Nemesis (D20 Resident Evil)

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Large Size B.O.W. Mutation
HD: 18d10 +108 (HP: 210)
Initiative: +4
Speed: 40ft.
AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size)
BAB/Grapple: +18 / +32
Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), FIM92A Stinger +18 (8d10)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact
Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/--
Saves: Fort +17, Ref +6, Will +6
Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8
Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17
Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative
CR: 18
Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds.
-Nemesis Reinforced Trench Coat
-FIM92A Stinger

Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious.

Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running.

Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage.

Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an object’s Hardness Rating.

Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage.

Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.

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