Archives for posts with tag: Street Fighter D&D 5E

Welcome to the 18th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Dan!), 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!

I’m finally getting on top of requests for these builds—T. Hawk and Necali are next but after that though who gets statted up can be up to you so tell me what to make in a comment somewhere!

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

BoED 5eSRD advert FUNDED tall.jpg

PS: If you are down for some evil (or holy!) D&D 5E, the Book of Exalted Darkness Kickstarter reached its funding goal (!!!), has 3 downloadable PDFs on the project page, and ENDS TOMORROW (Saturday June 17th)! Take a look! Grab a free evil adventure module, a mad scientist class, and some vile character options, maybe leave a pledge to help us unlock stretch goals–in either 8 backers or $318 we unlock the Shadow of the Demon Lord conversion. 😀

PPS: Going to Origins today? Me too! E-mail me at mike.myler.adventures|at|gmail.com if you want to meet up and game (my schedule is wide open) between 11AM to 11PM-ish.

abel DnD 5e.png

 

Abel

Medium humanoid (ropaeo), neutral fighter (battlemaster) 7/monk (open hand)  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feat: Tavern Brawler. Abel is proficient with improvised weapons. When Abel hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Fighting Style: Dueling. When Abel is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Foreigner. Abel is at disadvantage when making Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.

Ki (7 points). Abel 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.

  • Flurry of Blows. Immediately after Abel takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Abel spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Martial Arts. Abel 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 Abel 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.

Open Hand Technique.  Whenever Abel hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Social Adept. Abel has proficiency with Insight and Persuasion. He is never at disadvantage when making checks with either of these skills.
Stance of Breaking Stone (2). Abek has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or frightened.
Unarmored Defense. While Abel is not wearing any armor and not wielding a shield, his Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Abel’s speed increases by 15 feet while he is not wearing armor or wielding a shield.
Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to attack a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.

 

Abel’s Sambo Gi

Legendary wondrous item

Abel’s attire has gradually absorbed some of his spent ki, granting whomever dons it the knowledge of potent combat techniques. While wearing Abel’s sambo gi, you are able to use fighting style features with your unarmed strike. You also gain the following benefits:

  • Marseiyu Rolling. If you spend 1 ki to Dash as a bonus action, you may travel through the squares of other creatures and do not treat squares occupied by a creature as difficult terrain.
  • Sky Fall. When a creature is in the air (either jumping or flying) and within your reach, you may spend your reaction to make an unarmed strike against them, grappling the target on a successful hit.
  • Tornado Throw. You may use your action to throw a creature grappled by you. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or takes the same damage and be knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

 

 

 

NOTES ON ABEL’S BUILD

His CR rating came in at 10.4 but I rounded up because of all those fighter abilities and Tornado Throw. I don’t play as him often, but I really like this brawling grappler-monk build and might play one soon. 😀

 

—————- REDUCED STATBLOCK ——————-

 

Abel

Medium humanoid (ropaeo), neutral fighter 7/monk  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.

Ki (7 points). 

  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Open Hand Technique.  Whenever Abel hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of Breaking Stone (2). Abel has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or frightened.
Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to flurry of blows, attacking a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage. When Abel hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.

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.

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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.

STR DEX CON INT WIS CHA
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 11 (7,200 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.

ACTIONS
Multiattack. Shun-Di attacks twice on his turn, can spend a bonus action to attack a third time, or a bonus action and 1 ki to attack four times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

REACTIONS
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!

—————– REDUCED STATBLOCK —————–

Shun Di

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

STR DEX CON INT WIS CHA
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 11 (7,200 XP)
Outlander Background Feature: Wanderer. Shun Di can always recall the general layout of terrain, settlements, and other features around him.
Bonus Proficiencies. Shun Di treats improvised weapons 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: 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). 

  • 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.
  • 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.
  • 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.

Stance of the Stout Boar (3). Shun Di 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, and he has advantage on saving throws against effects or spells that would cause him to move.
Stillness of Mind. As an action, Shun Di can end one effect on himself that is causing him to be charmed or frightened.
Tongue of the Sun and Moon. Shun Di understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Movement. Shun Di is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. Shun-Di attacks twice on his turn, can spend a bonus action to attack a third time, or a bonus action and 1 ki to attack four times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

REACTIONS
Deflect Missile. Shun Di can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reduced its damage 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.

Welcome to the second post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (Akuma!), and if you think this can be improved in any way please let me know. 😀

Next week I’ll be putting up M. Bison but if there’s someone you’d like to see after him, I am doing these in order of requests (then favorites — Fei-Long is already done and raring to get up here!)

Note: Not only am I not the world’s most learned Street Fighter junkie (I’ve been out of the loop since SF4 on the Xbox 360, and even then my heyday was the original release for MvsC3), but Q is a pretty mysterious character. The version below is built with the statistics for the steametics race because from what I can tell there’s a lot of signs pointing to the character being robotic, but if that’s not what’s up let me know (and I can make him into a human with augmetics instead). Just in case he is Chun-Li’s father in disguise however, he is a detective. 😉

QMoAPromo.png

Q

Medium humanoid (steametic), neutral monk (martial artist) 6 / rogue (detective) 10
Armor Class 19
Hit Points 136 (16d8+64)
Speed 45 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 19 (+4) 18 (+4) 13 (+1)

Saving Throws Dex +8, Int +9
Skills Athletics +15, Insight +14, Investigation +14, Perception +14, Stealth +13, Survival +14
Tools thieves’ tools
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Investigation 29, passive Perception 29
Languages Ceramian, Ropa, Soburi, Thieves’ Cant
Challenge 9 (5,000 XP)
Automated. Q gains resistance to poison and bludgeoning damage, as well as immunity to the charmed, frightened, and poisoned conditions. It does not need to eat or breathe. It still needs to drink and requires a resting period that emulates sleep in order to recharge its inner workings.
Background Feature: Wanderer (Outlander). Q has an excellent memory for maps and geography, and it can always recall the general layout of terrain, settlements, and other features around it. In addition, Q can find food and fresh water for up to six people each day, provided that the land offers berries, small game, water, and so forth.
Cunning Action. Q can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide action.
Deductive Mind (Feat). When making an Intelligence (Investigation) check, Q may also choose to make a Sleuth check. After making a Sleuth check, Q cannot make another until he has taken a long rest. A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would uncover, but it always reveals something that can proceed Q’s goals. The quality of the information it deduces depends on its check and the location it is in—a GM can always decide there is no information in the current location relevant to Q, and provide only a clue leading to a more relevant location.
      Q also gains double its proficiency bonus to its Insight and Investigation scores.
Evasion. If Q is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Expertise. Q’s proficiency bonus is doubled for any ability check it makes that uses Athletics, Perception, Stealth, or Survival.
Investigative Nature and Gumption. Q’s proficiency bonus is doubled for any ability check it makes that uses Insight or Investigation. Q also has 5 investigation points. Q may spend an investigation point as a reaction to add +1d6 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Persuasion, Religion, Stealth, or Survival. Q may choose to spend an investigation point after the die has been rolled and regains any expended investigation points when it finishes a short or long rest.
Ki (6 points). Q harnesses the mystic energy of ki and can spend these points to fuel various ki features. When it spends a ki point, it is unavailable until it finishes a short or long rest, at the end of which it draws all of its expended ki back into itself. Q must spend at least 30 minutes of the rest meditating to regain its ki points.

  • Flurry of Blows. Immediately after Q takes the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Q can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. Q can spend 1 ki point to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
  • Stunning Strike. Q 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 its next turn.

Martial Arts. Q can use Dexterity instead of Strength for the attack and damage rolls of its unarmed strikes and monk weapons, and it rolls a 1d6 in place of the normal damage of its unarmed strike or monk weapons. In addition, when Q uses the Attack action with an unarmed strike or a monk weapon on its turn, it can make one unarmed strike as a bonus action.
Observant (Feat). If Q can see a creature’s mouth while it is speaking a language Q understands, it can interpret what is being said by reading lips. Q gains a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Sneak Attack 5d6 (1/turn). Q deals an extra 18 (5d6) damage when it 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 Q that isn’t incapacitated and Q doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Q’s strikes deal an additional 1d8 bludgeoning damage. It may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all its movement is in a straight line and ends with it making a melee weapon attack. Q gains advantage on saving throws against effects or spells that would cause it to move and resistance to bludgeoning damage.
Stance of the Striking Serpent. Q has advantage on Acrobatics checks and its strikes deal an additional 1d4 piercing damage. This damage is not multiplied on a critical hit.
Stance Scion. Q has learned 4 martial arts stances from its training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While it is wearing no armor and not wielding a shield, Q’s AC equals 10 + its Dexterity modifier + its Wisdom modifier + the number of martial arts stances it knows.
Unarmored Movement. Q’s speed increases by 15 feet while it is not wearing armor.

ACTIONS
Multiattack. Q makes two unarmed strikes when it takes the attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical bludgeoning damage plus 2 (1d4) piercing damage.

REACTIONS
Deflect Missile. Q can spend its reaction to strike a missile when it is hit by a ranged weapon attack. When it does so, the damage he takes from the attack is reduced by 16 (2d8+1d4+5).
Slow Fall. Q can use its reaction when it falls to reduce any falling damage he takes by 30.
Uncanny Dodge. When an attacker that Q can see hits it with an attack, Q can use its reaction to halve the attack’s damage against it.

———-REDUCED STATBLOCK————–

Q

Medium humanoid (steametic), neutral monk 6 / rogue 10
Armor Class 19
Hit Points 136 (16d8+64)
Speed 45 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 19 (+4) 18 (+4) 13 (+1)

Saving Throws Dex +8, Int +9
Skills Athletics +15, Insight +14, Investigation +14, Perception +14, Stealth +13, Survival +14
Tools thieves’ tools
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Investigation 29, passive Perception 29
Languages Ceramian, Ropa, Soburi, Thieves’ Cant
Challenge 9 (5,000 XP)
Automated. Q does not need to eat or breathe. It still needs to drink and requires a resting period that emulates sleep in order to recharge its inner workings.
Background Feature: Wanderer (Outlander). Q can always recall the general layout of terrain, settlements, and other features around it.
Cunning Action. Q can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide action.
Deductive Mind (Feat). When making an Intelligence (Investigation) check, Q may also choose to make a Sleuth check. After making a Sleuth check, Q cannot make another until he has taken a long rest. A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would uncover, but it always reveals something that can proceed Q’s goals. The quality of the information it deduces depends on its check and the location it is in—a GM can always decide there is no information in the current location relevant to Q, and provide only a clue leading to a more relevant location.
      Q also gains double its proficiency bonus to its Insight and Investigation scores.
Evasion. If Q is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Investigative Nature and Gumption. Q has 5 investigation points. Q may spend an investigation point as a reaction to add +1d6 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Persuasion, Religion, Stealth, or Survival. Q may choose to spend an investigation point after the die has been rolled and regains any expended investigation points when it finishes a short or long rest.
Ki (6 points).

  • Flurry of Blows. Immediately after Q takes the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Q can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. Q can spend 1 ki point to double its jump distance for the turn.
  • Stunning Strike. Q 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 its next turn.

Observant (Feat). If Q can see a creature’s mouth while it is speaking a language Q understands, it can interpret what is being said by reading lips.
Sneak Attack 5d6 (1/turn). Q deals an extra 18 (5d6) damage when it 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 Q that isn’t incapacitated and Q doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Q may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all its movement is in a straight line and ends with it making a melee weapon attack. Q gains advantage on saving throws against effects or spells that would cause it to move and resistance to bludgeoning damage.
Stance of the Striking Serpent. Q’s strikes deal an additional 1d4 piercing damage. This damage is not multiplied on a critical hit.
ACTIONS
Multiattack. Q makes two unarmed strikes when it takes the attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical bludgeoning damage plus 2 (1d4) piercing damage.

REACTIONS
Deflect Missile. Q can spend its reaction to strike a missile when it is hit by a ranged weapon attack, reducing its damage by 16 (2d8+1d4+5).
Slow Fall. Q can use its reaction when it falls to reduce any falling damage he takes by 30.
Uncanny Dodge. When an attacker that Q can see hits it with an attack, Q can use its reaction to halve the attack’s damage against it.

 

 I’m starting  a new series of blog posts: Street Fighter D&D 5E!

Each (~weekly) entry will feature a different member of the Street Fighter cast built using Mists of Akuma (my eastern fantasy noir steampunk campaign setting) to provide you with a badass NPC to assail your adventuring group with!

It is only fitting that we begin this process with the Great Demon himself! If there’s a particular character you’d like to see, let me know and I’ll move them up the queue. 😀

*Due to popular demand, Akuma’s now got a raging demon feature! I’ve also taken the opportunity to up his AC a bit (that Haitoku-derived reduced damage helps, but he still felt a little flimsy to me for a challenge 16 foe).
*A user on the EN World forums brought up that his hit points and damage were on the low side. While that’s intentional (he has lots of little extra bits and pieces that interact with one another) I was still feeling a little wishy-washy on the low hp total and damage output so I went ahead and gave him higher Strength and Constitution (guess he just rolled well when generating attributes amirite? 😉 ) to bring those up slightly.

akuma mists of akuma promo.png

Akuma (Gouki) “The Great Ogre” and Master of the Fist

Medium humanoid (oni-touched), lawful evil monk (martial artist monastic tradition) 16
Armor Class 22
Hit Points 105 (16d8+32)
Speed 60 ft. (70 ft. during combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 2 (-4) 24 (+7)

Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities disease, poison

Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Common (Soburi), Undercommon
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Akuma’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Corrupted. Akuma cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Deceptive. Akuma gains proficiency in the Deception skill.
Evasion. If Akuma 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.
Hated. Akuma is at 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. Akuma gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation, and suffers disadvantage on Dignity ability checks and saving throws. When Akuma’s anger is raised or he begins to focus his ki, scarlet flames lick and dance around him and his body stretches and distorts to appear larger and more demonic.
Ki (16 points). Akuma 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 Akuma 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 Akuma takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
    Patient Defense. Akuma can spend 1 ki point to take the Dodge action as a bonus action on his turn.
    Step of the Wind. Akuma 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. Akuma 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 15 Constitution saving throw or be stunned until the end of her next turn.

Magic Talent. Akuma is able to cast the eldritch blast cantrip with only somatic components and the chill touch cantrip. He uses Charisma as his spellcasting attribute for these cantrips.
Martial Arts. Akuma 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 Akuma 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. Akuma’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Akuma has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on 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 16 Wisdom saving throw resists the effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
Stance of the Waning Moon (2). Akuma’s unarmed strikes deal an additional 1d6 necrotic damage and he gains resistance to necrotic damage.
Stance of the Wicked Oni (3). Akuma’s unarmed strikes deal an additional 1d8 damage to humanoids (this damage is multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has finished a long rest.
Stillness of Mind. As an action, Akuma can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Akuma’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. Akuma 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, Akuma’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Akuma’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.

ACTIONS
Multiattack. When Akuma takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) magical bludgeoning damage plus 4 (1d8) damage to humanoids, 3 (1d6) necrotic damage, and 2 (1d4) slashing damage.
Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, range 120 feet, up to three targets. Hit: 5 (1d10) force damage per beam.

REACTIONS
Deflect Missile. Akuma 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 17 (1d8+1d6+1d4+7).
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.

Haitoku Prayer Beads

Legendary

These dark wooden beads have been used by Akuma to focus prayers and spiritual energy for decades, rapidly instilled with fell power by the shed blood of his enemies. Haitoku prayer beads have 8 prayer points; Akuma has attuned them to grant sacred armor (2 points), sacred skill Perception (2 points), and sacred strike x2 (4 points). In addition, they allow grant him the following features:

Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is able to use his Fury of Blows monk feature in conjunction with eldritch blast (gaining two additional eldritch blasts as a bonus action) though when doing so all of his beams must target the same creature and he deals fire and necrotic damage instead of force damage. Once Akuma has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.

Shun Goku Satsu (Raging Demon). As an action, Akuma may spend 6 ki points to become incorporeal and move towards a target enemy spending movement speed as part of this action. This movement does not provoke opportunity attacks and ignores difficult terrain. If this puts him within melee range of an enemy, a grapple attempt is made with advantage. On a success, the opponent makes a DC 15 Constitution saving throw. On a failed save, the opponent is reduced to 0 hp and knocked prone. On a successful save, the target takes 10d10 necrotic damage and is knocked prone. Akuma’s remaining movement for the turn is reduced to 0 and he cannot take reactions until the start of his next turn. Once Akuma has used this feature, he cannot do so again until he has finished a long rest.
[The Shun Goku Satsu feature was designed by Reddit user Face_Claimer!]

 

 

———REDUCED STATBLOCK————–

 

Akuma

Medium humanoid (oni-touched), lawful evil monk 16
Armor Class 22
Hit Points 105 (16d8+32)
Speed 70 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 2 (-4) 24 (+7)

Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities disease, poison, mists of akuma

Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Common (Soburi), Undercommon
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Akuma’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. If Akuma 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.
Hated. Akuma is at 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. Akuma ignores the first 3 points of damage from attacks and spells but suffers disadvantage on Dignity ability checks and saving throws.
Ki (16 points).

  • Diamond Soul. Whenever Akuma 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 Akuma takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Akuma can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Akuma 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. Akuma 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 15 Constitution saving throw or be stunned until the end of her next turn.

Magic Talent. Akuma is able to cast the eldritch blast cantrip with only somatic components and the chill touch cantrips (Charisma spellcasting attribute).
Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on 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 16 Wisdom saving throw resists the effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (3). By spending a bonus action, Akuma can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has finished a long rest.
Stillness of Mind. As an action, Akuma can end one effect on himself that is causing him to be charmed or frightened.
Tongue of the Sun and Moon. Akuma understands all spoken languages and any creature that can understand a language can understand what he says.
Unarmored Movement. Akuma is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Akuma takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (1d8+1d6+1d4+7) magical bludgeoning necrotic slashing damage plus 4 (1d8) damage to humanoids.
Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, range 120 feet, up to three targets. Hit: 5 (1d10) force damage per beam.
Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is able to use his Fury of Blows monk feature in conjunction with eldritch blast (gaining two additional eldritch blasts as a bonus action) though when doing so all of his beams must target the same creature and he deals fire and necrotic damage instead of force damage. Once Akuma has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Shun Goku Satsu (Raging Demon). As an action, Akuma may spend 6 ki points to become incorporeal and move towards a target enemy spending movement speed as part of this action. This movement does not provoke opportunity attacks and ignores difficult terrain. If this puts him within melee range of an enemy, a grapple attempt is made with advantage. On a success, the opponent makes a DC 15 Constitution saving throw. On a failed save, the opponent is reduced to 0 hp and knocked prone. On a successful save, the target takes 10d10 necrotic damage and is knocked prone. Akuma’s remaining movement for the turn is reduced to 0 and he cannot take reactions until the start of his next turn. Once Akuma has used this feature, he cannot do so again until he has finished a long rest.

REACTIONS
Deflect Missile. Akuma can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 17 (1d8+1d6+1d4+7).
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.