Samurai (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 17 (splint armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.

16 (+3) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 14 (+2)

Saving Throws Str +5, Dex +5
Skills Athletics +5, Intimidation +4, Perception +4, Persuasion +4
Senses passive Perception 14
Languages any two languages
Challenge 4 (1,100 XP)

Brave. The samurai has advantage on saving throws against being frightened.

Fighting Spirit (3/Day). As a bonus action, the samurai can gain advantage on all attack rolls it makes until the end of its turn.

Indomitable (Recharges after a Long Rest). The samurai rerolls a failed saving throw.


Multiattack. The samurai makes three weapon attacks. If it has a scimitar drawn, it can make a scimitar attack as a bonus action.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded in two hands.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Battle Cry (1/Day). Each creature of the samurai’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gains advantage on attack rolls until the start of the samurai’s next turn. The samurai can then make one attack as a bonus action.


Parry. The samurai adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

Samurai are deadly warriors that fight in the service of feudal lords. They are equally skilled at swordplay and archery, making them a force to be reckoned with at any range.

(one vote)

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