Scell the Imperfect/Semi-perfect/Perfect
Hell in a Scell
Like a soon-to-be broken man once said, you're either perfect, or you're not me.Scell stats and abilities based on Redditor U/GARSL_01's Mythic Encounter: Perfect Cell Scell is... well he's Cell from BDZ (or BDZA depending on the mood of the room). He is a 7' tall insect like creature, hostile to the PCs and predatory in nature. His alignment is Lawful Evil and he is one of the few beings to be from Attitude City, but not be bound to it once it vanishes. The laws he follows are purely his own. His earliest possible encounter can be triggered if the players open up the walled off tunnel on the westernmost part of the sewer map. In the tunnel is a chamber with a deep pool of water where Scell sleeps in his larval state. If the players open the tunnel at either end, Scell will awaken, wait for them to leave the area, and make his way into the rest of the sewers, hunting rats until he grows big enough to shed his skin and take his Imperfect form. He will not progress past his Imperfect stage while in the city.
Imperfection
It's Imperfect Cell, but D&D. He's creepy and he lurks in the sewers of Attitude City, hunting the PCs when they enter. Although, at night, he will also take to the surface to feast on anyone foolish enough to be out after dark. He can be encountered many times, although, when first encountered, the player party will be saved by the Ninja Tortles, who also reside in the sewers. If the PCs do not encounter Scell before leaving the city, he will appear to them once in this form before progressing to the next stage.Stats
- AC= 18
- HP= 68
- Spd= 30', fly 30' (hover)
- STR= 18 (+4)
- DEX= 18 (+4)
- CON= 16 (+3)
- INT= 8 (+0)
- WIS= 10 (+0)
- CHA= 16 (+3)
Skills: Acrobatics +6, Intimidation +62, Performance +6
Damage Resistances: Cold: bludgeoning, piercing, and slashing
Senses: Darkvision 60', passive perception 10
Languages: Common
Challenge: 6
Innate Spellcasting. Scell's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).
Artificial Creation. Scell has advantage on saving throws against exhaustion and is immune to disease. Cell is considered a construct in regards to all spells and effects.
Actions
- Multiattack. Scell makes two melee attacks
- Claws. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 2d8+3 slashing damage. Instead of dealing damage, Scell can grapple the target
- Solar Flare. Scell brings his hands to the side of his face and emits a blinding white light from his entire body. Each creature with line of sight to Scell must make a DC 17 Constitution saving throw or be blinded for up to 30 seconds (5 rounds). Creatures with darkvision have disadvantage on this roll. On a successful save, the creature closes their eyes and cannot see the next action taken in initiative order (either Scell's next action, or the first action of the creature next in order) but regain sight after that. A creature can repeat the saving throw at the start of its turn, ending the effect on itself on a success. After 30 seconds, any creatures who have not made successful saves will regain sight at the start of their next turn. Creatures who are currently blinded cannot be blinded again using Solar Flare.
- Absorb. Melee Weapon Attack: +6 to hit, reach 10', one target. Hit 2d6+4 piercing damage. Scell impales the target with his tail spike and regains HP equal to the amount of damage dealt.
Semi-Perfection
textStats
stuffInnate Spellcasting. Scell's innate spellcasting ability is_______
Actions
- Scatter Shot. Scell creates five glowing darts of magical force. Each dart hits a creature of his choice that he can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and he can direct them to hit one creature or several.
- Solar Flare. Scell brings his hands to the side of his face and emits a blinding white light from his entire body. Each creature with line of sight to Scell must make a DC 17 Constitution saving throw or be blinded for 30 seconds. Creatures with darkvision have disadvantage on this roll. On a successful save, the creature closes their eyes and cannot see the next action taken in initiative order (either Scell's next action, or the first action of the creature next in order) but regain sight after that. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Absorb. Melee Weapon Attack: +8 to hit, reach 15', one target. Hit 3d6+6 piercing damage. Scell impales the target with his tail spike and regains HP equal to the amount of damage dealt.
Perfection
textStats
- AC= 22
- HP= 380
- Spd= 30', fly 60' (hover)
- STR= 28 (+9)
- DEX= 28 (+9)
- CON= 22 (+6)
- INT= 30 (+10)
- WIS= 14 (+2)
- CHA= 18 (+4)
Skills: Acrobatics +17, Deception +12, Perception +10, Persuasion +12
Damage Immunities: Cold; bludgeoning, piercing, and slashing damage from non-magical attacks
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Darkvision 60', passive perception 20
Languages: all, telepathy 20'
Challenge: 25
Ultimate Lifeform. Scell regains 20 HP at the start of his turn. Scell cannot be destroyed as long as his nucleus is intact. If Scell's nucleus is not destroyed, he gains a new body in 1d10 minutes, regaining all his HP anf becoming active again. Scell dies only if he is disintegrated and doesn't activate his mythic trait.
Legendary Resistance (3/Day). If Scell fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Scell's innate spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks).
Magic Resistance. Scell has advantage on saving throws against spells and other magical effects.
Artificial Creation. Scell has advantage on saving throws against exhaustion and is immune to disease. Cell is considered a construct in regards to all spells and effects.
Mimicry. Scell can mimic any sounds he has heard, including voices. A creature that hears the sounds can tell they are imitations with a Successful DC 20 Wisdom (Insight) check.
Ceaseless Terror (Mythic; Recharges after a Short or Long Rest). If Scell is reduced to 0 HP, he is seemingly destroyed. Moments later, he regenerates and teleports back to the battlefield. Upon arrival, the renewed Scell regains 380 HP and immediately ends any ongoing conditions on himself. Scell regains all expended uses of his Legendary Resistance trait and the number of legendary actions he can take in one turn is six.
Actions
- Multiattack. Scell makes three attacks: one with his bio impact and two with his perfect strikes.
- Perfect Strike. Melee Weapon Attack: +17 to hit, reach 5', one target. Hit 2d10+9 bludgeoning damage.
- Bio Impact. Melee Weapon Attack: +17 to hit, reach 5', one target. Hit 2d6+9 bludgeoning damage plus 2d6 acid damage.
- Perfect Blaster (Recharge 5-6). Scell fires a blast of concentrated energy in a 90' line that is 5' wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 22d6 force damage on a failed save, and half as much damage on a successful one.
- Teleport. Scell magically teleports, along with any equipment he is wearing or carrying, up to 60' to an unoccupied space he can see.
- Spawn Children (1/Day). Through cellular mitosis, Scell births 2d4 Scell Juniors to aid him in battle (see below). The creatures immediately roll initiative, acting as allies of Scell and obeying his spoken commands.
Reactions
Perfect Combination. When Scell is hit by an attack, he can force the attacker to make a DC 25 Strength saving throw. On a failure the target is pushed 15' away from Scell. Scell can immediately move 15' to follow the target. On a successful save the target is not pushed.Legendary Actions
Scell can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Scell regains spent legendary actions at the start of his turn.- Attack. Scell makes one attack. If his Ceaseless Terror has triggered, he can instead make two attacks
- All Clear (costs two Actions). Scell sweeps at his surroundings with an arching-blade. Each creature within a 15' radius of Scell must succeed on a DC25 Dexterity saving throw or take 2d6+9 force damage and be pushed up to 15' away from Scell.
Mythic Actions
If Scell's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Ceaseless Terror.- Callout. Scell Calls his next attack, announcing it aloud. If his next attack hits, it is automatically a critical hit.
- Flawless Blaster (Costs 2 Actions). Scell uses his Perfect Blaster action. If the action is unavailable, it recharges instead.
- Perfect Evil (Costs 6 Actions). Scell chooses a single point he could reach by flying. He rapidly rushes to the point and performs a full Multiattack. This movement does not provoke opportunity attacks.
Children
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