Mortal Kombat D&D 5E: Kintaro

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. 😀

Kintaro is (like Kung Lao, Mileena, the ninjas, etc.) essentially another character with alterations. He’s gotten a few key adjustments (the mutation, a different fighting style, some attribute fiddling) but like in Mortal Kombat II, he’s much the same as his four-armed predecessor (now with fur).

Kintaro DnD 5e Mortal Kombat

Kintaro

Large humanoid (mutant), neutral evil monk (martial artist) 16
Armor Class 19 (Wisdom, bracers of defense, martial arts stances)
Hit Points 104 (16d8+32)
Speed 55 ft. (65 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 20 (+5) 14 (+2) 8 (-1) 14 (+2) 10  (+0) 12 (+1) 23 (+6)

Saving Throws Str +8, Dex +10, Con +7, Int +4, Wis +7, Cha +5
Skills Acrobatics +10, Athletics +8, Intimidation +5, Perception +7
Damage Resistances piercing, slashing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages English, Netherese (Outworlder); all
Challenge 11 (7,200 XP)

Evasion. When Kintaro 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 (Racial): Grappler. Kintaro has advantage on attack rolls against a creature he is grappling. In addition, Kintaro can use his action to try to pin a creature grappled by him. To do so, make another grapple check. If Kintaro succeeds, he and the creature are both restrained until the grapple ends.

Hated. Kintaro has disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.

High Haitoku. Kintaro gains a +10 ft. bonus to speed in combat, +1 to Dexterity and Strength, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation (feral feline features), and suffers disadvantage on Dignity ability checks and saving throws.

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

  • Diamond Soul. Whenever Kintaro 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 Kintaro takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Kintaro can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Kintaro can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn.
  • Stunning Strike. Kintaro 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.

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

Stance of the Striking Serpent (3). Kintaro’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 have disadvantage when resisting his attempts to grant them the prone condition.

Stance of the Tiger’s Claw (3). Kintaro’s strikes deal an additional 1d8 slashing damage. He has advantage on Charisma (Intimidation) checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. After using this feature, Kintaro cannot do so again until he has completed a long rest.

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

 

ACTIONS
Extra Attack. Kintaro attacks twice. In addition, when Kintaro 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.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage plus 4 (1d8) piercing damage and 4 (1d8) slashing damage.

 

REACTIONS
Deflect Missiles. Kintaro 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+21. 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, Liu Kang 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+5 damage).

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

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