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Doctor Victor Frankenstein

Doctor Victor Frankenstein
Midjourney

Dr. Victor Frankenstein is a tall, thin man with dark hair and piercing eyes. He often appears disheveled, with a distracted air about him. His movements are quick and purposeful, and he carries himself with an air of intelligence and confidence. Despite his somewhat alarming appearance, he has a charismatic and persuasive manner that allows him to win people over to his ideas.

  • Alias – “Dr. Frankenstein”
  • Gender – Male
  • Race – Human
  • Occupation – Scientist
  • Religion – Unknown
  • Allies – None
  • Enemies – His creation
  • Abode/ Base of operations – An isolated castle in the mountains
  • Nationality – Swiss
  • Languages – German, French, English, Latin
  • Alignment – Chaotic Neutral
  • Affiliation(s) – None
  • Significant others – None

Dr. Victor Frankenstein is a brilliant and ambitious scientist who has always been fascinated with the idea of reanimating life. He grew up in Geneva, Switzerland, where he was raised by his parents and had a close relationship with his adopted sister, Elizabeth. As a young man, he became obsessed with the study of natural philosophy and the secrets of life itself, spending countless hours in his laboratory and neglecting his other relationships and responsibilities.

Driven by his desire to create new life, Dr. Frankenstein worked tirelessly for years, pouring all of his energy and resources into his research. He ultimately succeeded in creating a creature from the body parts of deceased individuals, but was horrified by the monstrous appearance of his creation and fled from his laboratory in fear.

Despite his initial horror, Dr. Victor Frankenstein is torn between his sense of responsibility towards his creation and his fear and disgust for what he has brought to life. He is haunted by the guilt of having created a creature that is not fully human, but also not fully animal, and is terrified of the consequences of his actions.

Throughout his story, Dr. Frankenstein struggles with the ethical and moral implications of his work, while also grappling with the fear and isolation that come with his pursuit of scientific knowledge. He becomes increasingly obsessed with finding a way to destroy his creation, while also trying to come to terms with his own inner demons.

Other characters in the story include the creature, who longs for acceptance and companionship but is ultimately rejected and ostracized by society, and Robert Walton, a seafaring captain who encounters Dr. Frankenstein in the Arctic and hears his tragic story.

Dr. Victor Frankenstein

Dr Victor Frankenstein1
Midjourney

Medium humanoid (human), chaotic neutral

Armor Class: 13 (studded leather)

Hit Points: 75 (10d8 + 30)

Speed: 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)18 (+4)14 (+2)10 (+0)

Skills: Arcana +7, History +7, Medicine +7, Nature +7, Perception +5

Senses: passive Perception 15

Languages: German, French, English, Latin, (Draconic, Infernal)

Challenge: 7 (2,900 XP)

Traits:

Master of Arcane Experimentation. Dr. Frankenstein is a master of arcane experimentation and has proficiency in the Arcana skill. He can cast the spells Detect Magic, Identify, and Arcane Eye at will without using a spell slot.

Obsessed Scientist. Dr. Victor Frankenstein is obsessed with unlocking the secrets of life and death. He will stop at nothing to complete his experiments, even if it means breaking moral and ethical boundaries.

Actions:

Multiattack. Dr. Victor Frankenstein makes two attacks with his dagger.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Lightning Bolt. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 36 (8d6) lightning damage.

Legendary Actions:

Dr. Victor Frankenstein can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dr. Frankenstein regains spent legendary actions at the start of his turn.

Experiment. Dr. Victor Frankenstein spends a legendary action to activate one of his experiments. Choose one of the following effects:

  • Regeneration. Dr. Frankenstein or a creature within 30 feet regains 10 hit points at the start of its turn for the next minute.
  • Reanimation. A corpse within 30 feet of Dr. Frankenstein rises as a zombie under his control for 1 minute.
  • Electricity. Dr. Frankenstein targets a creature within 60 feet, dealing 18 (4d8) lightning damage.

Summon Abomination (Costs 2 Actions). Dr. Victor Frankenstein summons an abomination of his own creation to aid him in battle. The abomination is an undead creature with the same statistics as a Flesh Golem.

Equipment:

Dagger, studded leather armor, pouch with 15 gp

Abomination (Flesh Golem)

Abomination (Flesh Golem)
Midjourney

The Abomination, a large undead Flesh Golem, stands at over seven feet tall with an imposing frame. Its body is made of various stitched-together body parts, with rough, lumpy flesh covering its entire form. Its eyes glow with an eerie, otherworldly light, and it moves with a slow, steady gait. Its massive fists are always at the ready, and it emits a low, guttural growl when it senses potential danger.

Large undead, chaotic evil

Armor Class: 9

Hit Points: 120 (16d10 + 32)

Speed: 30 ft.

STR 19 (+4) DEX 9 (-1) CON 14 (+2) INT 6 (-2) WIS 10 (+0) CHA 5 (-3)

Damage Immunities: Lightning, Poison, Psychic

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 ft., passive Perception 10

Languages: Understands the languages of its creator but can’t speak

Challenge: 5 (1,800 XP)

Traits:

  • Immutable Form. The flesh golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The flesh golem has advantage on saving throws against spells and other magical effects.

Actions:

  • Multiattack. The flesh golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Poison Breath (Recharge 5-6). The flesh golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
  • Hurl Object. The flesh golem hurls a Large or smaller object it is holding or carrying up to 60 feet, dealing 19 (3d10 + 4) bludgeoning damage to the target and any creatures within 5 feet of it.
  • Reactive Healing. When the flesh golem takes lightning damage, it regains a number of hit points equal to the lightning damage taken.

Equipment:

None.

Doctor Victor Frankinstein

Victor Frankenstein
Then he would raise a trap-door constructed in the floor of his workshop (Master Zacharius) Théophile
Schuler, from Le docteur Ox (Doctor Ox), by Jules Verne, Paris, not dated.

Human CR 11
XP 12800
Any Medium Humanoid
Alchemist level 12 (skill points 120) Alchemist
(Reanimator )
Init +2; Senses ; Perception +12

DEFENSE

AC 15, touch 13, flat-footed 12 (+2 Dex, +2 armour, +1 feats)
hp 81 (0d8+12d8+12+12);
Fort +9, Ref +10, Will +4

OFFENSE

Speed 35ft.
Melee Dagger +9/+4 (1d4/19-20)
Ranged Bomb +12 (5d6+5) range 20 +1 to hit and +1 damage if within 30ft
Space 5 ft.; Reach 5 ft.
Special Attacks
Bomb (Su) Number of bombs each day equal to his class level + his INT mod. No of d6 damage = 5
Bomb (Su)-2 Add INT bonus to damage. Splash Damage = Min damage, Reflex 1/2 DC 10+1/2 level + INT mod.
Swift Alchemy (Ex) Half the normal time to create alchemical items, and apply poison to weapon as a move action
Swift Poisoning (Ex) Can apply a dose of poison to a weapon as a swift action.

Spells Known:
Alchemist Spells: CL 12 Concentration 17

  • Level 1 (7) DC 16: Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Disguise Self, Expeditious Retreat, Identify, Youthful Appearance, ; 
  • Level 2 (6) DC 17: Aid, Alchemical Allocation X 2, Bulls Strength, Delay Disease, Undetectable Alignment, ; 
  • Level 3 (5) DC 18: Animate Dead, Lesser, Cure Serious Wounds, Disable Construct, Heroism, Remove Disease, ; 
  • Level 4 (4) DC 19: Create Undead, Cure Critical Wounds, Deathless, Vitriolic Mist, ;

STATISTICS

Str 11, Dex 14, Con 13, Int 20, Wis 11, Cha 8
Base Atk +9; CMB +9; CMD 22
Feats Acid Bomb, Alchemical Simulacrum (Su), Alchemical Zombie (Su), Enhance Potion, Explosive Bomb, Stink Bomb, Armour Prof Light, Brew Potion, Dodge, Fleet, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency, Skill Focus (Know Nature), Throw Anything, Weapon Focus(Ranged);
Skills Craft Alchemy +20, Disable Device +17, Fly +14, Heal +15, Know Arcana +20, Know Nature +26, Perception +12, Sleight of Hand +17, Spellcraft +20, Survival +12, Use Magic Device +11
Languages Common

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

ITEMS: Golem manual flesh -, Tome of clear thought (+1) +1 Int (not used),


D&D 5E Epic Monsters: Frankenstein’s Monster

frankenstein's monster 5e banner.jpg

D&D 5E – Epic Monsters: Frankenstein’s Monster | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

If you don’t know the story yet, Dr. Victor Frankenstein collects dead body parts, splices them together, and then runs electricity through the stitched together corpse to scientifically bring life to that which was once no more than dead flesh! Go watch Young Frankenstein—that should get all the important points across.

Frankenstein’s Monster
Medium humanoid (human), neutral occultist (abomination) 14/barbarian 1
Armor Class 14 (Constitution, toughened hide)
Hit Points 129 (14d8+1d12+60)
Speed 50 ft., climb 30 ft.

STRDEXCONINTWISCHA
20 (+5)​9 (-1)​18 (+4)​10 (+0)​16 (+3)​8 (-1)​

Saving Throws Str +10, Con +9, Int +5, Wis +8, Cha +4
Skills Athletics +10, Insight +8, Perception +8, Survival +5; ceremonial relics +5
Damage Vulnerabilities acid
Damage Resistances poison; bludgeoning, slashing
Damage Immunities lightning
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft. (sees through magical darkness), passive Perception 18
Languages Common, Undercommon
Challenge 9 (5,000 XP)

Background: Worldly – Attention-Grabber. The monster’s way of speaking, nonverbal communication, aphorisms, and what it looks like mark it as fundamentally different. Everyone’s eyes are on you. While not always useful, it does sometimes make it possible to set up a meeting or otherwise gain the attention of people you want to meet (like nobles, sages, traders, and the like).

Abominable Nature. The monster has resistance to poison damage and immunity to the poisoned condition. It does not need to breathe, eat food, or drink water, though it still requires periods of rest similar to sleep. The monster has disadvantage on Charisma ability checks made against humanoids due to its strange appearance.

Dark Strike. The monster can roll a d10 for his unarmed strikes. When it uses the Attack action with an unarmed strike on its turn, it can choose to deal necrotic damage by spending a bonus action. The monster can use Constitution for the attack and damage rolls of its unarmed strike when dealing necrotic damage.

Devotee of Darkness. The monster has advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in darkness or dim light.

Otherworldly Brute. The monster has advantage on attack rolls made against objects and deals double damage when using Strength to damage an object.

Rage (2/Long Rest). On its turn, the monster can enter a rage as a bonus action. Its rage lasts for 1 minute, ending early if it is knocked unconscious or if its turn ends and it hasn’t either attacked a hostile creature since its last turn or taken damage since then. The monster can also end its rage on its turn as a bonus action. While raging, it gains the following benefits.

  • The monster has advantage on Strength checks and Strength saving throws.
  • When the monster makes a melee weapon attack using Strength, it deals 2 extra damage.
  • The monster has resistance to bludgeoning, piercing, and slashing damage.

Toughened Hide. The monster has a +1 bonus to AC (included in its statistics) and resistance to bludgeoning and slashing damage.

Unnatural Threshold. The monster ignores 5 damage whenever it is hit with an attack that deals piercing damage.

ACTIONS

Extra Attack. The monster attacks three times when it takes the Attack action.

Dark Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage.

Deucalion “Frankenstein’s Monster”

Steel engraving (993 x 71mm) for frontispiece to the revised edition of Frankenstein by Mary Shelley, published by Colburn and Bentley, London 1831. The novel was first published in 1818.
Steel engraving (993 x 71mm) for frontispiece to the revised edition of Frankenstein by Mary Shelley, published by Colburn and Bentley, London 1831. The novel was first published in 1818.

A giant of a man approaches you. As he stumbles closer, you notice that he appears to be stitched together from several bodies.

Frankenstein’s monster is named Deucalion, in homage to the titan Prometheus, who went against the Gods to give the fire of knowledge to mankind. Deucalion was created by Victor Frankenstein in a laboratory and has since searched the world looking for acceptance and an identity. Everywhere he goes, he is hunted and forced to flee.

Victor Frankenstein built Deucalion in his laboratory through an ambiguously scientific method consisting of chemistry (from his time as a student at University of Ingolstadt) and alchemy (largely based on the writings of Paracelsus, Albertus Magnus, and Cornelius Agrippa).

The Deucalion horrified Frankenstein upon coming to life, and the scientist immediately disavowed the experiment. Abandoned, frightened, and unaware of his own identity, the Deucalion wandered through the wilderness. He briefly found solace beside a remote cottage inhabited by a family of peasants, the DeLaceys.

Eavesdropping on the family’s conversation, he familiarized himself with their lives and learned to speak by listening to the family teach French, their native language, to an Arabian daughter-in-law, whereby he became eloquent, educated, and well-mannered.

After much deliberation about revealing himself to the family,he introduced himself to its blind father, who treats him with kindness. When the rest of the family returned, they drove him away. Hopeful but bewildered, the creature rescued a peasant girl from a river, but is shot in the shoulder by a man who claims her. He swore revenge on Frankenstein for abandoning him to such intolerance, and accordingly killed Victor’s younger brother William.

When Frankenstein retreats to the mountains to absorb his grief and despair, Deucalion approaches him at the summit and told Frankenstein his story, while also pleading with his creator to manufacture a female equivalent to mitigate the loneliness of his existence. Frankenstein agreed, but, aghast at the possibility of creating a race of monsters, abandons the agreement. In response, Deucalion killed Frankenstein’s best friend, Henry Clerval, and later Frankenstein’s bride, Elizabeth Lavenza; whereupon Frankenstein’s father dies of grief.

Appearance

Deucalion is a towering 7-foot-tall, hideously ugly creation, with translucent yellowish skin pulled so taut over the body that it “barely disguised the workings of the arteries and muscles underneath”; watery, glowing eyes, flowing black hair, black lips, and prominent white teeth. The monster attempts to integrate himself into human social patterns, but is shunned by all who see him. He retains “trace memories” that helped him quickly learn to speak and read. However when he covers his face apart from the obvious scars along the right side of his face, the well-spoken creature can pass for a human.

He wears a dark suit long cloak and thick, heavy boots, causing him to walk with an awkward, stiff-legged gait .

Personality

The monster is a sensitive, emotional creature whose only aim is to share his life with another sentient being like himself, well versed in literature . He is very articulate and eloquent in his way of speaking. He can speak quickly and he can enunciate well. Almost immediately after his creation, he dresses himself; and within eleven months, he can speak and read German and French. and English fluently.

From the beginning the monster has been rejected by everyone he meets. He realized from the moment of his “birth” that even his own creator cannot stand being around him. Upon seeing his own reflection, he realized that he too cannot stand to see himself. His greatest desire is to find love and acceptance; but when that desire was denied, he swore revenge on his creator. He is not outwardly aggressive however he reactions violently to rejection.

The creature is pyrophobic (afraid of fire). Dr. Frankenstein originally intended to use a developed, intelligent brain however the brain supplied by Burke and Hare to create Deucalion was from the mind of a deformed executed murder.

Name Deucalion “Frankensteins Monster”
Golem, Flesh Advanced CR 14
XP 38400
Neutral Large Construct (Animal) Construct traits
Alchemist level 1 (skill points 7) Alchemist (Reanimator ) Brawler level 5 (skill points 35) Brawler
Init +4; Senses Darkvision 60, Low-light Vision; Perception +9

DEFENSE

AC 32, touch 15, flat-footed 26 (+4 Dex, +14 Natural, -1 size, +3 armour, +1 feats, +1 dodge)
hp 131 (9d10+1d8+5d10+1+15+30);
Fort +9, Ref +13, Will +4
Damage reduction 5/adamantine, 

  • Immunity to 1 – magic A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below., 
  • Immunity to 2 – A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save)., 
  • Immunity to 3 – A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

OFFENSE

Speed 30ft.
Melee Unarmed strike +21/+16/+11 (2d6+9), Handaxe +20 (1d8+4 X3)
Ranged Bomb +17 (1d6+3) range 20
Space 10 ft.; Reach 10 ft.

Special Attacks

Bomb (Su) Number of bombs each day equal to his class level + his INT mod. No of d6 damage = 1

Bomb (Su)-2 Add INT bonus to damage. Splash Damage = Min damage, Reflex 1/2 DC 10+1/2 level + INT mod.

Brawlers Strike (Ex) -1 At 5th level, a brawlers unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex) At 5th level, a brawlers damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapons normal 1d4).

If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapons base damage instead of her adjusted unarmed strike damage-this must be declared before the attack roll is made.

Knockout (Ex) A brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawlers level + the higher of the brawlers Strength or Dexterity modifier) or fall unconscious for 1d6 rounds.

Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 1

Maneuver Training (Ex) -1 A brawler can select combat maneuvers to receive additional training in. She gains a bonus on combat maneuver checks when performing that combat maneuver and a bonus to her CMD when defending against that maneuver. Number of Maneuvers and CMD =

Martial Flexibility (Ex) -1 A brawler can take a move action to gain the benefit of a combat feat she doesnt possess. This effect lasts for 1 minute. The brawler must meet all the feats prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feats daily limit.

Martial Training (Ex) Brawler At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monks robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Spells Known:
Alchemist Spells: CL 1 Concentration 4

Level 1 (2) DC 14: Adhesive Spittle, Comprehend Languages, ;

STATISTICS

Str 28, Dex 18, Con 0, Int 16, Wis 11, Cha 0
Base Atk +14; CMB +24; CMD 40

Feats Power Attack, Alertness, Armour Prof Light, Blind-fight, Brew Potion, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Simple Weapon Proficiency, Stealthy, Throw Anything, Toughness, Two-Weapon Fighting, Weapon Focus;

Skills Acrobatics +9, Climb +8, Craft +7, Craft Alchemy +8, Disable Device +8, Escape Artist +10, Fly +7, Handle Animal +4, Heal +5, Intimidate +8, Know Arcana +3, Know Dungeon +3, Know Local +3, Know Nature +3, Perception +9, Profession +0, Ride +9, Sense Motive +9, Sleight of Hand +3, Spellcraft +7, Stealth +4, Survival +0, Swim +11, Use Magic Device +0
Languages

ECOLOGY

Environment Any
Organization Solitary, Gang 2-4
Treasure None

SPECIAL ABILITIES

ITEMS: Belt of physical perfection (+2) +2 STR +2 CON +2 DEX,

See Also Flesh Golem / Frankenstein’s Monster

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