Hi! There were some pretty big releases on the video game front a few weeks ago. One of the big ones was the new Animal Crossing game, which I made sure got its share of love on Monstrous Physique. However, it wasn’t the only big game series to get a new release. Doom Eternal came out at the same time, offering a much more violent alternative to the cutsey capitalism of AC. I couldn’t let such a big release go unmentioned and the fact that we did a lot of Doom Slayer talk on the first episode of Legend Lore (the new Pathfinde 2E discussion podcast of which I am a co-host, go check it out!), I had to make sure the Doom Slayer got some love too. So, without further ado, let’s get to ripping and tearing with the Doom Slayer!
Doom Slayer CR 26
N Medium humanoid (human)
Init +13; Perception +42
EAC 44; KAC 46
Fort +26, Ref +26, Will +22
DR 15/—; Immunities mind-affecting effects
Speed 80 ft.
Melee slam +42 (16d12+42 B)
Ranged ballista +42 (19d8+26 E & F)
Ranged chaingun +42 (14d12+25 P)
Ranged combat shotgun +42 (17d12+26 P)
Ranged flame belch +42 (17d8+26 F)
Ranged plasma rifle +42 (13d10+25 E & F)
Ranged rocket launcher +42 (18d10+26 B & F)
Offensive Abilities BFG 9000, chainsaw, dash, Doomblade
Str +16, Dex +13, Con +9, Int +1, Wis +1, Cha +3
Skills Acrobatics +42, Athletics +47, Survival +41
Ballista (Ex) The ballista fires a single, concentrated shot of superheated plasma. It has a range of 70 feet and targets EAC. It has the analog and sniper (250 ft.) properties. The ballista can only be fired once per round, even when attacking with it as a full action. If it hits a flying creature, the creature must attempt a DC 29 Reflex save or fall 100 feet.
BFG 9000 (Ex) Once per minute as a full actiom, the Doom Slayer can fire his most powerful weapon, the BFG 9000. He targets a creature within 100 feet. The creature must succeed at a DC 31 Reflex save or die, becoming instantly vaporized. On a successful save, the target takes 16d12+30 electricity and fire damage instead. Any creatures in a line between the Doom Slayer and the target are exposed the deadly vaporizing damage of the BFG’s plasma projectile. These creatures take 17d8+26 electricity and fire damage. A successful DC 29 Reflex save halves this damage.
Chaingun (Ex) The chaingun fires multiple slugs in the span of a second capable of suppressing multiple targets at once. It has a range of 60 feet and targets KAC. It has the analog and automatic properties.
Chainsaw (Ex) Once per minute as a full actiom, the Doom Slayer can use his powerful chainsaw to rip and tear through a foe. He makes a melee attack against a creature within reach with a +45 bonus. On a hit, the target takes 21d10+30 slashing damage and must succeed at a DC 31 Fortitude save or die. On a successful save, the creature remains staggered for 1 minute.
Combat Shotgun (Ex) The shotgun fires a spray of pellets, making it an effective weapon at medium and close range. It has a range of 30 feet and targets KAC. It has the analog and blast properties
Dash (Ex) As a swift action, the Doom Slayer leaps up to 15 feet without provoking opportunity attacks.
Doomblade (Ex) When the Doom Slayer reduces a creature to 0 Hit Points with a melee attack, he uses his armor’s integrated blade to finish off the foe. This finishing move restores 12d12 Hit Points to the Doom Slayer.
Flame Belch (Ex) The flame belch sprays a blast of fire, burning foes. It has a range of 20 feet and targets EAC. It has the analog, blast, and burn (10d10) properties.
Plasma Rifle (Ex) The plasma rifle fires multiple plasma projectiles with a high rate of fire. It has a range of 80 feet and targets EAC. It has the analog and automatic properties.
Rocket Launcher (Ex) The rocket launcher fires a an explosive rocket. It has a range of 100 feet and targets KAC. It has the analog property. The rocket launcher can only be fired once per round, even when attacking with it as a full action. When it hits a creature, the rocket launcher deals its normal damage to the targeted creature and half of that damage to all creatures within 10 feet of the target as splash damage. A successful DC 29 Reflex save negates the splash damage.
Weapon Mastery (Ex) The Doom Slayer can carry a large of arsenal of weapons with him and swap them out on the fly. He does not need an action to stow and draw a weapon, allowing him to use multiple weapons as part of a full action, and his weapons never run out of ammo or need to reload.
The UAC’s most remarkable discovery was in Hell’s Kadingir Sanctum. Surrounded by nearly impassable terrain, the team discovered a sealed tomb—its entrance and walls covered in protective runes and imprisonment incantations. The tomb revealed many artifacts, including the powerful Praetor suit. Most notable, however, was an enormous sarcophagus bound to the center bedrock of the tomb with thick iron bands—seemingly anchored to prevent anything from getting in or out. It was believed this sarcophagus must hold a rare or powerful demon, but when later opened, it revealed the body of a man. This man now dons the Praetor suit and serves as the ultimate killing machine. Unrelenting; unforgiving; driven by a rage that cannot be contained. The Doom Slayer has been to Hell and brought it to its knees. He has no records, and he seems to vanish as quickly as he appears. The few witness accounts available detail a ruthless killer.
That’s it for this week! If you end up introducing the Doom Slayer into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.