattack.*** Knives makes 2 unarmed strike attacks or 2 Kunai attacks. > > ***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. > > ***Kunai.*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., one target. Hit: 4 (ld6 + 2) piercing damage. > > ***Unarmed strike.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage. If the target is a creature, Knives can choose one of the following additional effects: > * The target must succeed on a DC 12 Strength saving throw or drop one item it is holding (acolyte's choice). > * The target must succeed on a DC 12 Dexterity saving throw or be knocked prone. > * The target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the acolyte's next turn. > > ### Reactions > ***Deflect Missiles.*** Knives can use its reaction to deflect or catch missiles when hit by ranged attacks. The damage of the attack is reduced by 7 (1d10 + 2). \page ___ > ## Natalie V. "Envy" Adams >*Medium humanoid (human), true neutral* > ___ > - **Armor Class** 16 (trenchcoat) > - **Hit Points** > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|14 (+2)|12 (+1)|17 (+3)| >___ > - **Saving Throws** Con +5, Cha +5 > - **Skills** Athletics +6, History + 4, Perception +3, Persuasion +5 > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > ### Actions > ***Multiattack.*** Envy makes three melee attacks. > > ***Longsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage or 8 (1d10 + 3) piercing damage if used two-handed. > > ***Commander's Strike.*** Envy may make one attack as a bonus action. Additionally, one creature of Envy's choice within 60 feet of it which can hear and understand it may use their reaction to make one attack with advantage. > \page





















___ ___ > ## Nega-Scott Pilgrim >*Medium humanoid (Canadian), chaotic evil* > ___ > - **Armor Class** 16 (Favorite X-Man Jacket) > - **Hit Points** 200 (16d10 + 40) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|16 (+3)|19 (+4)|10 (+0)|16 (+3)|8 (-1)| >___ > - **Saving Throws** STR +8, DEX +12, CON +6 > - **Skills** Acrobatics +12, Athletics +8, Deception +13, History +2, Performance +8, Slight of Hand +9 > - **Senses** passive Perception 16 > - **Languages** Common, UnderCommon > - **Challenge** 14 (11,500 XP) > ___ > > ***Black Aura.*** Any creature hostile to Nega-Scott that starts its turn within 30 feet of him must make a DC 23 Constitution saving throw, unless Nega-Scott is incapacitated. Unless the save succeeds, the creatures takes 3d6 necrotic damage, halved on success. > > ***Legendary Resistance (3/Day).*** If Nega-Scott fails a saving throw, he can choose to succeed instead. > > ***Brutal.*** A melee weapon deals one extra die of its damage when Nega-Scott hits with it (included in the attack). > > ***Incorporeal Movement.*** Nega-Scott can move through other creatures and objects as if they were difficult terrain. He takes 5(1d10) force damage if he ends his turn inside an object. > >***Regeneration.*** Nega-Scott regains 20 hit points at the start of his turn if it has at least 1 hit point. If Nega-Scott takes damage from a weapon forged from an emotional concept, this trait doesn't function at the start of Nega-Scott's next turn. Nega-Scott dies only if he starts his turn with 0 hit points and doesn't regenerate. > > ***Driver's Ed.*** Nega-Scott is proficient with Vehicles (land). > > ***Unarmed Fighting.*** Nega-Scott's unarmed strikes can deal bludgeoning damage equal to 1d6 + his Strength modifier on a hit. If Nega-Scott isn't wielding any weapons or a shield when he makes the attack roll, the d6 becomes a d8. At the start of each of his turns, Nega-Scott can deal 1d4 bludgeoning damage to one creature grappled by him. > > ***Canadian Maneuvers (1/Turn).*** When Nega-Scott hits with a melee weapon attack, he can choose to apply a maneuver to that attack. The attack deals an additional 5 (1d10) damage, and Scott chooses one of the following effects. > > - **Lunging Strike.** One of Nega-Scott's attacks has an additonal reach of 10 extra ft. > - **Trip Attack.** If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or fall prone. > - **Sweeping Attack:** When Nega-Scott hits a creature with an attack, he may then make an additional attack to another creature within 5 feet of the original target that is within reach. > > ### Actions > ***Multiattack.*** Nega-Scott makes three melee attacks. > > ***"Power Of Hatred" Sword.*** *Melee Spell Attack:* +10 to hit, reach 5ft., one target. *Hit* 7 (2d8 + 3) slashing damage. > > ***"Power Of Repression" Sword.*** *Melee Spell Attack:* +10 to hit, reach 5ft., one target. *Hit* 8 (3d10 + 3) piercing damage. > > ***"Power Of Self-Doubt" Sword.*** *Melee Spell Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 17 (2d20+3) slashing damage, or 28 (3d20+3) slashing damage if used two-handed. > > ***Gastly Fireball.*** *Ranged Spell Attack:* +10 to hit, range 50/300 ft., one target. *Hit:* 17 (2d20+3) necrotic damage. \page






















___ ___ > ## Ramona Victoria "Rammy" Flowers >*medium humanoid (human), chaotic good* > ___ > - **Armor Class** 15 (cute jacket) > - **Hit Points** 189 (18d10 + 90) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|15 (+2)|21 (+5)|8 (-1)|16 (+3)|13 (+1)| >___ > - **Saving Throws** Str +10, Wis +7, Cha +5 > - **Skills** Athletics +10, Perception +7, Stealth +10, Survival +7 > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Common, Draconic > - **Challenge** 12 (8,400 XP) > ___ > ***Aggressive.*** As a bonus action, Ramona can move up to her speed towards a hostile creature that she can see. > > ***Line of Battle.*** When Ramona is within 5 feet of two allies that aren’t incapacitated, she has advantage on saving throws against being frightened. > > ***Martial Advantage.*** Once per turn, Ramona can deal an extra 10 (3d6) damage to a creature she hits with a weapon attack if that creature is within 5 feet of an ally of Ramona's that isn’t incapacitated. > > **Reckless.** When Ramona makes a melee weapon attack on her turn, she gains advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn. > > ***Brutal.*** A melee weapon deals one extra die of its damage when Ramona hits with it (included in the attack). > > ***Beach Babe.*** Ramona can hold her breath for 15 minutes. > > ### Actions > ***Multiattack.*** Ramona makes two melee attacks. > > ***Crotch-Kick.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage and male targets are knocked prone. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 11 (2d10 + 6) slashing damage. > > ***Large Hammer.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (3d12 + 6) bludgeoning damage. > > ***Titanium Baseball Bat.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 1) bludgeoning damage. > > ### Reactions > ***Unbridled Fury.*** In response to being hit by a melee attack, Susie can make one melee weapon attack with advantage against the attacker. \page
















___ ___ > ## Scott Pilgrim >*Medium humanoid (Canadian), neutral good* > ___ > - **Armor Class** 16 (Favorite X-Man Jacket) > - **Hit Points** 200 (16d10 + 40) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|19 (+4)|10 (+0)|8 (-1)|22 (+6)| >___ > - **Saving Throws** STR +8, DEX +12, CON +6 > - **Skills** Acrobatics +12, Athletics +8, Deception +3, History +2, Performance +8, Slight of Hand +9 > - **Senses** passive Perception 12 > - **Languages** Common, UnderCommon > - **Challenge** 14 (11,500 XP) > ___ > > ***One with your Friends.*** Scott can force a target attack at an ally to target himself instead. > > ***Form Over Force.*** Scott can use his Dexterity score instead of Strength to attack and damage with weapon attacks. > > ***Driver's Ed.*** Scott is proficient with Vehicles (land). > > ***Unarmed Fighting.*** Scott's unarmed strikes can deal bludgeoning damage equal to 1d6 + his Strength modifier on a hit. If Scott isn't wielding any weapons or a shield when he makes the attack roll, the d6 becomes a d8. At the start of each of his turns, Scott can deal 1d4 bludgeoning damage to one creature grappled by him. > > ***Canadian Maneuvers (1/Turn).*** When Scott hits with a melee weapon attack, he can choose to apply a maneuver to that attack. The attack deals an additional 5 (1d10) damage, and Scott chooses one of the following effects. > > - **Lunging Strike.** One of Scott's attacks has an additonal reach of 10 extra ft. > - **Trip Attack.** If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or fall prone. > - **Sweeping Attack:** When Scott hits a creature with an attack, he may then make an additional attack to another creature within 5 feet of the original target that is within reach. > >
***Contacts, Enemies and Allies.*** Scott knows a lot of people on his region and made a lot of good and bad choices during his life. He has a incredibly high chance to have met or to be known by anyone. The DM can roll a d10 to see if another NPC know Scott on the table below. > > ##### Notoriety | D10 | Result | |:----:|:-------------| | 1 | Scott is hated by the NPC. | | 2-3 | The NPC is unfriendly to Scott. | | 4-7 | The NPC don't know Scott personally. | | 8 | Scott has a minor connection, a friend in common, member of family, etc. | | 9 | Scott has already worked for the NPC in the past. | | 10 | The NPC is an old friend or someone who owns Scott a favor. | > > ### Actions > ***Multiattack.*** Scott makes three melee attacks. > > ***"Power Of Love" Sword.*** *Melee Spell Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage. > > ***"Power Of Understanding" Sword.*** *Melee Spell Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (2d10 + 3) piercing damage. > > ***"Power Of Self-Respect" Sword.*** *Melee Spell Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (1d20+3) slashing damage, or 21 (2d20+6) slashing damage if used two-handed. > > ***Unarmed strike.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 2) bludgeoning damage. If the target is a creature, Scott can choose one of the following additional effects: > * The target must succeed on a DC 12 Strength saving throw or drop one item it is holding (Scott's choice). > * The target must succeed on a DC 12 Dexterity saving throw or be knocked prone. > * The target must succeed on a DC 12 Constitution saving throw or be stunned until the end of Scott's next turn. > \page ___ > ## Wallace Wells, The Cool Gay Roommate >*Medium humaniod (human), neutral good* > ___ > - **Armor Class** 12 > - **Hit Points** 124 (1d4 + 5) > - **Speed** 36ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|10 (+0)|11 (+1)|13 (+2)|10 (+0)| >___ > - **Condition Vulnerabilities** drunk > - **Senses** passive Perception 12 > - **Languages** Gibberish, Common > - **Challenge** 2 (400 XP) > ___ > ***Sassiness.*** When questioned, Wallace will usually talk back instead of answering. > > ***One with your Friends.*** Wallace can force a target attack at an ally to target himself instead. > > ***Unarmed Fighting.*** Wallace's unarmed strikes can deal bludgeoning damage equal to 1d6 + his Strength modifier on a hit. If Wallace isn't wielding any weapons or a shield when he makes the attack roll, the d6 becomes a d8. At the start of each of his turns, Scott can deal 1d4 bludgeoning damage to one creature grappled by him. > > ***Driver's Ed.*** Wallace is proficient with Vehicles (land). > > ### Actions > > ***Kitchen Knife.*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., one target. Hit: 4 (1d6+2) piercing damage. > > ***Unarmed strike.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 2) bludgeoning damage. If the target is a creature, Wallace can choose one of the following additional effects: > * The target must succeed on a DC 12 Strength saving throw or drop one item it is holding (Wallace's choice). > * The target must succeed on a DC 12 Dexterity saving throw or be knocked prone. > * The target must succeed on a DC 12 Constitution saving throw or be stunned until the end of Wallace's next turn. >