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Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

There has been an explosion of interest in this series so we’ve got a bit of a queue built up now: next week it’s the Venom symbiote (folks that have FAMOTH will know what’s coming!), then Ghost Rider (in which case I may just point at Clinton Boomer’s tumbler), Thor, and then like 10+ others on deck. I am still taking requests however so let me know and we’ll get them on the list–the sooner the better!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

FUN ASIDE: Earlier today I was prompted to create a spreadsheet that lists the grosse numbers for the various DC Comics and Marvel Comics films in a simple box-office comparison. It is not adjusted for inflation and may not have every single movie that qualifies but it’s not bad: check it out if you like!

moon knight hypercorps promo

MOON KNIGHT        CR 17—XP 102,400

Male human brawler 5/investigator (sleuth) 4/vigilante 3 [hs 4; hypernaut 1, meganaut 1]
CG Medium humanoid (human, hyper)
Init +10; Senses low-light vision, darkvision 60 ft.; Awareness +18

AC 32, bullet 28, touch 23, flat-footed 26 (+9 armor, +5 deflection, +4 Dex, +2 dodge, +2 hyper)
hp 135 (5d10+4d8+3d8+60+12); Hyper Bonus +2
Fort +11, Ref +15, Will +9
DR 5/—
Hyper Flaw lunar-powered (during the day and on moonless nights, the bonuses from Moon Knight’s Hyper Attribute traits are halved: DR 3/—, Speed 35 ft., leap 10 ft., -1 melee atk/dmg; during a full moon they are increased by 50%: DR 7/—, Speed 45 ft., leap 30 ft., +1 melee atk/dmg), multiple personalities

Speed 40 ft., leap 20 ft.
Melee unarmed +20/+15/+15 (1d8+11) or unarmed flurry +18/+18/+13/+13 (1d8+11) or [+5 adamantine quarterstaff] +24/+19/+19 (1d6+14) or [+5 adamantine quarterstaff] flurry +22/+22/+17/+17 (1d6+14)
Ranged lunar shuriken +16/+11/+11 (1d2+7, Range 20 ft.) or combat pistol +16/+11/+11 (2d6+4, Crit x4, Range 100 ft.)
Special Attacks brawler’s flurry, hidden strike +2d8/+2d4, hyper bonus +2, knockout 1/day (DC 16+Str/Dex), martial flexibility (1 min, 5/day)

Str 21, Dex 19, Con 20, Int 14, Wis 12, Cha 14
Hyper Strength 2 (strong leap, strong warrior), Hyper Dexterity 1 (dexterous footwork), Hyper Constitution 2 (hyper tough)
Base Atk +10; CMB +17 (+18 trip); CMD 34 (35 vs. trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility, Point-Blank Shot, Precise Shot, Shot on the Run, Spring Attack, Weapon Focus (unarmed strike) [B], Weapon Specialization (unarmed strike) [B]
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Acrobatics +13, Appraise +6, Athletics +16, Awareness +18, Bluff +9, Craft (technology) +7, Diplomacy +7, Disable Device +13, Disguise +6, Escape Artist +8, Handle Animal +6, Heal +5, Intimidate +11, Knowledge (engineering, local) +8, Knowledge (history, law) +6, Knowledge (technology) +7, Linguistics +6, Profession (business) +5, Ride +8, Sense Motive +12, Search +13, Sleight of Hand +10, Spellcraft +6, Stealth +17, Survival +9, Use Magic Device +6, Use Technology +7
Languages English, French, German
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, dual identity, hyper attack 1, hyper initiative, hyper mortality, inspiration (free action +1d6 5/day to Knowledge, Linguistics, or Spellcraft; +1d6 to attack roll or saving throw at double cost, immediate action for saving throw), investigator talent (quick study), keen recollection, maneuver training (trip +1), martial training, poison lore, poison resistance +2, unarmed strike (1d8), seamless guise, sleuth’s luck (3 points, regain one on natural 20 Knowledge/Sense Motive, rolling 6 or higher on inspiration), social talents (case the joint, gossip collector), studied combat, studied strike +1d6, trap sense +1, trapfinding +3, vigilante specialization (stalker), vigilante talents (shadow’s sight, silent dispatch)
Gear [+5 adamantine chain shirt], [+5 adamantine quarterstaff] with integrated cornerstone crossbow for grapple gun, [ring of deflection +5], [lunar cape that allows the use of glide as an at-will extraordinary spell-like ability], various gadgets (see Wealthy hypernaut power)

Case the Joint (Ex) If Moon Knight spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, Moon Knight gains an additional reroll. If he fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. Moon Knight can’t case the same joint more than once a week.
Dual Identity (Ex) This character has two identities: his NG social identity as Marc Spector, and his CG vigilante identity, Moon Knight. Knowledge checks about one identity do not reveal information about the other, and spells and effects that would locate one identity don’t find the other unless the caster knows both identities. The character picks an identity each morning and can change to the other one with 1 minute of costuming and mental preparation. This character sheet refers to him as Moon Knight for simplicity, except in abilities that he can use only in his social identity. He can use abilities marked with a [V] in his social guise—but risks betraying his secret identity. He can share his dual nature with fellow PCs without penalty.
Gossip Collector (Ex) In his social identity, Marc Spector can gather information in 1d2 hours instead of 1d4 hours.
Hidden Strike (Ex) Moon Knight deals 2d8 points of precision damage against enemies that are completely unaware of his presence or who consider him an ally. He can also deal hidden strike damage to a target he is flanking or that is denied its Dexterity bonus to AC, but he deals 2d4 points of precision damage to such targets instead.
Quick-Change Mask (Ex) Moon Knight can remove his mask as a move action for one of two uses. He may either change his appearance as if using disguise self (giving him a +10 bonus on his Disguise check to appear to be another Medium humanoid) or switch into his other identity. He can attempt a Bluff check to create a diversion before taking off the mask. If successful, he can roll a Stealth check to hide as a part of the same move action he uses to remove the mask.
Seamless Guise (Ex) If a creature suspects Moon Knight of being Marc Spector (or vice versa), he can attempt a Disguise check with a +20 circumstance bonus to reinforce his current identity.
Silent Dispatch (Ex) [V]: When Moon Knight ambushes an enemy or enemies unaware of his presence, he can attempt a Stealth check at a –5 penalty. The result indicates the DC of Perception checks to hear his attacks until an opponent’s first action, when the DC returns to the normal –10 for hearing battle. Other enemies present can still see the attack; this talent only prevents the sounds of battle from alerting others.
Sleuth Deeds (Ex) Daring (1 luck point for +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim; reroll results of 6 up to 2/day); Make It Count (1 luck point to gain investigator talent he does not already know to effect his studied strike; must meet prerequisites of the investigator talent); Opportunistic Evasion (1 luck point to gain benefits of evasion on successful Reflex save to take half damage); Run Like Hell (1 luck point to gain a +20-foot bonus speed for 1 minute; while active if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn); Second Chance (1 luck point when rolling an inspiration die or using the daring deed (see above) to reroll either the inspiration die or the daring deed die; rolling 6 or higher on reroll does not regain a luck point and new result is kept even if lower); Sleuth’s Initiative (+2 initiative while Moon Knight has 1 luck point).
Studied Combat (Ex) Moon Knight can use a move action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Moon Knight can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Moon Knight can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Unshakable (Ex) Moon Knight adds +4 to the DC of attempts to intimidate him.
Wealthy Hypernaut Power (Ex): Moon Knight is financially independent or otherwise able to procure goods and services with money not represented on his character sheet. None of these items may exceed a value of 12,000 gold. At the GM’s discretion, lethal or illegal items (such as robots or weapons) may require a normal expenditure of gold or roleplay to acquire.


Yeesh! Bit off quite a bit here! Fortunately I can foresee many times I’ll be revisiting this to save some time designing future characters. A+ for the Pathfinder (and Hyper Score!) systems for fitting the bill here, I think, though I’m not super familiar with Moon Knight and I’m sure I missed something. :p


Medium humanoid (human), chaotic good
Armor Class 16 (studded leather of bludgeoning resistance)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

20 (+5) 19 (+4) 20 (+5) 14 (+2) 13 (+1) 15 (+2)

Saving Throws Str +10, Int +7
Skills Athletics +10, Acrobatics +9, Investigation +7, Insight +6, Perception +6, Stealth +9
Damage Resistances slashing and piercing from nonmagical weapons, bludgeoning
Senses darkvision 60 ft., passive Perception 16
Languages English, French, German
Challenge 14 (11,400 XP)

Two Identities. Marc Spector and Moon Knight are one and the same. While he is assuming one persona any attempt to locate the other persona fails, as though they did not exist. Any attempt to identify the two identities as one another (without evidence, such as witnessing him changing identities) requires a DC 23 Investigation check. Changing identities takes 1 minute, as much a mental change as it is a change in clothing and manner.
Exceptional Resources. If given 24 hours Moon Knight can collect, purchase, or craft a high-quality item that grants him advantage to any specific skill or ability check, or modify his attacks to grant advantage when targeting a single, specific enemy. He may carry up to five skill resources at any one time, and one weapon resource.
Lunar Cape. When Moon Knight would fall he may instead choose to glide on his cape, traveling 5 feet horizontally for every 5 he feet falls. Even when he does not glide, he never takes damage from falling and always lands on his feet.
Lunar Power. During nights when the moon is out, Moon Knight gains a +2 bonus to all checks and rolls. When the moon is full, he gains advantage on all ability checks. During the day and on moonless knights, Moon Knight takes a -2 penalty to all rolls (except for damage).

Multiattack. Moon Knight makes five unarmed strike, lunar staff strike, or lunar shuriken attacks in any combination.
Unarmed Strike. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) bludgeoning damage.
Lunar Staff. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) magical bludgeoning damage (double damage to objects).
Lunar Shuriken. Ranged Weapon Attack. +9 to hit, range (30/150), one target. Hit: 18 (4d6+4) slashing damage.


Fortunately I had a vigilante nearby that was already well-suited for a lot of what Moon Knight is about so if you’ve got Mists of Akuma, you may recognize some bits in here. Either way it’s a good example of one of the differences between PF and 5E — you can build virtually anything in Pathfinder. Making him in DnD5e as a PC from the ground up would be impossible but there it is with PF, and on the other hand, *one* of these easily fits on a single page. Simulation or narrative folks, choose your poison! 😀

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week’s request is everyone’s favorite metal-armed mutant timetraveler, Nathanael Summers AKA Cable! We’re on to another request next week, Moon Knight, and after that the queue is wide open so if there’s someone YOU want to see, let me know!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

cable h2099 promo.png

CABLE         CR 18—XP 153,600

Male human aetherkineticist 5/brawler 1 [hs 10, meganaut 3/parallel 1]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +22

AC 29, bullet 29, touch 25, flat-footed 23 (+2 deflect, +5 Dex, +1 dodge, +7 hyper, +4 mage armor)
hp 176 (6d8+1d10+98+42); Hyper Bonus +5
Fort +24, Ref +16, Will +8; +4 vs. blindness and sight-based effects
Defensive Abilities fortification 60%; DR 6/—; Immune exhaustion, fatigue, sickened
Hyper Flaws techno-organic virus, time tossed

Speed 40 ft., leap 20 ft.
Melee unarmed +17/+12/+7/+2 (1d6+13)
Ranged arc pistol +16/+11/+6/+1 (1d8+7 electricity, range 50 ft.)
Ranged metarifle +16/+11/+6/+1 (2d8+7 elemental damage, range 150 ft.)
Special Attacks elemental overflow +1, hyper bonus +5, metakinesis (empower)  

Hyper Spell-Like Abilities (CL 15th, concentration +26)
at will—telekinetic projectile
11/day—haste, mage armor, magic missile

Kineticist Wild Talents Known (CL 15th, concentration +26)
Defense—force ward (9 hp)
Infusions—bowling infusion (trip +11, 2 points), kinetic fist (1 point)
Kinetic Blast—force blast +10 (3d6+12)
Utility—kinetic cover (hardness 0, AC 5, 18 hp; max 10), telekinetic finesse, telekinetic haul (2,000 pounds)

During Combat When using his weapons Cable typically switches on the automatic or semi-automatic firing modes.

Str 27, Dex 20, Con 32, Int 20, Wis 14, Cha 12
Hyper Dexterity 1 (Dexterous Footwork), Hyper Constitution 3 (Hyper Endurant, Hyper Fortification, Hyper Tough), Hyper Strength 2 (Strong Leap), Hyper Intelligence 2 (Hyper Analysis +2 for 1 minute 2/day, Hyper Smart 2/day)
Base Atk +4; CMB +17; CMD 35
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot[B], Shot on the Run
Hyper Feats Bodytech (3), Extra Hyper Attribute, Hyper Peripheral
Skills Acrobatics +14, Athletics +14, Awareness +22, Heal +11, Intimidate +10, Knowledge (history) +10, Knowledge (technology) +11, Search +22, Sleight of Hand +13, Stealth +13, Survival +8, Use Technology +14
Languages Askani, English
SQ burn (1 point/round, maximum 9), gather power, hyper attack 1, hyper initiative, hyper mortality, infusion specialization 1, metakinesis (Empower Spell), utility wild talents (telekinetic finesse, telekinetic haul)
Gear arc pistol, belt of dexterity +2, bodytech limb mark 2 (Str +2, Con +2), bodytech limb mark 4 (hyper materials 2, Tiny concealed compartment, Str +4, Con +4), cybernetic eye (veemods: black, gray, green, white), hyperjack (in cyberarms), metarifle, ring of protection +2



Medium humanoid, neutral good
Armor Class 15 (18 with mage armor)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

20 (+5) 20 (+5) 21 (+5) 21 (+5) 14 (+2) 13 (+1)

Saving Throws Dex +11, Con +11, Int +11
Skills Intimidate +6, Investigation +11, Medicine +8, Perception +8, Sleight of Hand +11, Stealth +11, Technology +11
Damage Resistances force, psychic
Damage Immunities critical hits
Condition Immunities charmed, exhaustion, stunned
Senses darkvision 60 ft. (sees in all darkness), passive Perception 18
Languages Askani, English
Challenge 17 (18,000 XP)
Autoficient. Cable does not need to spend a bonus action aiming to gain his proficiency bonus to attacks made with firearms.
Cyberarms. Cable’s carrying capacity is doubled and he gains advantage on all Strength checks and Strength saving throws.
Hyperjack and Targeting Matrix. When using weapons with hyperlinks, Cable gains a +2 bonus to attack and damage.
Pain Threshold. Cable’s telekinetic powers provide a natural buffer that protects him from harm. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Cable.
Practiced Shot. Cable gains his proficiency bonus to damage with his sidearm and does not suffer disadvantage for making ranged attacks while within an enemy’s reach or while grappling.

Spellcasting. Cable is a 20th-level spellcaster that uses Constitution as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). Cable has the following spells and can cast them without the need for material or verbal components:
Cantrips: mage hand, mending
1st (5 slots): alarm, mage armor, magic missile, shield
2nd (4 slots): barkskin, pass without trace, spiritual weapon
3rd (4 slots): fly, haste
4th (3 slots): stoneskin
5th (2 slots): telekinesis

Multiattack. Cable makes five unarmed strike attacks, four gun burst attacks, two telekinetic throw attacks, or two gun burst attacks and one telekinetic throw attack each turn.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) bludgeoning damage plus 7 (2d6) force damage and 7 (2d6) psychic damage.
Gun Burst. Ranged Weapon Attack: +13 to hit, range (100/400), one target. Hit: 16 (2d8+7) radiant damage. Instead of dealing damage, a Cable can lay down covering fire, causing the target to have disadvantage on attacks until the beginning of Cable’s next turn.
Telekinetic Throw. Ranged Weapon Attack: +11 to hit, range (80/160), multiple targets (determined by object size; make one attack roll per target). Hit: 9 (1d8+5) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 99 [21d8+5] at 2,000 pounds).

Telekinetic Forcefield. Cable manifests a psionically-powered physical forcefield around himself or one ally as a bonus action or reaction, granting 20 temporary hit points that last for 1 round.


I’ve read a lot of comics with Cable in them and I thought I was familiar with him, but here’s a breakdown of what I got off of and I did not realize that even the not-X-Man version of him is basically psionic Jesus on meth. That said the above versions will suit most of folks’ needs and provide a fun, unlikely encounter with a futuristic warrior far displaced from his home. 😀

Given the breadth of his powers and abilities, getting him down in the Pathfinder version of the rules was hard enough that I didn’t even take a swing at the D&D 5E PC build–like Iron Man he’s built as a monster.

  • Telepathy (read thoughts over vast distances or interface multiple minds, mental blasts)
  • Telekinesis (super fine control, levitate up to the tons, super forcefield)
  • Astral projection
  • Mind control
  • Resistant to psychic stuff
  • Skeleton replaced by metalloid bone replacements
  • Mega strong and mega tough (immune to fatigue)
  • Cybernetic eye (left; EM spectrum, detect technology, detect psionics)
  • Incredible reflexes (not quite spider-man)
  • Cybernetic arm (mostly the left one, lifts in tons, hyperlink)
  • Rapid healing
  • “As smart as Reed Richards” <– (I call bullshit)

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week’s request is the all-powerful LIVING TRIBUNAL! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, Nathanael Summers aka Cable, everyone’s favorite metal-armed mutant timetraveler!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!
hypercorps living tribunal promo.png

LIVING TRIBUNAL         CR 37/MR 10—XP 129,433,600

Human wizard 20 [hs 10, hypernaut 4]
N Medium humanoid (human, hyper, mythic)
Init +14; Senses true seeing; Awareness +25

AC 44, touch 26, flat-footed 38 (+13 armor, +5 deflection, +4 Dex, +2 dodge, +5 hyper, +5 natural)
hp 318 (20d6+180+42+30); Hyper Bonus +5
Fort +22, Ref +19, Will +28
Defensive Abilities hard to kill, true archmage; DR 9/—; SR 21 (24 vs. arcane only)
Hyper Flaws personal problem (duty, inhuman), split personalities (equity, necessity, revenge), tiring (wish)

Speed 50 ft., fly 60 ft. (perfect)
Melee +1 flaming longsword (rod of lordly might) +18/+13/+13/+8/+3 (1d8+3 slashing damage plus 1d6 fire, Crit 19-20/x2)
Ranged touch +19
Special Attacks archmage arcana (wild arcana), hand of the apprentice (24/day), hyper bonus +5, metamagic mastery (7/day)

Hypernaut Abilities (CL 20th; concentration +41)
3/combat—wish (DC 35)*

*See bottom of post.

Wizard Spells Prepared (CL 30th; concentration +51)
9th—maximized disintegrate (DC 37), dominate monster, foresight, gate, mage’s disjunction, meteor swarm (DC 40), time stop, wish
8th—demand (DC 39), discern location, mass charm monster (DC 39), maze, mind blank, moment of prescience, summon monster VIII, iron body
7th—quickened fireball (4), ethereal jaunt, forcecage (DC 38), plane shift, reverse gravity
6th—chain lightning (2, DC 37), disintegrate (DC 37), eyebite (2, DC 37), greater dispel magic (3)
5th—baleful polymorph (3, DC 36), break enchantment (2), teleport (3), wall of force
4th—black tentacles, confusion (2, DC 35), dimension door (3), fear, greater invisibility, scrying
3rd—cure serious wounds (2), haste, protection from energy (5; 1 for each element), searing light
2nd—cure moderate wounds (2), invisibility, knock, resist energy (5; 1 for each element)
1st—charm person (DC 32), cure light wounds, magic missile (6), shield (2)
0th—detect magic, mage hand, prestidigitation, read magic

Str 14, Dex 19, Con 25, Int 52, Wis 21, Cha 21, Luck 30, Rep 34
Hyper Constitution 3 (hyper age, hyper tough), Hyper Intelligence 3 (each 3/day; hyper analysis +3, hyper ingenuity, hyper smart)
Base Atk +10; CMB +17; CMD 38
Feats Combat Casting, Combat Expertise, Dodge, Eschew Materials, Fleet (2), Greater Spell Penetration, Maximize Spell[B], Run, Scribe Scroll[B], Silent Spell[B], Still Spell[B], Spell Penetration, Quicken Spell[B], Toughness
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (4)
Mythic Feats Dodge, Fleet (2), Run, Toughness
Skills Appraise +25, Awareness +25, Bluff +25, Craft (alchemy) +44, Diplomacy +15, Disable Device +14, Escape Artist +24, Fly +19, Heal +15, Intimidate +15, Knowledges (all) +44, Linguistics +43, Search +25, Sense Motive +27, Spellcraft +44, Stealth +24, Survival +27, Use Magic Device +27
Languages all
SQ amazing initiative, arcane bond (ring of protection +5), archmage abilities (arcane metamastery, crafting mastery, deep understanding, divine knowledge [3], enduring armor, energy conversion, flexible counterspell, sanctum), force of will, hyper attack 3, hyper focus (5/day), hyper initiative, hyper life 1/day (5d8+10), hyper mortality, hyper rest 2/day, immortal, legendary hero, mythic power (23 points), mythic path (archmage), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +5, bag of holding type IV, belt of physical perfection +6, bracers of brawling deathless armor and fortification (heavy) +1, greater mask of giants, handy haversack, hat of disguise, headband of mental superiority +6, mantle of spell resistance, ring of protection +5, robe of the archmagi (gray), rod of lordly might, slippers of the triton, talons of leng, truesight goggles, wings of flying

Cosmic Entity (Ex) The Living Tribunal’s equipment sublimates into its form and only appear as the material objects they are once it is defeated. Each item still projects a magical aura. In addition, the Living Tribunal can use its wish hypernaut power to become Gargantuan sized (increasing its Strength and Constitution considerably), use greater scrying at will to simultaneously observe events in multiple universes, or (at the GM’s discretion) even undo entire worlds.



Gargantuan construct, neutral
Armor Class 25 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 50 ft., fly 60 ft.

30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Skills all +19
Damage Resistance damage from spells; magical bludgeoning, piercing, and slashing
Damage Immunities cold, fire, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight; passive Perception 29
Languages all
Challenge 30 (155,000 XP)
Magic Resistance. The Living Tribunal has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Living Tribunal can innately cast any wizard spell (spell save DC 27, +19 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Intelligence. 
The Living Tribunal can cast invisibility, scrying, and wish* at will, knows all wizard cantrips (treat him as a 20th level caster), and has the following slots available: 1st-level (6 slots), 2nd-level (6 slots), 3rd-level (6 slots), 4th-level (5 slots), 5th-level (5 slots), 6th-level (5 slots), 7th-level (4 slots), 8th-level (4 slots), 9th-level (3 slots). 

*See bottom of post.

Multiattack. The Living Tribunal makes 4 unarmed strikes or casts one spell and makes two unarmed strikes
Unarmed Strike. Melee or Ranged Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 73 (6d20 + 10) magical bludgeoning damage.

Tripled Reflexes. The Living Tribunal may take up to 3 reactions each round.

The Living Tribunal can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Living Tribunal regains spent legendary actions at the start of its turn.
Allseeing. The Living Tribunal casts scry, targeting any plane of existence.
Impossible Power. The Living Tribunal casts a wizard spell of 5th-level or lower.
Planar Phase. The Living Tribunal transports itself and all creatures and objects within 1,000 feet to the plane of its choice. If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as plane shift.
Speaking Face. None are sure how or when the facet of The Living Tribunal that is currently in control changes to another and each has its own power.

  • Equity. The Living Tribunal redistributes up to 100 hit points among creatures it can see. It cannot use this ability to reduce a creature below 1 hit point or increase a creature’s hit point total beyond the creature’s maximum.
  • Necessity. The Living Tribunal deals 15 points of damage to any number of creatures within 100 feet and gains a number of temporary hit points equal to the damage dealt.
  • Revenge. The Living Tribunal chooses one creature that dealt it damage last turn. That creatures makes a Charisma saving throw against its spell save DC or takes an amount of damage equal to the damage it dealt.

^ Redditor eyrieking162 has called me out on quite a few faults in the 5E build and I have fixed it up a bit per his critique!


I’m not sure if this request was meant to be taken seriously but I decided to treat it that way anyway! For those who don’t know, The Living Tribunal is a god of gods and singularly unique throughout the multiverse. That is to say that effectively he is not an NPC that a group of adventurers can normally interact with the way they might a potent mage or powerful dragon.
What we have above is a mythical Pathfinder wizard hypered out to the max and a very big bad D&D 5e monster with a penchant for magic, both of which should be considered to be greatly weakened versions of the original (probably because of a dastardly villain like Doctor Doom or more likely Thanos).
* Even then a group of PCs is probably going to need a lot of extra help (like artifacts and dope magic items) or some sort of environmental factor to give them an edge that brings them up towards the power level needed to take down this big bad. The preeminent thing to curb here is the wish access but you might temporarily eliminate or limit any of his greater abilities via a special energy ray using a weapon designed by the Inhumans (or powerful spell from Doctor Strange or potent poison concocted by the Shi’ar Empire or technology from the Watcher etc. etc.).
You might also use The Living Tribunal to provide a source of aid in a climactic battle (for instance, it might be fighting off a squad of Galactuses taken from all over the multiverse as the PCs are underfoot fighting through an army of Ultrons to reach a critical control relay — you get the idea with these suggestions by now, I think 😉 ).



Come next week there’ll be a dozen of these high-level combat NPC builds in the Street Fighter D&D 5e series but how often will a surprise duel or dual ambush really work in the same campaign? Isn’t there something cooler we can do with this big wonderful cast of iconic characters?
Yes–yes there is–but first let’s consider how well they can be implemented into your game.

High Mobility

Most every one of these builds clocks in at a speed of 40 ft. or better, has the ability to Dash as a bonus action, and has great stats for jumping around. On top of that their ACs are fairly high and so long as you aren’t dealing with someone that has the Sentinel feat, they should be able to move into and out of cover or generally up and away from a mob of adventurers.


One of the best things about the Street Fighter D&D 5E builds are the fact that nobody is toting guns or anything really beyond the ken of a standard game (be that in Mists of Akuma or a more medieval world). If you’ve got monks in your setting you can probably swing these NPCs without breaking immersion.

Spellcaster Nightmares

As far as I can tell for most games, an upper-level PC is going to be sporting several decent magic items and a barbarian, fighter, or other melee-focused character may well be on equal footing with a Street Fighter–making for great duels! When they go after a party of adventurers however, it’s definitely going to skew the fight in a more difficult direction if they target spellcasters first.


Well What Now, Buddy?

Afro Samurai is very obviously one of my favorite anime series and one of the things that endears me to it is the simple plot: The Headband of The One. If for some awful reason you have not seen it yet watch the whole thing (both of them!) but in a nutshell, possessing this headband makes you invincible to anyone but the person wearing the Headband of the Two. I wouldn’t recommend exactly that here but a lot of the Street Fighter D&D 5E NPCs are sporting a pretty dope magic item–and accruing these magic items for a greater objective sounds like it is definitely worth pursuing.

What should that objective be? Fighting a boss of course! For now I recommend delving into some mythology and reskinning an existing badass high CR monster, but in the days to come (post 20 perhaps?) I’ll post a BBEG final boss battle attainable only after the PCs have acquired enough of these sacred video game relics!

What about builds without a signature magic item?
In these cases, impart some of that defeated or dying NPCs’ ki into an item cherished by a PC and grant them a neat (hopefully related) feature they can use between short or long rests (depending on its potency).

BUT WHO IS THIS BOSS?!? You tell me!
I know the character I’d pick but I want to hear what/who you glorious readers would like to see! Is it time to break out Goro? Should we cross the Guilty Gear threshold? Get crazy obscure? Comment on the post, hit me up on Facebook or Google+, or tweet at me with your vote!

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week’s request is exceptionally timely because she’s getting a television show! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the ultrapowerful LIVING TRIBUNAL!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

hypercorps squirrel girl promo

Squirrel Girl

Squirrel Girl         CR 9—XP 6,400
Female human summoner (swarm minder[VC]) 8 [hs 1; meganaut 1]
NG Medium humanoid (human, hyper)
Init +5; Senses scent; Awareness +7

AC 26, bullet 23, touch 19, flat-footed 21 (+4 mage armor, +2 deflection, +5 Dex, +1 dodge, +1 hyper, +3 natural)
hp 63 (8d8+24); Hyper Bonus +1
Fort +4, Ref +7, Will +5

Speed 40 ft., leap (10 ft. horizontal, 5 ft. vertical)
Melee unarmed strike +10/+5 or +8/+8/+3/+3 (1d4+3 slashing)
Special Attacks hyper bonus +1

Spell-Like Abilities (CL 9th; concentration +12)
6/day—summon monster IV

Summoner Spells Known (CL 9th; concentration +12)
3rd (2/day)—charm monster, displacement, heroism
2nd (4/day)—bear’s endurance, bull’s strength, cat’s grace, haste
1st (4/day)—ant haul, expeditious retreat, feather fall, mage armor, magic fang
0th—arcane mark, daze, guidance, mending, message, resistance

Str 16, Dex 20, Con 14, Int 10, Wis 8, Cha 16
Hyper Strength 1 (Strong Leap), Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +10; CMD 28
Feats Alertness[B], Dodge[B], Dual Slice, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting
Hyper Feats A Bit Aberrant
Skills Acrobatics +11, Awareness +7, Handle Animal +7, Knowledge (nature) +4, Stealth +11
Languages English, Squirrel
SQ bond senses, eidolon, hyper mortality, life link, maker’s call, shield ally, transposition
Gear amulet of mighty fists and natural armor +3, ring of protection +2, squirrel hood (as helm of comprehend languages but only works for squirrels)


NG Large swarm of Tiny squirrels (animal, swarm)
Init +3; Senses darkvision 60 ft., scent; Awareness +13

AC 21, bullet 18, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +3
Defensive Abilities devotion, evasion; DR 5/magic; Immune swarm traits

Speed 20 ft., climb 40 ft., swim 20 ft.
Melee swarm (2d8 plus distraction)
Special Attacks distract (Fort DC 16)
Space 10 ft.; Reach 0 ft.

Str 8, Dex 17, Con 16, Int —, Wis 12, Cha 8
Base Atk +6; CMB —; CMD
Feats Dodge, Skill Focus (Awareness, Stealth)
Skills Awareness +13, Search +9, Stealth +19, Survival +10
SQ evolution pool (11 points; carpet rider, climb, damage reduction, scent, spellcaster’s bane), link, share spells, split swarm

Carpet Rider (Ex) [2 points] An eidolon swarm surges together, forming a solid surface capable of supporting its summoner and his allies. The eidolon swarm can be ridden as though it were a flying carpet (although it does not have a fly speed unless it possesses the flight evolution). This evolution is only available to eidolons of the swarm base form.
Spellcaster’s Bane (Ex) [3 points] The collective intelligence of the swarm minder and his eidolon swarm are particularly alert to the gestures and incantations of magic use. When the eidolon swarm uses its distraction ability against a target using a spell or spell-like ability, increase the DC by +3. This evolution is only available to eidolons of the swarm base form.

*Swarm Minders are a summoner archetype from Veranthea Codex.


Squirrel Girl

Medium humanoid (human, hyper), neutral good
Armor Class 17 (natural)
Hit Points 104 (16d8+32)
Speed 40 ft., climb 40 ft., leap 20 ft.

15 (+2) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 17 (+3)

Saving Throws Dex +7, Con +5, Wis +3, Cha +6
Skills Acrobatics +7, Animal Handling +6, Nature +3, Perception +3, Stealth +7, Survival +3
Senses passive Perception 13
Languages English, Squirrel
Challenge 8 (3,900 XP)
Evasion. If Squirrel Girl 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.
Squirrel Speaker. Squirrel Girl is able to understand and be understood by squirrels. In addition, by spending a bonus action she can summon 1d4+1 hordes of squirrels (up to a maximum of 16 hordes in a 24 hour period). These have the statistics of Rat Swarms with the exception that a squirrel horde gains a climb speed of 30 feet.   

Multiattack. Squirrel Girl makes four unarmed strikes each round.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

Reflexive Dodge. When Squirrel Girl is aware of an attacker, she may spend her reaction to reduce the damage of an attack or spell by half.


Notes on Squirrel Girl

I’m exceptionally pleased with her Pathfinder build and it was a joy to design–I will definitely be dropping both versions onto some adventuring parties at some point regardless. For diehard fans, tell me because I can’t perfectly remember but I swear at some point or another she summoned or cajoled a horde of squirrels. I hope it’s cannon but straight up if it isn’t? I still love this  build! 

While I originally wanted to do a little free archetype for the Diabolist (a summoner class I designed for EN5ider and one of my three contributions to the A Touch of Class Kickstarter) I am horrendously crunched on time this week and need to get back to proper work. Still, her 5E build is nothing to scoff at and definitely still promises to be a fun time.

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

We’ve got another request for next week–Squirrel Girl! Fortunately I’ve been prepared to build her since we published the swarm minder archetype for summoners in Veranthea Codex and I think she may very well be the most useful build on here (because who doesn’t want to assault adventurers with squirrels?) If there’s someone you would like to see however, let me know! The queue is building up but I’m happy to make a little backlog. 🙂

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

hypercorps shadowcat promo.png

KITTY PRYDE (SHADOWCAT)         CR 13—XP 25,600

Female human rogue (acrobat) 10 [hs 4; hypernaut 2]
NG Medium humanoid (human, hyper)
Init +10; Senses Awareness +20

AC 29, bullet 27, touch 22, flat-footed 22 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +2 hyper)
hp 145 (11d8+77+12); Hyper Bonus +2
Fort +10, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge
Hyper Flaws loved ones, tiring (incorporeality)

During Combat Shadowcat gains her sneak attack damage when using her incorporeality power to phase a target into a solid object. In addition, while her incorporeality is active she can deal half her sneak attack damage with unarmed strikes against living creatures, robots, and objects that utilize electricity.

Speed 30 ft.
Melee unarmed +18/+13/+13 (1d3+4)
Special Attacks hyper bonus +2, sneak attack +6d6

Hypernaut Spell-Like Abilities (CL 8th; concentration +14)
1/combat—incorporeality (DC 22, hyper flaw: tiring)

Spell-Like Abilities (CL 14th; concentration +15)
0th (3/day)—touch of fatigue (Fort DC 13)
1st (2/day)—windy escape

Str 10, Dex 22, Con 20, Int 12, Wis 16, Cha 14
Hyper Dexterity 2 (Dexterous Warrior), Hyper Constitution 1
Base Atk +8; CMB +8; CMD 32
Feats Alertness[B], Combat Expertise, Combat Reflexes, Dodge[B], Improved Familiar[B] (Lockheed the pseudodragon, as a 10th-level wizard; SR 15; immune to fire and mental attacks), Improved Unarmed Strike[B], Knockout Artist (+6 damage nonlethal), Mobility [B], Spring Attack, Surprise Maneuver (+6 CMB), Toughness, Weapon Finesse [B]
Hyper Feats Extra Hyper Attribute (2)
Skills Acrobatics +17, Athletics +9, Awareness +20, Bluff +12, Diplomacy +16, Disable Device +13, Escape Artist +13, Knowledge (history) +5, Knowledge (local) +11, Linguistics +10, Perform (dance) +12, Search +18, Sense Motive +14, Sleight of Hand +10, Stealth +20, Use Magic Device +8, Use Technology +6
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
SQ hyper attack 1, hyper initiative, hyper mortality, rogue talents (familiar, fast stealth, finesse attack, major magic, minor magic)
Gear [+5 leather], ring of protection +3



Tier 3; Action full-round action; Save Fortitude; Range touch; Duration as long as you hold your breath
You and your equipment become incorporeal. While this power is active, you may make your body corporeal or incorporeal as a swift action. By making a DC 20 hyper score check (d20 + hyper score) you may activate this power to become incorporeal in response to an attack or spell as an immediate action.
Your unarmed strikes and weapons have the ghost touch quality and as a standard action while you are corporeal and this power is active, you may make a melee touch attack to cause a target creature or object to make it incorporeal with you. As a swift action you can end the target’s incorporeality while it is in a solid object, dealing 4d6 points of damage (trapping it there; escape DC 20 + hyper score).


Notes on Shadowcat’s Pathfinder build

Remember that outside of combat, Kitty here is going to have a lot more incorporeality available than in the middle of a fight. I think, however, more than a minute of shifting back and forth should be taxing for her and I’m really happy with how the incorporeality hypernaut power (how did I not think of including that in the core book!) works. I think she’s an uber thief and definitely worth adding to any campaign with some weighty mid-level PCs, able to take hits, fade away, and play a part as a recurring villainous henchwomen or even the BBEG(al) without the obvious concern of focused fire (or a nasty critical hit) knocking her out too early. 🙂


Kitty Pride (Shadowcat)

Medium humanoid (human, hyper), neutral good
Armor Class 17 (magical leather)
Hit Points 130 (20d8+40)
Speed 30 ft.

10 (+0) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 15 (+2)

Saving Throws Con +6, Int +5, Wis +7, Cha +6
Skills Acrobatics +8, Athletics +4, Deception +6, History +5, Insight +7, Investigation +5, Perception +7, Performance +6, Persuasion +6, Stealth +8
Senses passive Perception 17
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
Challenge 10 (5,900 XP)
Incorporeality. Shadowcat can turn herself incorporeal or back as a reaction or bonus action. While incorporeal Shadowcat takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal Shadowcat can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends this effect inside an object and can only remain incorporeal while holding her breath.
Lockheed. Shadowcat has befriended a small alien dragon named Lockheed (it has the statistics of a pseudodragon but is immune to both fire and psychic damage).

Multiattack. Shadowcat makes four unarmed strikes or two unarmed strikes and a phasing strike.
Phasing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target makes a DC 16 Constitution saving throw with disadvantage or becomes incorporeal with Shadowcat. As a bonus action, Shadowcat can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 33 (6d10) force damage (escape DC 16).
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

Instinctive Phase (Recharge 5-6). When Shadowcat would be damaged by an attack or spell she may spend her reaction to turn incorporeal.


Notes on Shadowcat’s D&D 5E build

There are no hypernauts in the given rules for Hypercorps D&D 5E and even then incorporeality is given pretty loose rules so Kitty here is built as a monster rather than a PC. Therefore it seemed to make sense to make her as usable as possible for any given game and I think if you’re out for a canny phasing spirit or ghost of some kind, change her type to undead and you should be good to go!

Welcome to the tenth (!) post for Street Fighter D&D 5E–a special NEW CHALLENGER edition! I ran into this amazing little homebrew the other day (about 20 times cooler and frankly I think better balanced than what was in Unearthed Arcana this week) and I was like “god damn I want to make a drunken master” and that got me thinking about Virtua Fighter.


As a Sega diehard (*shakes fist towards Sony*) I played a lot of Virtua Fighter and you just cannot beat Shun Di for awesome fighters to play as, the kind of bold character that really made Sega games distinct in the marketplace. I mean he drinks booze while fighting–how cool is that. So while he’s not in Street Fighter, I felt compelled to put him together to someday unleash on an unsuspecting party. 😀

Moa promo shun di.png

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Dhalsim!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m getting back to Street Fighter (probably going to be YOU-KNOW-WHO) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue! Also check out the main page for Street Fighter D&D 5E for some new guidelines on how to get the most out of these builds.

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

Shun Di

Medium humanoid (human, soburi), neutral good monk (drunken master) 15
Armor Class 22 (Wisdom, martial arts stance)
Hit Points 127 (15d8+60)
Speed 55 ft.

12 (+1) 20 (+5) 19 (+4) 13 (+1) 19 (+4) 14 (+2)

Saving Throws Str +6, Dex +10
Skills Athletics +6, History +6, Insight +9, Survival +9
Tools brewer’s supplies
Damage Resistances bludgeoning
Senses passive Perception 14
Languages Soburi (Common), Ropa
Challenge 15 (13,000 XP)
Outlander Background Feature: Wanderer. Shun Di can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bonus Proficiencies. Shun Di gains proficiency with improvised weapons and treats them as monk weapons.
Down in the Dirt. While prone Shun Di’s melee attacks don’t have disadvantage and enemy melee attacks against him don’t have advantage. In addition, standing up costs him 10 feet of movement.
Drunken Technique: Spill the Cup. When Shun Di would take damage he can use his reaction and spend 1 ki point to half the damage and fall prone. This technique cannot reduce psychic damage, and cannot be used if he is already prone.
Drunken Technique: Teetering Monkey Rush. As an action, Shun Di gains the ability to move through the space of other creatures until the end of his turn. WHen he moves through the space of a Large or smaller creature in this manner he may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take 1d10 magical bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. Shun Di may choose to spend ki in this way for each creature he passes through. He cannot end his move in another creature’s space.
Evasion. If Shun Di 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.
Hollow Body, Sloshing Belly. As a bonus action on his turn, Shun Di can spend 1 ki point to induce a drunk-like state in himself and begin sloshing. His sloshing lasts for 5 minutes, ending early if he is knocked unconscious. Once Shun Di has used this feature 3 times, he cannot use it again until he finishes a short or long rest. While sloshing, he gains the following effects:

  • When he starts sloshing, he gains 11 temporary hit points.
  • Shun Di has advantage on Dexterity saving throws.
  • Shun Di has advantage on advantage on opportunity attacks and opportunity attacks against him have disadvantage.
  • Shun Di makes Wisdom checks and saving throws with disadvantage.
  • Shun Di is able to perform drunken techniques only while sloshing.

Ki (15 points). Shun Di harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Shun Di 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 Shun Di takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shun Di can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shun Di 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 Attack. Shun Di 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 18 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Shun Di can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Shun Di 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.
Purity of Body. Shun Di’s mastery of the ki flowing through him makes him immune to disease and poison (with the exception of alcohol).
Stance of the Stout Boar (3). Shun Di’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Shun Di can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Shun Di’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Shun Di can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Shun Di’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Shun Di’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Shun Di’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

Deflect Missile. Shun Di can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 15 (1d10+1d8+5).
Drunken Technique: Grasshopper Rises Early. While prone Shun Di can use his reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of him must make a Dexterity saving throw or be knocked prone. If he would hit a creature that is already prone, it takes damage equal to 2d10 magical bludgeoning damage.
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 75.

Notes on Shun Di

I really, really like drunken master monks (the Drunken Master movies are all top notch in my book) and really enjoy this monastic tradition. If I were building a PC with this I might go with different techniques but for an NPC I think he’s right on the money — use Teetering Monkey Rush to spook the PCs, wait until a critical or the last likely attack of the round to use Spill the Cup and go prone, then kick off his next turn with Grasshopper Rises Early and either pummel or Teeter again! Couple in some drunken buffoonery and a bit of physical comedy and whammo you’ve got yourself a very solid (and memorable I reckon) encounter. Add additional Shun Di duplicates as needed — talk about a dope bar fight!