Kombatant (5e Creature)

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Kombatant[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 9 (-1)

Saving Throws Dex +4
Proficiency Bonus +2
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Flying Kick. If the kombatant 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 10 (1d10 + 4) bludgeoning damage and be pushed 10 feet away from the kombatant and be knocked prone.

Resilience. If damage reduces the kombatant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the kombatant drops to 1 hit point instead.

ACTIONS

Fists. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage.

Uppercut (Recharge 6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

BONUS ACTIONS

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

REACTIONS

Evade (3/Day). When the kombatant 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.

Kombatant.jpg

A kombatant is essentially your generic Mortal Kombat tournament champion. These are individuals trained for kombat and chosen to defend their realm within the Mortal Kombat tournament.

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