Mortal Kombat D&D 5e: Reptile

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. 😀

Over on the Facebook a fella named Morgan had a decent idea for a core RAW take on Reptile that I think is worth considering, although I reckon Mists of Akuma is well-suited to handle him. Note that the hebi subrace of hengeyokai do not appear in the corebook of Mists of Akuma and are in the Fangs of Revenge adventure module.

Reptile DnD 5e Mortal Kombat.png

Reptile

Medium humanoid (hebi hengeyokai), neutral rogue (ninja) 10/monk (martial artist) 6
Armor Class 18 (Wisdom, martial arts stances)
Hit Points 88 (16d8+16)
Speed 45 ft. (55 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
10  (+0) 18 (+4) 12 (+1) 8 (-1) 14 (+2) 14 (+2) 6 (-2) 20 (+5)

Saving Throws Dex +9, Int +4
Skills Acrobatics +14, Athletics +5, Deception +7, Intimidation +12, Investigation +4, Perception +11, Stealth +14, Survival +6
Damage Resistances piercing
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 21
Languages Chinese, English, Netherese (Outworlder)
Challenge 11 (7,200 XP)

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

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

Evasion. When Reptile 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: Athlete. Climbing doesn’t cost Reptile extra movement, when he is prone standing up uses only 5 feet of his movement, and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).

Feat: Magic Initiate. Reptile knows the poison spray and true strike cantrips. He can cast chromatic orb as a 1st-level spell. Once he casts it, Reptile must finish a long rest before he can cast it again. His spellcasting ability for these is Charisma (spell save DC 15; spell attack +7).

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

  • Flurry of Blows. Immediately after Reptile takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Reptile can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Reptile 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 Strike. Reptile 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 15 Constitution saving throw or be stunned until the end of his next turn.

Kontorōra Transformation. When exposure to the Mists of Akuma would transform Reptile into adeddo-oni, he is changed into a hebikontorōra instead.

Magic Ring. Reptile wears a ring of invisibility.

Middle Haitoku. Reptile has disadvantage on Dignity checks, gains a +10 ft. bonus to speed during combat, and looks sickly and toxic no matter what form he shows.

Natural Disguise (2/long rest). Reptile can cast disguise self without the need for any components but can only change into a specific human.

Nature Form (2/long rest). Reptile can transform into a lizard as polymorph without the need for components. Unlike the spell he keeps his mental scores, the ability has no duration, his hit points remain unchanged, his gear does not meld into his form, and he can still talk but not cast spells.

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

Poisonous. Reptile has advantage on saving throws against poison and has resistance to poison damage. When a creature hits Reptile with a bite attack, that creature makes a DC 14 Constitution saving throw or gains the poisoned condition for 1 minute.

Sneak Attack (1/turn). Reptile deals an extra 17 (5d6) damage when he 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 Reptile’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Stance of the Poisoned River (2). Reptile’s unarmed strikes deal an extra 1d6 poison damage (this does not multiply on a critical hit), his poison resistance becomes immunity to poison, and he has immunity to the poisoned condition.

Stance of the Striking Serpent (2). Reptile’s unarmed strikes deal an extra 1d6 piercing damage (this does not multiply on a critical hit), 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.

 

ACTIONS
Extra Attack. Reptile attacks twice. In addition, when Reptile 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. Alternatively, he can throw three kunai.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. On a critical hit the target makes a DC 14 Constitution saving throw or becomes poisoned. The target remains poisoned for 1 minute or until the damage from this attack is healed.

Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning damage plus 3 (1d6) piercing damage and 3 (1d6) poison damage (piercing and poison damage do not multiply on a critical hit).

Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50 ft., one target. Hit: 5 slashing damage.

 

REACTIONS
Deflect Missiles. Reptile 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+10. 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, Reptile 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., 1d6+4 damage).

Slow Fall. Reptile can use his reaction when he falls to reduce any falling damage he takes by 30.

Uncanny Dodge. When an attacker Reptile can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

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