Mortal Kombat D&D 5e: Kung Lao

Dust off your gaming thumbs people! Street Fighter D&D 5E is done and what lay ahead is arguably its only true competitor among fighters in the golden age of video games: MORTAL KOMBAT D&D 5E (yes, all caps, every time). In this series I’ve put together RAW builds using Mists of Akuma (my eastern fantasy noir steampunk campaign setting) to supplement the core rules–with the litany of martial arts stances (playtest versions here) there’s a lot that can be done, and what can’t will get items to bridge the gap. 😀

Not going to lie to you folks, this is just Liu Kang with a hat.
That said the CHARACTER is Liu Kang with a hat so I don’t feel that bad. He looks absolutely distraught though.

Kung Lao DnD 5e Mortal Kombat.png

Kung Lao

Medium humanoid (soburi human), lawful good monk (open hand) 16
Armor Class 18 (Wisdom, martial arts stance)
Hit Points 88 (16d8+16)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
11 (+0) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 8 (-1) 16 (+3) 10 (+0)

Saving Throws Str +5, Dex +9, Con +6, Int +5, Wis +8, Cha +4
Skills Acrobatics +9, Athletics +5, Medicine +9, Religion +5, Stealth +9
Damage Resistances piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 13
Languages Chinese, English; all
Challenge 11 (7,200 XP)

Evasion. When Kung Lao 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.

Feat: Mobile. When Kung Lao uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, Kung Lao doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Ki (16 points/short rest). Kung Lao can spend ki to fuel the following features:

  • Diamond Soul. Whenever Kung Lao 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 Kung Lao takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Kung Lao can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Kung Lao can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn.
  • Stunning Strike. Kung Lao 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 16 Constitution saving throw or be stunned until the end of his next turn.

Open Hand Technique. Whenever Kung Lao hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Kung Lao can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Kung Lao’s next turn.

Stance of the Striking Serpent (3). Kung Lao’s unarmed strikes deal an additional 1d8 piercing damage, he has advantage on Dexterity (Acrobatics) checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.

Stillness of Mind. Kung Lao can use his action to end one effect on himself that is causing him to be charmed or frightened.

Timeless Body. Kung Lao can’t be aged magically and no longer needs food or water.

Unarmed Savant. Kung Lao’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

 

ACTIONS
Extra Attack. Kung Lao attacks twice. In addition, when Kung Lao 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. Kung Lao treats his magic hat as a monk weapon.

Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage plus 4 (1d8) piercing damage.

Magic Hat. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage plus 4 (1d8) piercing damage and if thrown the hat returns to Kung Lao immediately after dealing damage (up to four times per turn).

 

REACTIONS
Deflect Missiles. Kung Lao can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+20. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, Kung Lao can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+9 to hit, range 20/60 ft., 1d10+4 damage).

Slow Fall. Kung Lao can use his reaction when he falls to reduce any falling damage he takes by 80.

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