Kombatant (5e Creature)
Kombatant[edit]
Medium humanoid (any race), any chaotic alignment Armor Class 12
Saving Throws Dex +4 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. ACTIONSFists. 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 ACTIONSFinish 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. REACTIONSEvade (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. |
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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