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Mr. Hyde

Challenge
Tags
Terrain
str
23
dex
15
con
22
int
8
wis
13
cha
12

AC 14 (natural armor)
HP 80 (7d10+42; bloodied 40)
Speed 45 ft..


Proficiency +3; Maneuver DC 17
Saving Throws Str +9, Con +9
Skills Arcana +2, Athletics +10, History +2, Intimidation +4, Investigation +2, Medicine +4, Nature +2, Perception +4, alchemist’s supplies (1d8), thieves’ tools, tinker’s tools
Damage Resistances bludgeoning, piercing, slashing
Senses darkvision 60 ft., passive Perception 14
Languages English


Assured Strength. Mr. Hyde has advantage on Strength ability checks and saving throws . When Mr. Hyde makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.

Big-Handed Grappling. Mr. Hyde has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. On a success, the creature is restrained until the grapple ends. Mr. Hyde only needs one hand to grapple a creature of Medium size or smaller.

Incredible Might. Mr. Hyde can lift up 2 tons or more though doing so requires his full attention and concentration . At the Narrator’s  discretion, he can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 1 ton.

Leap. Mr. Hyde increases the distances of his horizontal jumps by 30 feet and his vertical jumps by 20 feet.

Regeneration. Mr. Hyde regains 5 hit points at the start of his turn if he has at least 1 hit point.

Siege Monster. Mr. Hyde deals double damage to objects and structures.

Transformation. When Mr. Hyde is knocked unconscious , or at the end of a short or long rest, he reverts to his regular form ( Dr. Jekyll ).


ACTIONS

Multiattack. Mr. Hyde attacks three times or throws an object.

Smash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Thrown Object. Ranged Weapon Attack: +9 to hit, range 250/500 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 11 (1d8+6) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to a maximum of 10d8 1,000 pounds). A creature thrown at an object bigger than it takes regular damage, but only takes half damage when thrown at another creature.

Description

I learned to recognize the thorough and primitive duality of man; I saw that, of the two natures that contended in the field of my consciousness, even if I could rightly be said to be either, it was only because I was radically both.

In fewer words: here’s Doctor Jekyll & Mr. Hyde! We all know this literary classic. Dr Henry Jekyll, an aspiring alchemist that concocted a mixture which transformed him into Mr Edward Hyde, a freakish, monstrous alter ego, unleashing the evil and foulness in his inner soul. The two identities had different appearances—Dr Jekyll was large, fifty-ish; Mr Hyde was small and younger. At first he did it for kicks, but soon began changing in his sleep and beyond his control, Hyde’s violence and lust escalating, until Jekyll ultimately took his own life to bring an end to the torturous existence he made for himself—or maybe he didn’t. It’s unclear!

The gothic novella, The Strange Case of Dr Jekyll and Mr Hyde, by the Scottish author Robert Louis Stevenson, is an influential work; Marvel fans will recognize The Incredible Hulk in this morbid tale, and DC fans will see shades of Two-Face. Jekyll and Hyde would make for a wonderful NPC villain, especially if the player characters become friends with the Jekyll side of the character.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.