After a tragic Truck-Kun accident you are transported to a world of sword and sorcery.
Played | 4 times |
Cloned | 0 times |
Created | 34 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Description
Heisenberg is a cunning and ruthless mastermind who uses his genius-level intelligence and chemistry expertise to manipulate others and build a drug empire. Driven by ego and a desire for power, he will stop at nothing to achieve his goals, including psychological manipulation and intimidation.
Size | |
Type | |
CR | 8 |
XP | 3900 |
Languages | Common, Infernal |
Armor Class | 15 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Chemical Expertise
Heisenberg can create a potent chemical concoction as an action. Choose one of the following effects: a smoke bomb that creates a heavily obscured area in a 20-foot radius for 1 minute, or a poison that deals 4d10 poison damage on a failed DC 18 Constitution saving throw, or half as much damage on a success.
Psychological Manipulation
Heisenberg can target one creature he can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. While charmed, the target regards Heisenberg as a trusted friend and ally. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tactical Intimidation
Heisenberg can use his action to intimidate a creature within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.