Welcome to the 20th post for Street Fighter D&D 5E!

Check out last week’s character (T. Hawk!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I am finally on top of the queue for this series—all the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (E. Honda and Zangief), and then I’ll take the time I would spend designing to make a free PDF for folks, I think. At this point it’d have something like over 20 characters and a bunch of magic items besides. Yay? Nay. I’m thinking yay. Capcom likes fans being fans, I think. 😀

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

necalli Dnd 5e.png

Necalli

Medium humanoid (oni-touched), neutral evil barbarian (faded warrior) 14 / monk (martial artist) 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 55 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)
Background Feature (Haunted One): Heart of Darkness. Though they might fear him, commoners extend every courtesy to Necalli and do their utmost to help him. Unless he has shown himself to be a danger to them, they will even take up arms to fight alongside him, should he find himself facing an enemy alone.
Corrupted. Necalli cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Danger Sense. Necalli 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.

Dark Chi (5 points). Necalli harnesses the fell energy of dark chi and can spend these points to fuel various chi features. When he spends a chi point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended chi back into himself. Necalli must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Necalli takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi 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 Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Deception. Necalli gains proficiency in Deception.
Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Fearless. Necalli cannot be frightened.
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli 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.
Hated. Necalli has the hated condition (he never has disadvantage on Intimidation but has disadvantage on all other social Charisma-based skill checks).
High Haitoku. Necalli 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 (appearing nearly feral), and suffers disadvantage on Dignity ability checks and saving throws. When he rages, his appearance changes dramatically to make him appear as a hellish oni, his hair scorching with energy and lashing out like striking blades.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).
Martial Arts. Necalli can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Necalli 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.
Master of the Mists. Whenever Necalli rages he may choose an ability score other than Dignity. For the duration of his rage, this attribute uses his Haitoku score instead of its normal score. He cannot be transformed into adeddo-oni by accumulating levels of the misted condition.

Rage (5/long rest). On his turn, Necalli 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 Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make 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.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Stance of the Waning Moon (3). Necalli’s unarmed strikes deal an additional 1d8 necrotic damage and he has immunity to necrotic damage.
Soul Offering. As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once Necalli has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Necalli’s AC equals 10 + his Dexterity modifier + his Wisdom modifier or Constitution modifier (whichever is higher)  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Necalli’s speed increases by 20 feet while he is not wearing armor or wielding a shield.
Valiant Rebellion. By spending a bonus action Necalli slams his foot into the ground, the power of his stomp sending the earth beneath his opponents popping upwards. He chooses one creature within reach, forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 chi to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit.
Brutal Critical. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Mask of Tlalli (1/turn). When Necalli hits with an unarmed strike, instead of dealing damage he can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Striker of the Mists. While Necalli is raging the damage of his melee weapon attacks increases by 6. He cannot withhold any damage when damaging a creature below 0 hit points.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.
Writhing Power. While raging, Necalli increases the reach of his unarmed strikes by 5 feet.

REACTIONS
Deflect Missile. Necalli 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 12 (2d6+5).
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.

NECALLI’S COZCATL

Records of Necalli are spurious at best and it is unknown how long he has stalked the Earth seeking out the souls of warriors, extinguishing countless foes in his relentless search for ever more power. The various ringlets arrayed throughout his dreadlocks have gradually siphoned away some of each dead opponent’s lifeforce, further imbuing Necalli. Only evil creatures are able to gain any benefit from wearing Necalli’s Cozcatl. While wearing these hair ringlets, you gain the following benefits:

  • Mask of Tlalli (1/turn). When you hit with an unarmed strike, instead of dealing damage you can choose to grab the face of your opponent in a grapple. As a bonus action, you can then slam the target onto the ground, giving them the prone condition and dealing your unarmed strike damage.
  • Shoryuken. When a creature within 10 feet makes a check to jump, you can spend your reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Soul Offering. As a bonus action, you take a grappled foe and dash forward, slamming your opponent into something before either furiously clawing at them (changing your unarmed strikes’ damage to slashing until the end of your turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once you have used this feature, you cannot do so again for 1 minute or until you are reduced to 1/10th your total hit points.
  • The Disc’s Guidance. When you move at least 10 feet in a straight line immediately before attacking a creature, you gain a +5 bonus to the attack’s damage roll and the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Valiant Rebellion. By spending a bonus action you slam your foot into the ground, the power of your stomp sending the earth beneath your opponents popping upwards. Choose one creature within reach, forcing it to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or go prone.
  • Writhing Power. While raging, you increase the reach of your unarmed strikes by 5 feet.

 

—————— REDUCED STATBLOCK ——————

 

Necalli

Medium humanoid (oni-touched), neutral evil barbarian 14 / monk 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)

Danger Sense. Necalli 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.

Dark Chi (5 points).

  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi 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 Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli 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.
High Haitoku. Necalli ignores the first 3 points of damage from attacks and spells, but has disadvantage on Dignity ability checks and saving throws.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).

Rage (5/long rest). On his turn, Necalli 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,
  • he chooses an ability score other than Dignity, using his Haitoku score instead for the duration of the rage,
  • the damage of his melee weapon attacks increases by 6 (he cannot withhold any damage when damaging a creature below 0 hit points),
  • the reach of his unarmed strikes increases by 5 feet.

His rage lasts for 1 minute. It ends early if Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make 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.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Valiant Rebellion. By spending a bonus action Necalli chooses one creature within reach, stomping in front of the target and forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to use flurry of blows, attacking a fourth and fifth time. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit (this includes rage damage and path features). Instead of dealing damage Necalli can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Soul Offering (1/minute or at 20 hp or less). As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.

REACTIONS
Deflect Missile. Necalli 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 13 (1d8+1d6+5).
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.

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