Mortal Kombat D&D 5e: Mileena

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. 😀

Like all the other ninja kombatants, Mileena fit in like a glove–with the exception of her bite, added in to match up with Baraka and largely just for flavor.

Mileena DnD 5E Mortal Kombat.png

Mileena

Medium humanoid (soburi human), neutral rogue (ninja) 10/monk (martial artist) 6
Armor Class 18 (Wisdom, martial arts stances)
Hit Points 104 (16d8+32)
Speed 45 ft. (55 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
11 (+0) 16 (+3) 15 (+2) 10  (+0) 16 (+3) 8 (-1) 12 (+1) 17 (+3)

Saving Throws Dex +8, Int +5
Skills Acrobatics +13, Athletics +10, Investigation +5, Perception +13, Stealth +13, Survival +8
Senses passive Perception 23
Languages Chinese, English, Netherese (Outworlder)
Challenge 11 (7,200 XP)

Basic Ninjutsu. Mileena can throw three kunai or shuriken when she takes the Attack action and she has advantage on checks made to create or maintain a disguise.

Cunning Action (1/turn). Mileena can take a bonus action to take the Dash, Disengage, or Hide action.

Evasion. When Mileena is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Ki (6 points/short rest). Mileena can spend ki to fuel the following features:

  • Flurry of Blows. Immediately after Mileena takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Mileena can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Mileena 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 Strike. Mileena 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 16 Constitution saving throw or be stunned until the end of her next turn.

Middle-High Haitoku. Mileena gains a +10 ft. bonus to speed in combat and +1 to Strength and Constitution, but has a visible physical mutation (her teeth are a maw of fangs) and suffers disadvantage on Dignity ability checks and saving throws.

Ninjutsu Novice. Mileena has advantage on Dexterity (Stealth) checks, is able to run across any surface (regardless of whether or not it would support her weight, so long as she ends on a square she is able to stand on), and triples the distance of any jumps she makes.

Sneak Attack (1/turn). Mileena deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mileena’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Stance of the Striking Serpent (2). Mileena’s unarmed strikes deal an extra 1d6 piercing damage (this does not multiply on a critical hit), she has advantage on Dexterity (Acrobatics) checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.

Stance of the Wicked Oni (2). Mileena’s unarmed strikes deal an extra 1d8 damage to humanoids (this damage is not multiplied on a critical hit.) By spending a bonus action, Mileena can grant a creature that can see her the frightened condition for 5 rounds. A creature that succeeds on a DC 16 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Mileena’s oni stance, it cannot be frightened by it again for 24 hours. In addition, Mileena has advantage on saving throws made to resist the abilities and spells of oni.

Unarmed Savant. Mileena’s unarmed strike damage increases by one step (to 1d8) due to her soburi heritage and she gains proficiency in the Athletics skill.

 

ACTIONS
Extra Attack. Mileena attacks twice. In addition, when Mileena 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. In addition, Mileena treats her daggers (sai) as monk weapons.

Enchanted Sai. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d8+4) magical bludgeoning slashing plus 3 (1d6) piercing damage and if the target is a humanoid an extra 4 (1d8) piercing damage (this extra piercing damage does not multiply on a critical hit). If thrown, the sai returns to Mileena’s hand at the end of her turn.

Kunai. Ranged Weapon Attack: +8 to hit, range 30/80 ft., one target. Hit: 5 piercing damage.

 

REACTIONS
Deflect Missiles. Mileena can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10+9. When the damage is reduced to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free. If she catches a missile in this way, Mileena can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition she just caught, as part of the same reaction (+8 to hit, range 20/60 ft., 1d8+3 damage).

Slow Fall. Mileena can use her reaction when she falls to reduce any falling damage she takes by 30.

Uncanny Dodge. When an attacker Mileena can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

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