With the Oriental Adventure conversions complete back to my actual campaign which involves a tournament to win the Mortal Blade. To make sense of these entries you will need to look at the adventure flowchart which gives context and explains my changes but it’s essentially a conversion of the Ruby Phoenix Tournament but with a lot more anime/manga tropes pertinent to a “Tournament Arc“.
This one is straight out of the adventure though with a more blood bender touch to him. I also made him yell his name whenever he introduces himself like some kind of silly anime supervillain who really isnt. Setup worked well.
HOK FONG the EUNUCH
Blood Bender
Medium humanoid (human, mythic), chaotic evil
Armor Class 10 (21 with bone armor)
Hit Points 120 (12d8 + 24)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
10 (+0) |
15 (+2) |
13 (+1) |
9 (-1) |
19 (+4) |
Saving Throws WIS +2, CHA +7
Skills Arcana +4, Intimidation +7, Perception +2, Stealth+5
Damage Resistances psychic
Damage Vulnerabilities necrotic (susceptible to hemophilia)
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Oni, Goblin
Challenge 8 (3,900 XP)
Innate Spellcasting. Hok Fong’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Hok Fong can innately cast the following maho-tsukai spells, requiring no material components:
- At will: alter self, detect magic, eldritch blast (at 11th level), false life*,levitate (self only)*, bone armor* (as mage armor except he has overcharged it with 6 blood points granting an AC of 21)
- 1/day each: blood storm (as ice storm but necrotic damage), circle of death, enthrall, suggestion, fireball, vampiric touch* (3d6 necrotic, heals caster)
- 3/day each: hellish rebuke, hex, scorching ray (at 3rd level)
* These spells are cast before combat.
Blood Bender. Hok Fong’s enchantment spells are difficult to resist, and he imposes a bane (-1d6) on saving throws on creatures he targets with these spells. In addition, he has 12 blood points. He can use these points in a few different ways (1 point each):
- He can use them as additional spell usage per day.
- They can be used to enhance a spell by increasing its spell level.
- Add (or increase) the damage of a spell by 14 (4d6) necrotic damage.
When all blood points are used up Hok Fong gains a level of exhaustion. He recovers blood points after taking a long rest and not being exhausted.
Blood Call. Anytime Hok Fong scores a critical hit the target loses a HD. If the target cannot lose a HD it instead takes necrotic damage equal to its HD.
Bloody Resistance (3/Day). If Hok Fong fails a saving throw, he can choose to succeed instead. Once all usages are expended, he may instead spend blood points to recharge this ability 1 for 1.
Maho Mastery. If Hok Fong uses a blood point while it has a hostile creature is within 5 feet of him, he may make a DC 12 Constitution saving throw. On a successful save, he does not consume that blood point.
Puppeteer. Hok Fong can use a bonus action to control the movement of one creature cursed by his hex spell that he can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of Hok Fong’s choice. Hok Fong may spend a blood point to increase the DC to 16 and force the target to use their reaction to make a melee attack.
Regeneration. Hok Fong regains 1 hit points at the start of his turn for each blood point she has.
ACTIONS
Multiattack. Hok Fong makes two attacks: one with his katana and one with his ninja-to.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus vampiric touch.
Ninja-to. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus vampiric touch
REACTIONS
Corpse Lance. As a reaction when a creature is dead or unconscious Hok Fong can select any number of corpses or unconscious creatures he can see and magically rips three bones from the bodies. These magical missiles are wrapped in necrotic energy. Each bone dart hits a creature of Hok Fong’s choice that he can see within 120 feet. A dart deals 3 (1d4 + 1) necrotic damage to its target. The bone shards all strike simultaneously, and Hok Fong can direct them to hit one creature or several. For each size category above Medium the corpse provides an additional missile. If the target creature is a character that is unconscious instead of dead, it must make a DC 18 Constitution save or automatically gain 1 failed Death saving throw at their next check. A corpse can only be used once as the fuel for corpse lance. Finally, Hok Fongmay spend his hit point pool to fuel the lethality of the darts by spending 10 hit points or 1 blood point for another bone shard. No matter how many corpses, blood points or hit points spent the maximum number of bony darts he may summon is 11.
LEGENDARY ACTIONS
Hok Fong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
- Cast a Spell. Hok Fong casts a spell.
- Piggy (1/Day). Hok Fong releases Slim into battle, the piglet grows into a gigantic boar covered in black-red worm like tendrils and then charges the nearest hostile creature.
- Life Drain (Costs 3 Actions). Each living creature within 20 feet of Hok Fong must succeed on a DC 15 Constitution saving throw against this magic, or take 21 (6d6) necrotic damage, and Hok Fong regains hit points equal to the total damage dealt to all targets.
DESCRIPTION
Dressed as a wealthy nobleman a few things stand out about Hok Fong – he is exceedingly fat, and soft looking, he takes his piglet familiar – Fatboy Slim- everywhere with him, and this devotee of Kyoso (Some say an aspect of Orcus or perhaps vice-a-versa) has a (Haircut) taper fade mohawk.
“FATBOY SLIM” the PIG SPIRIT
Corrupted Forest Spirit
Large beast (yokai), chaotic evil
Armor Class 10 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 9 (-1) 13 (+1) 19 (+4)
Saving Throws DEX +7, CON +6, WIS +4
Skills Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that are not crystal
Senses Darkvision 60 ft., passive Perception 14
Languages understands Common but cannot speak
Challenge 8 (3,900 XP)
Charge. If the demon boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 17 (5d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the demon boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Worms. If the demon boar is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
ACTIONS
Multiattack. The demon boar makes three bloodletting tusk attacks and uses burrowing worm.
Bloodletting Tusks. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Hok Fong regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Burrowing Worm. A worm launches from the demon boar at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the demon boar can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
TACTICS
Due to his damage resistance Slim is immune to the leeches and so charges through the mud to get to foes. Due to his large size the mud does not impede his movement.
Swam of Leeches
Use a swarm of quippers for the 6 leech swarms except change the damage type to necrotic. It also has the upgraded swarm feature:
Swarm 2.0. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hit points or gain temporary hit points. A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving roll. Creatures that are not swarms are impaired while they remain in the swarm’s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain.
Banner Credit: “High Enuchs” screen cap from anime.