Lin Kuei Grandmaster (5e Creature)

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Lin Kuei Grandmaster[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 13
Hit Points 110 (17d8 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Dex +7
Proficiency Bonus +4
Damage Resistances cold
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 10 (5,900 XP)


Innate Spellcasting. The grandmaster's innate spellcasting ability is Charisma (spell save DC 12). The grandmaster can innately cast the following spells, requiring no material components:

At will: water walk
2/day each: flame jump, gaseous form
1/day each: ice storm, misty step, wall of ice

Flaming Kick. If the grandmaster 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 grandmater and be knocked prone.

Resilience. If damage reduces the grandmaster 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 grandmaster drops to 1 hit point instead.

ACTIONS

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

Gripping Smoke (Gaseous Form Only). A creature in the grandmaster's space must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and if it is Medium or smaller, it is also grappled (escape DC 12). Until this grapple ends, the target is restrained. If the saving throw is successful, the creature is pushed out of the grandmaster's space. At the start of each of the grandmaster's turns, the grappled creature takes 7 (2d6) bludgeoning damage. A creature within 5 feet of the grandmaster can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Elemental Attack (Recharge 6). The grandmaster uses one of the following elemental attacks:

Water Blast. The grandmaster shoots a 30-foot line of water that is 5 feet wide. Each creature in this line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage plus 4 (1d8) cold damage and if it is Medium or smaller it is pushed up to 10 feet away from the grandmaster and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.
Freeze. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 14 Dexterity saving throw or be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature killed by this attack becomes a frozen statue until it thaws.

BONUS ACTIONS

Finish Him! When the grandmaster reduces a creature to 0 hit points with a melee attack on its turn, the grandmaster moves up to half its speed, recharges and uses its water blast attack or one melee attack.

Dragon Medallion. The grandmaster uses his dragon medallion to make one of the following bonus actions:

Water Strike (1/Day). The grandmaster adds 1d10 cold damage to its next attack and damage roll with its kick and the target is pushed back 10 feet.
Explosive Flame (1/Day). The grandmaster adds 1d10 fire damage to its next attack and damage roll with its kick and the target is pushed back 10 feet and knocked prone.
Moving Wind (1/Day). The grandmaster summons forth a great current of wind for 1 minute. This wind carries the grandmaster, granting them a flying speed of 40 feet and they can hover.

REACTIONS

Elemental Substitution. When the grandmaster is hit by an attack and would take damage, they decrease the damage by 12 (1d8 + 8) and teleport up to 10 feet in any direction to an unoccupied space. A humanoid pillar of water, smoke, or fire is left in their place, and they take any remaining damage from the attack.

Grandmaster.jpg

The Lin Kuei Grandmaster is the leader of the Lin Kuei clan and the mastermind behind the Lin Kuei Cyber Initiative.

Elemental Master. In order to become leader of the clan, the Lin Kuei Grandmaster has to first gain mastery over one or more elements. This elemental knowledge makes them deadly opponents in combat, as few can rival their skills with the elements they command.

Dragon Medallion. Not only serving as the symbol of the clans' leadership, the Dragon Medallion is believed to enhance the abilities of those who possess it, granting them an even greater connections to the elements which they might command.

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