Dr. Big Bad
Dr. Big Bad
Escape Plan. If Dr. Big Bad believes the meddling heroes have thwarted his evil plans, he can freeze time long enough to beat a hasty retreat. Follow Dr. Big Bad's further schemes in Issue #2: Seconds to None.
Actions
Ray Gun. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d8) radiant damage.
Roll to hit: 1d20+4 Roll damage: 1d8
Time Manipulation. Once per round, Dr. Big Bad can use his temporal interference dialator to either cast Speed Up on his allies, or Slow Down on his enemies. Speed Up: As an action, Dr. Big Bad targets all allied creatures in a 60-foot cone. Affected creatures increase their movement speed by 20 feet and gain an additional reaction for the round. Slow Down: As an action, Dr. Big Bad targets all enemy creatures in a 60-foot cone. Affected creatures decrease their movement speed by 10 feet and lose their reaction for the round. The effects of Time Manipulation end at the start of Dr. Big Bad's next turn.
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