I’m starting  a new series of blog posts: Street Fighter D&D 5E!

Each (~weekly) entry will feature a different member of the Street Fighter cast built using Mists of Akuma (my eastern fantasy noir steampunk campaign setting) to provide you with a badass NPC to assail your adventuring group with!

It is only fitting that we begin this process with the Great Demon himself! If there’s a particular character you’d like to see, let me know and I’ll move them up the queue. 😀

*Due to popular demand, Akuma’s now got a raging demon feature! I’ve also taken the opportunity to up his AC a bit (that Haitoku-derived reduced damage helps, but he still felt a little flimsy to me for a challenge 16 foe).
*A user on the EN World forums brought up that his hit points and damage were on the low side. While that’s intentional (he has lots of little extra bits and pieces that interact with one another) I was still feeling a little wishy-washy on the low hp total and damage output so I went ahead and gave him higher Strength and Constitution (guess he just rolled well when generating attributes amirite? 😉 ) to bring those up slightly.

akuma mists of akuma promo.png

Akuma (Gouki) “The Great Ogre” and Master of the Fist

Medium humanoid (oni-touched), lawful evil monk (martial artist monastic tradition) 16
Armor Class 22
Hit Points 105 (16d8+32)
Speed 60 ft. (70 ft. during combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 2 (-4) 24 (+7)

Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities disease, poison

Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Common (Soburi), Undercommon
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Akuma’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Corrupted. Akuma cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Deceptive. Akuma gains proficiency in the Deception skill.
Evasion. If Akuma 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.
Hated. Akuma is at disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
High Haitoku. Akuma gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation, and suffers disadvantage on Dignity ability checks and saving throws. When Akuma’s anger is raised or he begins to focus his ki, scarlet flames lick and dance around him and his body stretches and distorts to appear larger and more demonic.
Ki (16 points). Akuma 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.

  • Diamond Soul. Whenever Akuma makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
    Flurry of Blows. Immediately after Akuma takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
    Patient Defense. Akuma can spend 1 ki point to take the Dodge action as a bonus action on his turn.
    Step of the Wind. Akuma 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. Akuma 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 15 Constitution saving throw or be stunned until the end of her next turn.

Magic Talent. Akuma is able to cast the eldritch blast cantrip with only somatic components and the chill touch cantrip. He uses Charisma as his spellcasting attribute for these cantrips.
Martial Arts. Akuma 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 Akuma 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.
Purity of Body. Akuma’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Akuma has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
Stance of the Waning Moon (2). Akuma’s unarmed strikes deal an additional 1d6 necrotic damage and he gains resistance to necrotic damage.
Stance of the Wicked Oni (3). Akuma’s unarmed strikes deal an additional 1d8 damage to humanoids (this damage is multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has finished a long rest.
Stillness of Mind. As an action, Akuma can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Akuma’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Akuma can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Akuma’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Akuma’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Akuma takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) magical bludgeoning damage plus 4 (1d8) damage to humanoids, 3 (1d6) necrotic damage, and 2 (1d4) slashing damage.
Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, range 120 feet, up to three targets. Hit: 5 (1d10) force damage per beam.

REACTIONS
Deflect Missile. Akuma 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 17 (1d8+1d6+1d4+7).
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.

Haitoku Prayer Beads

Legendary

These dark wooden beads have been used by Akuma to focus prayers and spiritual energy for decades, rapidly instilled with fell power by the shed blood of his enemies. Haitoku prayer beads have 8 prayer points; Akuma has attuned them to grant sacred armor (2 points), sacred skill Perception (2 points), and sacred strike x2 (4 points). In addition, they allow grant him the following features:

Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is able to use his Fury of Blows monk feature in conjunction with eldritch blast (gaining two additional eldritch blasts as a bonus action) though when doing so all of his beams must target the same creature and he deals fire and necrotic damage instead of force damage. Once Akuma has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.

Shun Goku Satsu (Raging Demon). As an action, Akuma may spend 6 ki points to become incorporeal and move towards a target enemy spending movement speed as part of this action. This movement does not provoke opportunity attacks and ignores difficult terrain. If this puts him within melee range of an enemy, a grapple attempt is made with advantage. On a success, the opponent makes a DC 15 Constitution saving throw. On a failed save, the opponent is reduced to 0 hp and knocked prone. On a successful save, the target takes 10d10 necrotic damage and is knocked prone. Akuma’s remaining movement for the turn is reduced to 0 and he cannot take reactions until the start of his next turn. Once Akuma has used this feature, he cannot do so again until he has finished a long rest.
[The Shun Goku Satsu feature was designed by Reddit user Face_Claimer!]

 

 

———REDUCED STATBLOCK————–

 

Akuma

Medium humanoid (oni-touched), lawful evil monk 16
Armor Class 22
Hit Points 105 (16d8+32)
Speed 70 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 2 (-4) 24 (+7)

Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities disease, poison, mists of akuma

Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Common (Soburi), Undercommon
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Akuma’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. If Akuma 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.
Hated. Akuma is at disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
High Haitoku. Akuma ignores the first 3 points of damage from attacks and spells but suffers disadvantage on Dignity ability checks and saving throws.
Ki (16 points).

  • Diamond Soul. Whenever Akuma makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Flurry of Blows. Immediately after Akuma takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Akuma can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Akuma 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. Akuma 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 15 Constitution saving throw or be stunned until the end of her next turn.

Magic Talent. Akuma is able to cast the eldritch blast cantrip with only somatic components and the chill touch cantrips (Charisma spellcasting attribute).
Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (3). By spending a bonus action, Akuma can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has finished a long rest.
Stillness of Mind. As an action, Akuma can end one effect on himself that is causing him to be charmed or frightened.
Tongue of the Sun and Moon. Akuma understands all spoken languages and any creature that can understand a language can understand what he says.
Unarmored Movement. Akuma is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Akuma takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (1d8+1d6+1d4+7) magical bludgeoning necrotic slashing damage plus 4 (1d8) damage to humanoids.
Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, range 120 feet, up to three targets. Hit: 5 (1d10) force damage per beam.
Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is able to use his Fury of Blows monk feature in conjunction with eldritch blast (gaining two additional eldritch blasts as a bonus action) though when doing so all of his beams must target the same creature and he deals fire and necrotic damage instead of force damage. Once Akuma has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Shun Goku Satsu (Raging Demon). As an action, Akuma may spend 6 ki points to become incorporeal and move towards a target enemy spending movement speed as part of this action. This movement does not provoke opportunity attacks and ignores difficult terrain. If this puts him within melee range of an enemy, a grapple attempt is made with advantage. On a success, the opponent makes a DC 15 Constitution saving throw. On a failed save, the opponent is reduced to 0 hp and knocked prone. On a successful save, the target takes 10d10 necrotic damage and is knocked prone. Akuma’s remaining movement for the turn is reduced to 0 and he cannot take reactions until the start of his next turn. Once Akuma has used this feature, he cannot do so again until he has finished a long rest.

REACTIONS
Deflect Missile. Akuma can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 17 (1d8+1d6+1d4+7).
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.

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5 thoughts on “Street Fighter D&D 5E: Akuma

  1. Great write-up! One thing though is I would say Akuma is Lawful Evil, not chaotic. He has a sense of law that he abides by, and wouldn’t fight people unworthy of battle (sick people, children, etc.)

  2. Great write-up! One thing though is I would say Akuma is Lawful Evil, not chaotic. He has a sense of law that he abides by, and wouldn’t fight people unworthy of battle (sick people, children, etc.)

  3. Thanks Derek! 😀
    I’ve only dipped my leg about knee deep into the great sea of Street Fighter content out there and it’s been a while, so I’ll take your word on it — changed to lawful evil!

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