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4/13/2019 The Homebrewery - NaturalCrit

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4/13/2019 The Homebrewery - NaturalCrit

Uncle Sam

U
ncle Sam is the personifcation of the
patriotism of all Americans, a vast empire of
technologically-advanced humans, poised
upon the world stage in a place of such
tremendous importance that it holds the fate
of billions in its collective hands.
Uncle Sam takes care to remain out of the spotlight of
American politics, but has remained a driving force in the
nation for the past two centuries. He lends wisdom, courage,
and strength to those in positions of leadership and anyone
taking on the responsibility of leading such a tremendous and
diverse empire. Uncle Sam is also the first to leap to the
defense of America, its rich lands, and its free and
enterprising people, fighting with unequalled vigor to
preserve the American way of life.
Uncle Sam is a gentle but stern man in his older years,
though he moves with the fire of youthly vigor unseen
in most men his age. His features are sharp and
focused, and he dresses in brightly patriotic
pantaloons and vest, with a long-tailed overcoat and
white tophat. Uncle Sam’s hands are fierce and strong,
and his wiry limbs send countless punches into the
guts of his enemies, and the enemies of freedom.
Capitol Building
Fifty cool, smooth marble columns line the perimeter of the
grand temple to democracy that is the Capitol Building. Here,
in the heart of the American republic, Uncle Sam feels the
most at home and is at his most powerful.
Lair Actions
On initiative count 20 (losing initiative ties), Uncle Sam takes
a lair action to cause one of the following effects; Uncle Sam
can’t use the same effect two rounds in a row.
A gargantuan bald eagle (use the statistics for a roc,
Monster Manual p. 260) screeches through the air to an
unoccupied space within 60 feet of Uncle Sam and takes
an action. On initiative count 20 on the following round,
the eagle flies away.
Uncle Sam plants an American flag in the ground. Allies of
Uncle Sam within 60 feet of the flag who can see it Lawful creatures engaged in an act
receive the effects of the bless spell until initiative count of legislation within 1 mile of the
20 on the following round. Capitol Building make any Wisdom
A huge American flag sweeps down around Uncle Sam’s (Insight) checks to perform this work
shoulders, making him immune to cold, fire, and thunder with advantage.
damage until initiative count 20 on the following round. Creatures of all ilk and demeanor have
advantageon any ability check made to
Regional Effects resist being disarmed.
The rich heartland of American democracy surrounding the After every hour spent within 1 mile of
Capitol Building is infused with the essense of the power of the Capitol Building, roll a d20. On a 16
Uncle Sam and his patriotic vigor, creating one or more of the or higher, a patrol of 1d6+2 minutemen
following magical effects: (use the statistics for a knight,
Monster Manual p. 347) is encountered. The disposition of
these minutemen depends a lot on what you are doing
when you encounter them.
If Uncle Sam is slain, the effects end in 1d4 years.

UNCLE SAM
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4/13/2019 The Homebrewery - NaturalCrit

Uncle Sam Actions


Medium humanoid, lawful good Multiattack. Uncle Sam makes two attacks with his Big
Guns. If both attacks hit the same target, Uncle Sam
Armor Class 15 can make an additional attack against the same target
Hit Points 144 (17d8 + 68) with his Big Guns for each arms race mark currently on
Speed 50 ft. the creature.
Big Guns. Melee Weapon Attack. +9 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 15 (2d10+4) bludgeoning damage,
18 (+4) 13 (+1) 18 (+4) 16 (+3) 15 (+2) 17 (+3) plus 5 (1d10) radiant damage. If this damage reduces a
creature to 0 hit points, they are knocked unconscious
Saving Throws Str +9, Con +9 but stable.
Skills Athletics +9, Diplomacy +13, Insight +7, Screaming Eagle (Recharge 6). Uncle Sam punches so
Perception +7 fast that a bolt of red, white, and blue fire scorches
Damage Resistances cold, fire, thunder; bludgeoning, creatures in a 60-foot line. Creatures in the area suffer
piercing, and slashing that is nonmagical 11 (2d10) cold damage, 11 (2d10) fire damage, and
Condition Immunities exhausted, frightened 11 (2d10) thunder damage, or half as much damage if
Senses passive Perception 17 they succeed on a DC 17 Dexterity saving throw.
Languages English (all American dialects), Freedom
Challenge 13 (10,000 XP) The Draft (Recharge 6). Uncle Sam points at one
humanoid he can see within 30 feet. The target must
succeed on a DC 15 Charisma saving throw or be
Arms Race. Once per turn, when Uncle Sam hits a charmed by Uncle Sam and compelled to move as
creature with his Big Guns, he can enchant the target close to him as possible. This enchantment can only be
with a magical Arms Race mark. Each mark requires an undone by the greater restoration spell or similar
action to remove, but will otherwise disappear once effect, and otherwise lasts for 24 hours or until Uncle
the creature finishes a short or long rest. Sam deals damage to the creature.
Bicameral House. Uncle Sam has advantage on saving
throws made to resist being charmed or frightened, Reactions
imprisoned, incapacitated, paralyzed, stunned, or E Pluribus Unum. As a reaction when taking damage,
unconscious. Uncle Sam can direct half of the damage to an adjacent
Freedom of Speech. Uncle Sam and any creatures creature. If the creature is not charmed by Uncle Sam,
charmed by him are immune to any effect that would they can attempt a DC 15 Wisdom saving throw to
silence them. resist this effect.

Legendary Resistance (3/day). When Uncle Sam fails a Legendary Actions


saving throw, he can choose to succeed instead.
Uncle Sam can take 3 legendary actions, choosing from
Separation of Church and State. Uncle Sam has the options below. Only one legendary action can be
advantage on saving throws against spells and magical used at a time and only at the end of another creature's
effects sourced from divine magic. turn. Uncle Sam regains spent legendary actions at the
Superpower. Uncle Sam has a pool of 50 Superpower start of its turn.
Points — one for each state in the union.
  When making an ability check or skill check as part of Counterstrike. Uncle Sam makes a single attack with his
a contest, Uncle Sam can draw upon this source of Big Guns.
power, adding up to 5 Superpower Points to the result. From Sea to Shining Sea. Uncle Sam moves his speed.
  If Uncle Sam is reduced to 0 hit points, an explosion Adjacent allies move along with him, and neither the
of red, white, and blue fireworks and eagle screams movement of Uncle Sam nor these allies provokes
devastates enemies within 30 feet, dealing both fire opportunity attacks.
and thunder damage equal to the number of remaining Inalienable Rights (Costs 3 Actions). Uncle Sam bursts
Superpower Points. with red, white, and blue light, removing all charms,
  At the end of each long rest, Uncle Sam regains any curses, enchantments, fear, diseases, poisons, and
spent Superpower points. restraints.

UNCLE SAM
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