Black Dragon Mercenary, Kobra Variant (5e Creature)

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Black Dragon Mercenary, Kobra Variant[edit]

Medium humanoid (human), chaotic evil


Armor Class 13
Hit Points 123 (19d8 + 38)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 11 (+0) 10 (+0) 11 (+0)

Skills Perception +6, Stealth +6
Proficiency Bonus +3
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)


The Blackest Belt. The mercenary scores a critical hit on a roll of 18, 19, or 20.

Standing Leap. The mercenary's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Flaming Kick. If the mercenary moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, that target must succeed on a DC 12 Strength saving throw or take 5 (1d10) bludgeoning damage plus 9 (2d8) fire damage and be pushed 10 feet away from the mercenary.

ACTIONS

Crane Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage, and the target must make a DC 14 Constitution saving throw, taking 6 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Flaming Axe Kick (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Strangle (Recharge 6). The mercenary makes a grapple attempt (escape DC 15). While grappled, a creature is restrained and must succeed a DC 13 Constitution saving throw on each of the mercenary's turns. On a failed save, the creature is incapacitated until the end of its next turn and loses 11 (2d10) hit points from choking. On a successful save, the target is not incapacitated and loses half as many hit points.

BONUS ACTIONS

Finish Him! When the mercenary reduces a creature to 0 hit points with a melee attack on its turn, the mercenary moves up to half its speed and makes one melee attack.

Pressure Points (2/Day). The mercenary adds 1d12 to its next damage roll with its crane fist, and if a creature fails its saving throw, it is also stunned.

REACTIONS

Evade (3/Day). When the mercenary takes damage from a weapon attack, it makes a Dexterity saving throw with a DC of 15 or 10 + the damage taken, whichever is higher. On a successful save, it takes no damage. On a failed save, it takes half as much damage.

Mk kobra.jpg

As a ruthless criminal organization, the Black Dragon have been known to recruit many martial arts masters who have gone down the dark path, such as the Black Dragon mercenary known as Kobra.

Blackest of Belts. As a martial arts prodigy, Kobra came to master various fighting styles from an early age, learning all the traditional values of justice and honor as well. But one day, while using his martial arts in self-defense, Kobra fatally struck an opponent, killing him instantly. However, instead of being horrified by his mistake, Kobra felt empowered by his capabilities and soon, he could not control himself from giving in to his desire to kill.

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