Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week’s character is the INVINCIBLE IRON MAN! I’m not familiar with the new series so we’re just going with Tony Stark (my favorite memories of that character, cheesy as they may be, are from the old Saturday morning cartoon on ABC–check it out if you don’t know what I’m talking about).

If there’s someone you’d like to see please comment with a request (tune in next week for Nightcrawler!), tweet at me @MikeMyler2 , or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

Hyper Score Marvel Iron Man promo.png

IRON MAN (Tony Stark)
CR 26 — XP 2,457,600

LG Male human netjacker (mechwarrior) 17 [hs 7; hypernaut 1, meganaut 2]
Medium humanoid (human, hyper, netjacker robot)
Init +7; Senses (while in proxy) darkvision 60 ft., lifesense 60 ft., low-light vision; Awareness +26

DEFENSE
AC 47, bullet 33, touch 28, flat-footed 34 (+19 armor, +5 deflection, +4 Dex, +9 dodge)
hp 186 (17d8+85+21); Hyper Bonus +3
Fort +12, Ref +17, Will +15
Defensive Abilities improved evasion; DR 4/—[HF]; Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity
Hyper Flaws fetish (iron man armor), personal problem (compulsion: alcoholism)

OFFENSE
Speed 30 ft. without proxy; fly 90 ft. (average)
Melee unarmed +34/+29/+29/+24/+24 (1d3+22 bludgeoning) or with Improved Devastating Vital Strike +29 (3d3+26 bludgeoning)
Ranged missile +28 (12d6+12 bludgeoning and fire, range 120 ft.)
Ranged repulsor beam +28/+23/+23/+18/+18 or +26/+26/+21/+21/+16/+16 (3d4+12 force, range 60 ft.) or with Improved Devastating Vital Strike (“UNIBEAM!”) +28 (9d4+16 force, range 60 ft.)
Ranged strong hurl +28 touch (1d8 per 100 pounds+22 or 4d8 per 400 pounds+22, range 30 ft.; light load is 2,144 pounds)
Special Attacks combat hacks (melee +2, ranged +2), hyper bonus +3

STATISTICS
Str 10 (31), Dex 10 (19), Con 18, Int 28, Wis 14, Cha 18, Luck 28, Rep 25
Hyper Strength 2 (Strong Back, Strong Hurl)[HF], Hyper Constitution 2 (Hyper Tough)[HF], Hyper Intelligence 3 (Hyper Ingenuity 3/day, Hyper Smart 3/day)
Base Atk +12; CMB +34; CMD 57
Feats Alertness [B], Clustered Shots [B], Craft Cybernetics, Craft Technological Arms and Armor, Craft Technological Item [B], Devastating Vital Strike, Dodge [B], Extra Evolution (4), Flyby Attack, Impact Critical Shot, Improved Unarmed Strike [B], Improved Vital Strike, Point-Blank Shot [B], Precise Shot [B], Rapid Shot [B], Technologist [B], Vital Strike; Hyper Feats Extra Hyper Attribute (3)[HF], Hyper Lucky, Hyper Wealth
Skills Awareness +26, Bluff +14, Craft (mechanical) +35, Diplomacy +19, Disable Device +22, Fly +11, Knowledge (arcana, dungeoneering, local, nature, nobility, planes, religion) +15, Knowledge (engineering) +29, Knowledge (geography, history) +15, Knowledge (technology) +37, Linguistics  +14, Profession (industrialist, scientist) +13, Search +29, Sense Motive +24, Stealth +12, Use Technology +32, Vehicular Control  +8
Languages English, 11 other languages, translator for terrestrial languages in suit; electronic telepathy 40 ft.
SQ advanced hacking talents (equipment malefactor, fast-fix 3d8+17 12/day, invisibility to tech 340 ft. for 9/rounds 12/day, smart dodge +8), hacking talents (evasion, firesale, flash firewall, improved evasion), hyper attack 2, hyper initiative, hyper mortality, robot warrior, tech doyen, tech master, tech savant +5 (hypernet only), tech wiz +8 (insight bonus to all Craft (mechanical), Knowledge (technology), and Use Technology checks)
Gear [+5] Iron Man Armor (mechwarrior proxy; Tony has made his proxy into a +5 advanced item), hyperjack (linked to all aspects of his suit), [+5 ring of protection]

SPECIAL ABILITIES
Robot Immunities (Ex) Netjacker robots are immune to ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Robot Warrior (Ex) [from the Mechwarrior archetype for Netjackers]: A mechwarrior begins play with one robot (a proxy) she is able to wear like a suit of armor. The proxy mimics all of the mechwarrior’s movements, and the mechwarrior perceives through the proxy’s senses and speaks through its voice modulator; for the purposes of game mechanics the two are now one creature. The mechwarrior directs all of the proxy’s actions while it is worn.
While wearing her proxy, the mechwarrior uses the proxy’s Strength and Dexterity, but retains her own Constitution, Intelligence, Wisdom, and Charisma. The mechwarrior gains the proxy’s hit points as temporary hit points. When these hit points reach 0, the proxy is broken and counts against the mechwarrior’s carrying capacity. The mechwarrior uses the proxy’s base attack bonus, and gains the proxy’s armor, natural armor bonuses, and modifiers to ability scores. The mechwarrior also gains access to the proxy’s special abilities and the proxy’s upgrades. The mechwarrior is still limited to the proxy’s maximum number of natural attacks. The proxy has no skills or feats of its own. The proxy must be at least the same size as the mechwarrior. The proxy’s temporary hit points may can be restored through the same means as any other robot. Getting into or out of a proxy is a full-round action that provokes attacks of opportunity.
While wearing her proxy, the mechwarrior loses the benefits of her armor. She counts as both her original type and a robot for any effect related to type, whichever is worse for the mechwarrior. Spells such as antitech field or destroy robot work normally on the proxy, but the mechwarrior is unaffected. Neither the mechwarrior nor her proxy can be targeted separately, as they are fused into one creature. The mechwarrior and proxy cannot take separate actions. While fused with her proxy, the mechwarrior can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the netjacker’s normal robot artist ability (for example, the proxy and netjacker share a digital watermark).
This modifies and replaces robot artist.

[+5] IRON MAN ARMOR

N Medium construct (robot); Senses darkvision 60 ft., lifesense 60 ft., low-light vision

DEFENSE
AC 33, bullet 19, touch 14, flat-footed 29 (+19 armor, +4 Dex)
hp 125 (12d10+59)
Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed 30 ft., fly 90 ft. (average)

STATISTICS
Str 31, Dex 19, Con —, Int 6, Wis 10, Cha 10
Upgrades (26 points) Ability score increase (Str +4, Dex +2), lightweight (3), energy ray (repulsor beam, 2), fly (6), lifesense, resist (cold, fire)
Cost 34,000bt; Weight 210 lbs.

 

SOME NOTES ON THE PATHFINDER BUILD

As one of the world’s most powerful super heroes, Tony is a biggun–so big that he’s about as tough as Lucifer (and just as smart). He can buy whatever additional equipment you think is appropriate, but I think this is as streamlined as he gets (no mega-cannon) and definitely not the Hulk build, but definitely not Mark 1.

 

IRON MAN (Tony Stark)

Medium humanoid (human), lawful good
Armor Class 18 (8 Iron Man suit)
Hit Points 210 (28d8+84)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 16 (+3) 21 (+5) 14 (+2) 19 (+4)

Saving Throws Str +10, Int +10, Wis +7, Cha +9
Skills Deception +9, Insight +7, Investigation +10, Perception +7, Persuasion +9, Technology +10
Damage Vulnerabilities critical hits, lightning
Damage Resistances cold, fire, poison, psychic; bludgeoning, piercing, slashing
Condition Immunities exhaustion, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages English and 10 other languages
Challenge 16 (15,000 XP)
Artificial Response. When Iron Man is charmed, paralyzed, or stunned, he may spend a bonus action to make a saving throw to eliminate the condition. Iron Man may only use artificial response once against any one instance of an effect.
Rapid Reflexes. When Iron Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Strongback. Iron Man is able to throw objects as heavy as 1 ton (2,000 pounds) and lift objects ten times that weight.
Targeting Relays. Iron Man does not suffer disadvantage for making ranged attacks while within reach of an enemy.
Technofanatic. Iron Man has advantage on Technology checks.

ACTIONS
Multiattack. Iron Man makes any combination of four unarmed strikes and repulsor blasts, two missile attacks, or one missile attack and a combination of two unarmed strikes and repulsor blasts each round.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d8+11) bludgeoning damage.
Missile. Ranged Weapon Attack: +9 range (60/500), multiple targets (20-foot-square). Hit: 39 (8d8+3) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.
Repulsor Blast. Ranged Weapon Attack: +9 to hit, range (100/500), one target. Hit: 25 (5d8+3) force damage.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 15 (1d8+11) 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 101 [21d8+7] at 2,000 pounds).
Unibeam (Recharge 5-6). Iron Man unleashes the weapon in his chestplate, blasting a potent beam of force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

SOME NOTES ON THE D&D 5E BUILD

I eschewed the book’s mechwarrior (sorcerer archetype) NPC build for a straight monster build–as mentioned elsewhere, Hypercorps 2099 was envisioned and originally but for Pathfinder then translated to 5E, and the latter is not quite as flexible for player options as the former. Don’t get me wrong, it definitely still delivers super cyberbunk and is really a great time, but building whatever-you-can-fathom inside playable parameters is definitely more challenging because of the ability score caps and different resource distribution in D&D 5E. He’d probably end up past CR 21+ and at that point in 5E you’d never use him (the Pathfinder build above is definitely nearing epic play) whereas a CR 16 is much more likely to find room at your gaming table. 🙂

Welcome to the fourth post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (M. Bison!), and if you think this can be improved in any way please don’t be bashful and let me know!.

Next week I’ll be putting up Fei Long the Flying Dragon (!) but if there’s someone you’d like to see after him I am doing these in order of requests (then favorites — Ken will be along shortly) so let me know and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff! 😀

MoA Cammy promo.png

Cammy

Medium humanoid (human), lawful good monk (martial artist) 5/fighter (battle master) 10
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 137 (5d8+10d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
15 (+2) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 11 (+1) 9 (-1)

Saving Throws Str +7, Dex +10
Skills Acrobatics +10, Athletics +7, Intimidation +7, Stealth +10
Tools alchemist’s supplies, gaming set, tinker’s tools, vehicle (land)
Damage Resistances piercing
Senses passive Perception 14
Languages Ceramian, Ropaeo, Soburi
Challenge 15 (13,000 XP)

Action Surge. On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action. Once she uses this feature, she must finish a short or long rest before she can use it again.
Background Feature: Military Rank (Soldier). Cammy has a military rank of Sergeant from her career as a soldier. Soldiers loyal to her former military organization still recognize her authority and influence, and they defer to her if they are of a lower rank. Cammy can invoke her rank to exert influence over other soldiers and requisition simple equipment for temporary use. Cammy can also usually gain access to friendly military encampments and fortresses where her rank is recognized.
Fighting Style: Archery. Cammy gains a +2 bonus to attack rolls she makes with ranged weapons.
Indomitable. Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll, and Cammy can’t use this feature again until she finishes a long rest.

Ki (5 points). Cammy harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

  • Flurry of Blows. Immediately after Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Cammy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Cammy can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Cammy knows the following maneuvers. She can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

  • Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.
  • Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.
  • Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Cammy’s attack.
  • Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.
  • Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy pushes the target up to 15 feet away from her.
  • Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy knocks the target prone.

Martial Arts. Cammy can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Cammy uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second Wind. On her turn, Cammy can use a bonus action to regain 1d10+10 hit points. Once she uses this feature, she must finish a short or long rest before she can use it again.
Stance Adept. Cammy’s monk training has gained her a martial arts feat and she has used two of her Ability Score Increases to further her understanding of the discipline.
Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, and her strikes deal an additional 1d8 piercing damage. In addition, Cammy has advantage on checks and saves to avoid the prone condition and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Cammy’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + 1 (the number of martial arts stances she knows).
Unarmored Movement. Cammy’s speed increases by 10 feet while she is not wearing armor or wielding a shield.
Unarmed Savant. Cammy’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8).

ACTIONS
Multiattack. Cammy attacks three times when she takes the Attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 4 (1d8) piercing damage.
Combat Pistol*. Ranged Weapon Attack: +12 to hit, range 100/400, one target. Hit: 12 (2d6+5) bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Cammy can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 14 (2d8+5).
Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

Today’s character from the vaults is one of my all-time absolute favorites, so much so that I had a miniature made for him at HeroForge.com!

ollld-man

Olllld Man is a Pathfinder RPG homage to a character in the (absolutely hilarious Zelda spoof) Legend of Neil and has been a trainer of legendary heroes for so long he’s forgotten most of what he learned about training legendary heroes–he is a doddering, stubborn, racist (specifically regarding dwarves, elves, gnomes, and halflings) old man concerned with little other than trying to remember what was glorious about his glory days or finding more good booze.

heroforgescreenshotollllld-man

Some notes on playing as or using Olllld Man

  1. It is not “Old Man”, it is “Ollllld Man” and he will correct people that pronounce his name wrong.
  2. Olllld Man doesn’t really hate the other races, he just likes to complain about them at length. It’s also a good idea to make sure that the rest of the table is comfortable with someone roleplaying a bigot–if that’s not cool with everyone present, remove that aspect of his personality.
  3. The Spellsong feat implies that one is singing while they use it to surreptitiously cast bard spells, but that’s not required–only a use of bardic performance. Olllld Man can bust a move but most of the time the trick is to find any reasonable way for him to explain something, which he will then turn into a story from his past (make up heroes, many of them, doing absolutely ridiculous things like knocking an elephant over by mistake or throwing their weapon into the sky and it disappearing for a long time before an anticlimax, just make sure they always end with inadvertently saving the day or a pointless death) and then boom, he’s casting a spell.
  4. Like ROGUE DOOR, Olllld Man is a support character. His best use is at range providing bonuses to his allies, but in social roleplaying situations he should shine like a star and be a joy to play (interact with maybe not :p).

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request our subject this week is the man from the alternate future, Bishop! If there’s someone you’d like to see please comment with a request, and if you see room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thanks! 😀

bishop hypercorps 2099 promo.png

BISHOP (Lucas Bishop) CR 17 — XP 102,400

Male human slayer 8 [hs 7, hypernaut 3]
NG Medium humanoid (human, hyper)
Init +7; Senses; Awareness +15

DEFENSE
AC 29, touch 21 (29 vs. ranged energy attacks), flat-footed 24 (+8 armor, +3 deflection, +4 Dex, +1 dodge, +3 hyper)
hp 129 (8d10+64+21); Hyper Bonus +3
Fort +13, Ref +10, Will +4
DR 4/—; Resist acid/cold/electricity 5

OFFENSE
Speed 30 ft.
Melee unarmed strike +14/+9/+9/+4 (1d3+6)
Ranged plasmathrower +15/+10/+10/+5 or +13/+13/+8/+8/+3 (4d6 electricity and fire, Crit 19-20/x2, Range 60 ft.)
Special Attacks 2nd studied target, hyper bonus +3, sneak attack +2d6
Hyper Power (CL 15th; concentration +19)
     At will—energy conduit (personal range; hyper flaw: limited 18)

STATISTICS
Str 16, Dex 19, Con 24, Int 14, Wis 15, Cha 16, Luck 17, Reputation 18
Hyper Constitution 2 (Hyper Tough), Hyper Charisma 1 (Hyper Merit; auto-success 1/day)
Base Atk +8; CMB +11; CMD 29
Feats Awareness [B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Technologist[B]
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2), Powerful Talent (Bishop always knows his location)
Skills Acrobatics +9, Athletics +14, Awareness +15, Bluff +7, Disable Device +15 (+19 vs. traps), Heal +6, Intimidate +10, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (technology) +7, Search +13 (+17 vs. traps), Sense Motive +12, Stealth +15, Survival +8, Use Technology +9, Vehicular Control +8
Languages English, Pidgeon (a smattering of languages used in the future)
SQ hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, slayer talents (ranger combat style [3], rogue talent: fast stealth, trapfinding), stalker, track, trapfinding, trap sense +2
Gear [+5] advanced inssuit, [ring of protection +3], plasma thrower (10 power packs), Shard

SPECIAL ABILITIES
Hyper Flaw – Mercurial Mind: Being time-tossed and frequently experiencing new memories befuddles Bishop’s mind at critical moments. Whenever he is hit by a critical hit or fails a saving throw against a mind-affecting spell or special ability, he also gains the confused condition for 1d4 rounds.

Hyper Flaw – Temporal Nemeses: Bishop’s enemies exist in the past, present, and future, and they frequently alter the timeline without giving him any opportunity to stop them until after the act has already been perpetrated. Often times these cause broad changes only Bishop might remember differently, but sometimes they can be at critical times to leave him vulnerable or trapped. As a result of their meddling, Bishop’s only adds his hyper score once when calculating his Luck and Reputation attributes.

Hyper Power: Energy Conduit (Ex) Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, electricity, fire, force, holy, sonic, unholy. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 5 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.
    By spending his immediate action, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.
     If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

  • Energy Blast (Ex): As a standard action, Bishop can unleash an energy blast at a single target up to a range of 250 feet. He must have at least one hand free to aim the blast. Bishop is never considered to be wielding or gripping the energy blast, and he can’t use Vital Strike feats with energy blasts. Energy blasts always deal full damage to swarms of any size. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or holy damage (he chooses which type of damage to use when activating this ability).
  • Energy Eruption (Ex): As a standard action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 21 Reflex save for half damage.
  • Energy Fists (Ex): As a swift action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d12 points of energy damage (force or holy) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d12 (to a maximum of 4d12).

SHARD (Crystal AI)

Aura strong divination; CL 17th
Slot none; Weight 1/2 lb.
STATISTICS
Alignment lawful good
Int 18, Wis 14, Cha 14, Ego 22; Senses 60 ft.
Languages all (as tongues)
Abilities Possesses a +15 bonus on all Knowledge skills, has recordings of all known altered timelines, and over the period of 10 minutes can identify the causes behind a diverted timeline.

 

Bishop

Medium humanoid (human), neutral good
Armor Class 19 (advanced armor)
Hit Points 190 (20d8+100)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 20 (+5) 14 (+2) 15 (+2) 15 (+2)

Saving Throws Str +8, Wis +7, Cha +7
Skills Athletics +8, History +7, Insight +7, Intimidation +7, Investigation +7, Medicine +7, Perception +7, Persuasion +7, Stealth +9, Survival +7, Technology +7
Senses passive Perception 17
Languages English, Pidgeon
Challenge 15 (13,000 XP)

Hyper Power: Energy Conduit. Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, fire, force, lightning, necrotic, psychic, radiant, thunder. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 4 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.
     By spending his reaction, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.
     If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

  • Energy Blast (Ex). As an action, Bishop can unleash an energy blast at a single target within 250 feet. He must have at least one hand free to aim the blast. Energy blasts always deal full damage to swarms of any size regardless of resistances. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or radiant damage (he chooses which type of damage to use when activating this ability).
  • Energy Eruption (Ex). As an action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 19 Dexterity saving throw for half damage.
  • Energy Fists (Ex). As a bonus action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d8 points of energy damage (force or radiant) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d8 (to a maximum of 4d8).

ACTIONS
Multiattack. On his turn Bishop makes 5 unarmed strike attacks or 5 plasma thrower attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Energy Blast. Ranged Weapon Attack: +9 to hit, range 250 ft., one target. Hit: 4 (1d10) force or radiant damage.
Plasma Thrower. Ranged Weapon Attack: +9 to hit, range 60/300, one target. Hit: 18 (4d6+4) fire and lightning damage.

 

SHARD

Wondrous item, legendary magic item
Shard is unable to force a creature to act under its will but can refuse to function.
Linguistic Processor. Shard is able to read and understand all languages (as the tongues spell).
Vast Database. Shard grants a +10 bonus on Intelligence checks related to information (this does not include secret information, only what would be publicly known). In addition, it has recordings of all known altered timelines and over the period of 10 minutes can identify the causes behind a diverted timeline.

Welcome to the third post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (Q!), and if you think this can be improved in any way please let me know. 😀

Next week I’ll be putting up Cammy but if there’s someone you’d like to see after her I am doing these in order of requests (then favorites — Fei-Long is waiting in the dugout!) so let me know and we’ll get them in queue!

Also hey, if you are like “what is this Mists of Akuma thing all about?” look to the top of the page for a button that will take you to free stuff. ^_^

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M. Bison

Medium humanoid, neutral evil barbarian (path of the berserker) 9/monk (martial artist) 8
Armor Class 21 (Constitution, stances)
Hit Points 179 (9d12+8d8+85)
Speed 50 ft. (60 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 19 (+4) 20 (+5) 17 (+3) 19 (+4) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Str +11, Con +11
Skills Arcana +9, Athletics +11, Insight +10, Intimidation +9, Perception +10, Survival +10
Damage Resistances bludgeoning
Damage Immunities psychic
Condition Immunities charmed and frightened (while raging only)
Senses passive Perception 20
Languages Ceramian, Common (Soburi), Ropa, telepathy 30 ft.
Challenge 17 (18,000 XP)
Background Feature: Indomitable Spirit (Pragmatist). Whenever M. Bison’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Brutal Critical. M. Bison can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. M. Bison has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Evasion. If M. Bison is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Fast Movement. M. Bison’s speed increases by 10 feet while he isn’t wearing heavy armor.
Feral Instinct. M. Bison’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Frenzy. M. Bison can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When M. Bison’s rage ends, he suffers one level of exhaustion.
High Haitoku. M. Bison gains a +10 ft. bonus to speed in combat, but suffers disadvantage on Dignity ability checks. M. Bison’s voice has a predatorial timber that can be very unsettling and when his anger is raised psycho energy coruscates around his striking limbs in an intimidating display of raw power.

Ki (8 points). M. Bison harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after M. Bison takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. M. Bison can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. M. Bison can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. M. Bison can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. M. Bison can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when M. Bison uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Mindless Rage. M. Bison can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
Rage. On his turn, M. Bison can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if M. Bison is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. M. Bison can also end his rage on his turn as a bonus action. Once M. Bison has raged four times, he must finish a long rest before he can rage again.
Reckless Attack. When M. Bison makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Clear Mind (3). M. Bison’s unarmed strikes deal an additional 1d8 psychic damage, he has telepathy 30 ft., and he is immune to psychic damage.
Stance of the Stout Boar (3). M. Bison’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance Warrior. M. Bison has learned 2 martial arts stances from his monk training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While M. Bison is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
Unarmored Movement. M. Bison’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. M. Bison’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8) and he is proficient in the Athletics skill.

ACTIONS
Multiattack. M. Bison makes any combination of three unarmed strikes and psycho cannon attacks when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) psychic damage. On a critical hit he deals 32 (6d8+5) bludgeoning damage plus 9 (2d8) psychic damage (this includes the brutal critical feature).
Psycho Cannon. Ranged Weapon Attack: +10 to hit, range 30/120, one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) psychic damage. On a critical hit he deals 14 (2d8+5) bludgeoning damage plus 9 (2d8) psychic damage.

REACTIONS
Deflect Missile. M. Bison can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (3d8+5).
Slow Fall. M. Bison can use his reaction when he falls to reduce any falling damage he takes by 40.

 

PSYCHO DRIVE (Steampunk Item)

Legendary
This large and complex machine is used by M. Bison to charge and store psycho energy, a type of negative ki. For every week M. Bison spends at least 1 hour each day using the psycho drive, he takes a permanent cumulative -1 penalty to Constitution checks and saving throws. Using the psycho drive for 1 hour grants M. Bison 20 psycho points he can spend on the following abilities.

  • Bison Warp (2 points). As a reaction, M. Bison can teleport as misty step. He may use this feature after the results of an attack roll or spell are revealed, and before damage or saving throws are rolled.
  • Psycho Cannon (1 point). As above. M. Bison can use his flurry of blows feature with this attack.
  • Psycho Crusher (3 points). Bison charges his right hand with psycho power then surrounds himself with the energy while flying towards his opponents, similar to a torpedo. Activating this attack is a free action M. Bison takes during an attack action and he has advantage on the attack roll for it. He must move at least 10 feet before he is able to activate this feature* but this movement never provokes opportunity attacks.

The psycho drive takes up a 10 ft. by 10 ft. square, has an AC of 17, 200 hit points, and at the GM’s discretion M. Bison’s scientists may alter it to perform other feats such as body swapping (use the rules for magic jar except the container is another body) or brainwashing (use the rules for suggestion and/or dominate monster).

*Because of M. Bison’s mastery over the Stance of the Stout Boar, he ignores movement terrain costs and may effectively fly for up to 15 feet of movement when using psycho crusher.

Today’s character from my past is one very near and dear to my heart: George.

george

Now I know what you’re thinking: that is a ridiculous looking shadowrunner. What the hell kind of campaign was that?

I’ll tell you: an awesome one that was just as cyberpunky as any Shadowrun game.

The thing about George (or rather, Elrond) is that he’s the worst kind of elf poser, believing himself to be an elf–a TRUE elf–in the tradition of Lord of the Rings. He predominantly used a “magic” sword and “magic” bow, he spoke a language he claimed was the true elven tongue, and he dressed like he as on a movie set in New Zealand.

WHY on EARTH would ANYONE DO THAT?! How did your group tolerate this?!

They looooooooooooooved iiiiit! As did I! You see George/Elrond did not realize he was an elf poser, he truly legitimately believed he was the real deal. George was a spoiled hypercorp executive’s kid that stole all his dad’s money and fell in with a bad crowd that eventually got tired of his shit. One particularly vindictive fellow among them–an elf-hater to be sure–had George kidnapped, filled up with cyberware, and then totally brainwashed into believing he was a “real elf”.

I strongly encourage you to give George a go the next time you sit down for a Shadowrun (or perhaps Hypercorps 2099 😉 ) campaign! He is definitely an NPC that your group will not forget and from a player perspective, terrifically fun to play.

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week we’re doing the merc with a mouth, the inimitable Deadpool! If there’s someone you’d like to see please comment with a request, and if you see room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thanks! 😀

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DEADPOOL       CR 19—XP 204,800
Male human slayer 10 [hs 7, abbernaut 3]
CN Medium humanoid (human, hyper)
Init +14; Senses darkvision 60 ft.; Awareness +12

ͺ‾‾‾‾‾‾‾‾‾ DEFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
AC 26, bullet 26, touch 26, flat-footed 15 (+2 deflect, +10 Dex, +1 dodge, +3 hyper)
hp 170 (10d10+90+21) fast healing 3, regeneration 2; Hyper Bonus +3
Fort +17, Ref +20, Will +6
Defensive Abilities evasion; DR 6/—; Immune disease, poison
Hyper Flaws compulsion (annoy), disturbing, unnatural

ͺ‾‾‾‾‾‾‾‾‾‾ OFFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
Speed 60 ft., climb 20 ft.
Melee +1 katanas +24/+19/+19/+14 or +20/+20/+19/+19/+19/+14/+14 (1d8+6, Crit 15-20/x2)
Ranged [+1] SMGs +24/+19/+19/+14 or +20/+20/+19/+19/+19/+14/+14 (2d8+7, Crit x4, Range 80 ft.)
Special Attacks distraction (DC 24), hyper bonus +3, sneak attack +3d6, studied target +3
Hyper Spell-Like Abilities (CL 14th, concentration +24)
     at will—ghost sound
     13/day—shift (35 ft. as dimension door)

ͺ‾‾‾‾‾‾‾‾‾‾‾ TACTICS ‾‾‾‾‾‾‾‾‾‾‾‾‾ͺ
Combat Deadpool sneaks behind a target and screams “SURPRISE!” just before attacking with a flurry of sword strikes or bullets while he yells inane insults and non sequiturs.
Morale Deadpool only retreats if chimichangas and/or sexual rewards are in the bargain.

ͺ‾‾‾‾‾‾‾‾‾ STATISTICS ‾‾‾‾‾‾‾‾‾‾‾ͺ
Str 15, Dex 30, Con 24, Int 12, Wis 10, Cha 8, Luck 22, Rep 21
Hyper Dexterity 3 (Dexterous Footwork, Dexterous Warrior), Hyper Constitution 3 (Hyper Blooded, Hyper Tough)
Base Atk +10; CMB +15; CMD 38
Feats Alertness[B], Dodge[B], Double Slice, Exotic Weapon Proficiency (katana)[B], Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting, Weapon Finesse; Hyper Feats Extra Hyper Attribute (Dex, Con), Hyper Coordination, Hyper Peripheral, Improved Critical (katana), Powerful Talent
Skills Acrobatics +20, Awareness +12, Bluff +9, Climb +12, Intimidate +9, Search +15, Sense Motive +12, Stealth +14, Survival +10 (+15 to track), Swim +12, Use Technology +7
Languages English, Instinctual Language of Love, Spanglish
SQ hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, slayer talents (assassinate, bleeding attack, fast stealth, ranger combat style [two-weapon fighting] 2), stalker +3, track +5
Combat Gear potion of invisibility; Other Gear [+1] SMGs (2) with 3 clips (400 bullets), +1 katana (2), ring of evasion, ring of protection +2, grenades [Technology Guide] (2 arc, 4 bang, 2 concussion, 2 EMP, 4 flash, 2 flechette, 2 fragmentation, 2 gravity, 2 inferno, 2 plasma, 4 soft, 2 sonic, 2 zero)

HYPER FLAWS POSSESSED BY DEADPOOL
Disturbing: Use of the power or hyper feat (and in the case of constant effects, the simple presence of the ability) makes the character or creature obviously different from the regular folk and beasts of the world. When  active this hyper flaw imposes a penalty to Charisma-based checks made against non-hyper creatures and  characters equal to ½ hyper score (minimum 1).
Personal Problem (Compulsion): The power or hyper feat has additional, subtler effects on the character or creature. Every time it is used they must make a hyper save (d20 + hyper score) against DC 16 or fall prey to their personal problem (either immediately or as soon as combat ends). At the GM’s discretion, the character or creature may suffer additional effects  and be asked to make hyper saves to resist their personal problem at other times. Example personal problems: compulsion, cowardice, edict, obsession.
Unnatural: Use of the power or hyper feat (and in the case of constant effects, the simple presence of the ability) makes the character or creature obviously different from the  regular folk and beasts of the world. When active this hyper flaw causes all non-hyper creatures to treat the bearer of the flaw two steps more negatively than normal.

czx7fu7

DEADPOOL
Medium monstrosity, chaotic neutral
Armor Class 18 (3 natural)
Hit Points 187 (25d8+75)
Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 13 (+1) 10 (+0) 8 (-1)

Skills Acrobatics +15, Intimidate +9, Perception +10
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 20
Languages English, Instinctual Language of Love, Spanglish
Challenge 16 (13,000 XP)
Autoficient. Deadpool does not need to spend a bonus action aiming to gain his proficiency bonus to attacks made with firearms.
Dimensional Bounce. Deadpool can spend a bonus action to teleport to any location within 150 feet. He must wait 1d4 rounds before he is able to do so again.
Grenades. Deadpool always keeps an obscene number of grenades on hand at all times (this list will suffice). He may throw six grenades a round. These can be salvaged after Deadpool dies.
Perfect Combatant. Deadpool gains double his proficiency bonus to Acrobatics, Intimidate, and Perception checks, and any attacks he makes are considered magical.
Practiced Shot. Deadpool gains his proficiency bonus to damage with firearms and does not suffer disadvantage for making ranged attacks while within an enemy’s reach or while grappling.
Regeneration. At the end of his turn, Deadpool heals 30 hit points. Deadpool regrows any limb cut off his body after 3 rounds of regeneration. When dropped to 0 hit points, Deadpool’s regeneration slows to 2 hit points each round. Deadpool is capable of regrowing from as little as his thumb; after being completely dismembered, it takes him 1d4 hours to regain 1 hit point.
Taunt. Deadpool can deeply offend a creature that can hear or see him as a free action on his turn, forcing the target to make a Wisdom (Insight) check opposed by his Charisma (Intimidate) check. If Deadpool wins the check, the target has disadvantage on any attacks made against creatures other than Deadpool for 1d4 rounds.
Totally Unhinged. Deadpool is delusional and frequently talks to himself or an invisible audience, but his fractured psyche is virtually impregnable. When making an Intelligence, Wisdom, or Charisma saving throw, Deadpool rolls three times and takes the best result.
Unnatural. Deadpool has disadvantage on all non-Intimidate Charisma checks.

ACTIONS
Multiattack. Deadpool makes ten katana attacks, six gun blasts, or one bullet storm.
Katanas. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage.*
Gun Blast. Ranged Weapon Attack: +10 to hit, range (100/500), one target. Hit: 17 (2d6+10) magical bludgeoning and piercing damage.
Bullet Storm. Ranged Weapon Attack: range (100 only), multiple targets (30-foot-radius). Hit: 75 (10d12+10) magical bludgeoning and piercing damage; DC 18 Dexterity saving throw halves damage.

*Katanas show up in Mists of Akuma.