Killer Instinct D&D 5E: Riptor

Riptor Killer Instinct DnD 5e.png


Small humanoid (iraicci taino-kar [V]), neutral evil barbarian (animalist) 9/monk (martial artist [M]) 8
Armor Class 21 (Constitution, martial arts stances, Thick-Skinned)
Hit Points 145 (9d12+8d8+85)
Speed 55 ft.


15 (+2) 18 (+4) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +9
Skills Athletics +8, Insight +6, Intimidation +5, Perception +6, Stealth +10, Survival +6
Damage Resistances slashing
Condition Immunities charmed and frightened (while raging only)
Senses darkvision 60 ft., passive Perception 16
Languages Common, Taino-Kar
Challenge 13 (10,000 XP)

Beast Quality (Wolf). Riptor can travel at a fast pace while she is tracking creatures, and while traveling she can move stealthily at a normal pace.

Brutal Critical. Riptor can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.

Danger Sense. Riptor has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, she can’t be blinded, deafened, or incapacitated.

Evasion. If Riptor 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.

Feat: Stance of the Tiger’s Claw (3) [M]. Riptor has advantage on Charisma (Intimidation) checks and checks made to disarm a foe or avoid being disarmed. In addition, she may roar as a bonus action to give enemies within 20 feet of her the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. She cannot use this feature again until she has completed a long rest.

Feral Instinct. Riptor’s instincts are so honed that she has advantage on initiative rolls. Additionally, if she is surprised at the beginning of combat and isn’t incapacitated, she can act normally on her first turn, but only if she enters her rage before doing anything else on that turn.

Ki (8 points/Short Rest). Riptor can spend ki to fuel the following features: 

  • Patient Defense. Riptor can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Riptor 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 Attack. Riptor 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 14 Constitution saving throw or be stunned until the end of her next turn.

Martial Arts. Riptor can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons. In addition, when Riptor 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.

Nature Speaker. Riptor can cast speak with animals as a ritual. She can also can also spend 10 minutes performing a ritual on one willing beast she touches. For as long as she concentrates, up to 1 hour, she can see through the beast’s eyes and hear what it hears, gaining the benefits of any special senses that the beast has. During this time, Riptor is deaf and blind with regard to her own senses.

Primordial Heart. Riptor has advantage on saving throws against exhaustion. In addition, when she recovers from one level of exhaustion, she recovers from an additional level of exhaustion.

Rage (4/Long Rest). On her turn, Riptor can enter a rage as a bonus action. Her rage lasts for 1 minute, ending early if she is knocked unconscious or if her turn ends and she hasn’t either attacked a hostile creature since her last turn or taken damage since then. Riptor can also end her rage on her turn as a bonus action. While raging, she gains the following benefits: 

  • She has advantage on Strength checks and Strength saving throws.
  • When she makes a melee weapon attack using Strength, she gains a +3 bonus to the damage roll (the attacks below use Dexterity; for Strength Riptor takes a -1 penalty to attack for a +1 bonus to damage).
  • She has resistance to bludgeoning, piercing, and slashing damage.
  • Opportunity attacks made against her have disadvantage.
  • She can take the Dash action as a bonus action on her turn.

Reckless Attack. When Riptor makes her first attack on her turn, she can decide to gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn.

Tail. Riptor has advantage on Dexterity (Acrobatics) checks made to keep her balance.


Multiattack. Riptor attacks twice (she can spend her bonus action to attack a third time or her bonus action and 1 ki to attack a third and fourth time). 

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning damage plus 4 (1d8) slashing damage. 

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) magical piercing damage plus 4 (1d8) slashing damage. 

Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) magical bludgeoning damage plus 4 (1d8) slashing damage. 


Deflect Missiles. Riptor can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack, reducing the damage by 13 (1d10+8). If this reduces the damage to 0 and she’s able to throw the missile with one hand she can spend 1 ki point to make a ranged attack with it as part of the same reaction (+10 to hit, range 20/60 ft., 1d6+4 damage). 

Slow Fall. Riptor can use her reaction when she falls to reduce any falling damage she takes by 40.


M = Mists of Akuma

V = Vast Kaviya

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