The Fates

The Weaver, the Measurer, and the One Who Cuts

Description:

The Fates each have differing stats, but share a few abilities in common

Professional Wrasslin’: Whenever one of the Fates lands a successful attack on his turn, he may make attempt to grapple his target as a bonus action. While grappling the Fates can move their full movement speed, however it only costs a bonus action to try and escape the grapple, not a full action. Additional skills become available to the Fates when one attacks a target grappled by another or the target has a specific condition. After using one of these skills a recharge 6 allows the Fate to use another one.

  • Throw Person – Target must be prone. +8 to hit, reach 20ft., one target. Hit: The prone creature is thrown at another creature within range and both creatures take 2d6 + 6 bludgeoning damage. Prone creature remains prone and other creature has to make a DC12 Constitution saving throw or be knocked prone
  • Clothesline – Target must be grappled. +8 to hit, reach 5ft., one target. Hit: Target takes 5d6 + 4 bludgeoning damage and is no longer grappled
  • Hart Attack – Target must be grappled. +5 to hit, reach 5ft., one target. Hit: Target takes half of their max hp as damage rounded down and the target is now grappled by the other Fate
  • Doomsday Device – Target must be within 15ft of a corner and grappled. +5 to hit, reach 5ft., one target. Hit: 7d6 + 4 bludgeoning damage
  • Double Elbow Drop – Target must be prone. +8 to hit, reach 5ft., one target. Hit: 3d6 + 4 bludgeoning damage and target is paralyzed until the end of their next turn.
    Kayfabe: The Fates do not reveal whether or not they are bloodied during combat.
    God’s Resistance: The Fates have resistance to all forms of magical damage. May attempt to save against any kind of status condition as an action on their turn.

Dwayne the Rock Johnson
LG God Wrestler 9
Armor Class: 15
Hit Points: 160
Speed: 30ft

STR: 24 (+ 7)
DEX: 10 (0)
CON: 22 (+ 6)
INT: 9 (- 1)
WIS: 13 (+ 1)
CHA: 9 (- 1)

Saving Throws: Str +4, Cha +7
Skills: Perception +5, Athletics +11
Senses: truesight 60ft., passive perception 15
Languages: Common, Macho Madness

Big Hands: Whenever The Rock makes a grapple attempt, he may attempt to grapple another target in range.

Cross-chop: Melee unarmed attack: +7 to hit, reach 5ft., one target. Hit: 3d6 + 6 bludgeoning damage

The People’s Elbow (Recharge 6): Melee unarmed attack: +11 to hit, reach 5ft., one target. Hit: 4d8 + 5 bludgeoning damage and target is knocked prone.

The Ultimate Warrior
NG God Wrestler 9
Armor Class: 12
Hit Points: 100
Speed: 25ft

STR: 18 (+ 4)
DEX: 16 (+ 3)
CON: 18 (+ 4)
INT: 13 (+ 1)
WIS: 14 (+ 2)
CHA: 16 (+ 3)

Saving Throws: lnt +5, Wis +6, Cha +7
Skills: Perception +6, Athletics +8
Senses: truesight 60ft., passive perception 12
Languages: Common, Macho Madness

Reaction: When a spell or attack successfully targets Ultimate Warrior, the attacker must make a DC12 Consitution saving throw or be frightened until the end of their next turn.

The Ultimate Warrior can implore the crowd to help him in the fight as a bonus action. Roll a d4 to determine what is thrown into the ring:
1 – A banana peel. The Ultimate Warrior is knocked prone and his turn ends
2 – A folding chair. Causes all of his attacks to deal an additional 1d6 bludgeoning damage
3 – A table. Any actions taken by a creature that knock another creature prone do an additional 1d8 + 5 when used next to a table
4 – A ladder. The ladder can be climbed as a bonus action, causing all melee attacks made from atop it able to have a 15ft range, and land the attacker next to the target regardless of whether the attack hit

Cross-chop: Melee unarmed attack: +7 to hit, reach 5ft., one target. Hit: 2d8 + 6 bludgeoning damage

Warrior’s Press Slam (Recharge 6): Melee unarmed attack: +10 to hit, reach 5ft., one target. Hit: 3d6 bludgeoning damage + 2d6 radiant damage

Chris Benoit
NE God Wrestler 9
Armor Class: 14
Hit Points: 120
Speed: 40ft

STR: 13 (+ 1)
DEX: 22 (+ 6)
CON: 16 (+ 3)
INT: 9 (- 1)
WIS: 10 (0)
CHA: 12 (+ 1)

Saving Throws: Str +3, Dex +5
Skills: Perception +4, Acrobatics +10
Senses: truesight 60ft., passive perception 10
Languages: Common, Macho Madness

Reaction: Chris Benoit adds 6 to its AC against one melee attack that would hit it. To do so, Chris Benoit must see the attacker

Cross-chop: Melee unarmed attack: +7 to hit, reach 5ft., one target. Hit: 4d6 + 3 bludgeoning damage

Diving Headbutt (Recharge 6): Melee unarmed attack: Target must be bloodied and within 15 ft. of a corner. +10 to hit, reach 5ft., one target. Hit: Target must make a DC12 Constitution saving throw or instantly be knocked to 0hp

Bio:

The Fates

The Life and Times of David Bowie IntrepidOtter IntrepidOtter