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. ^_^
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)
|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.
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.
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)
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.