Xingese Prince (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Xingese Fighter (FMA Supplement) class and Far Traveler (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 17 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Dex +8, Con +3, Int +4
Skills Acrobatics +8, Animal Handling +7, Arcana +4, Insight +7, Investigation +4, Nature +4, Perception +7, Stealth +8, Survival +7
Senses passive Perception 17
Languages Common
Challenge 9 (5,000 XP)


Skirmish Defense. After having moved at least 15 ft. in one round, the prince's AC becomes 19 until the start of their next turn.

Skirmish Attack. Once per turn, the prince can deal an extra 10 (3d6) damage to a creature they hit with an attack after having moved at least 15 ft. in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of the prince.

Battle Fortitude. The prince has a +2 bonus to initiative rolls and Constitution saving throws (included in bonus).

Swift Action. The prince can take an additional bonus action on each of their turns. This action can only be used to take the Dash or Disengage actions, to interact with an additional object, or to take the Attack action after which they can not take the Attack action again until the end of their turn.

Evasion. When the prince is targeted by an area effect that lets them make a Dexterity saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

Dragon's Pulse. The prince can sense the exact location of any living creature within 10 feet of them, even if they are blinded or in darkness. Creatures within this range do not gain the benefits of being invisible or obscured against the prince.

ACTIONS

Dao. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

REACTIONS

Sidestep. When an attacker that the prince can see hits them with an attack, they immediately move 5 feet in any direction and reduce the attack's damage against them by 7. If they are unable to move 5 feet they cannot use this feature, and if they are prevented from moving they still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit them, but it does from any others.

Flowing Strike. When a creature misses the prince with a melee attack, they make a melee attack against them.

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[Source]

Every clan in Xing vies for the favor and eventual succession of the emperor, making the life of each prince very valuable. While bodyguards are often enough to protect a prince, each is still trained in combat should they be ambushed or challenged to a duel.



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