Mathieson the Righteous

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“.

For completeness sake here is Mathison the Righteous who I turned into a sohei.  Good example of a sohei. Nothing fancy here, just a modified warlord with strong influence from Yojimbo.   Appropriate since he ended up becoming Lord Kuro’s bodyguard so the party didn’t have to have the boy-prince traipsing around the countryside with them. He really helped the party out during the “Battle at the Dock” fight as he was unconscious and the first thing the party did was heal him.

Final entry for the Ruby Phoenix Tournament Adventure.


Medium humanoid (human), lawful good

Armor Class 18 (legendary dragon clan ashigaru)

Hit Points 229 (27d8 + 108)

Speed 30 ft. 







20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)

Saving Throws STR +9, DEX +7, CON +8

Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8

Senses passive Perception 15

Languages Common, Spirit Tongue

Challenge 12 (8,400 XP)

Divine Health. Mathieson is immune to disease.

Magic Resistance Aura. While holding his jade katana, Mathieson creates an aura in a 10-foot radius around him. While this aura is active, he  and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.

Indomitable (3/Day). Mathieson can reroll a saving throw he fails. He must use the new roll. He has already used this trait once.

Survivor. Mathieson regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his  hit point maximum.


Multiattack.  Mathieson makes two weapon attacks.

+3 Jade Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.  If the target is an oni  or tainted, it takes an extra 11 (2d10) radiant damage. This attack cancels oni regeneration until it takes a long rest.

Kozoku. Ranged Weapon Attack: +9 to hit, range 80/320 ft., up to three targets within 5 feet of each other. Hit: 8 (1d6 + 5) piercing damage.

Sense Alignment. Mathieson chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn’t hidden from divination magic by a spell or other magical effect.


Good Fortune. Mathison can side step 1 non-magical attack as a reaction.


Mathieson 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.

  • Weapon Attack. Mathieson makes a weapon attack.
  • Command Ally. Mathieson targets one ally he can see within 30 feet of him. If the target can see and hear the him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
  • Frighten Foe (Costs 2 Actions). Mathieson targets one enemy he can see within 30 feet of him. If the target can see and hear him, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Mathieson’s next turn.
  • Zanmoto (1/Day, Costs 3 Actions). Mathieson selects a target and strikes with his jade katana. The creature immediately loses half its starting hit points. If this attack would kill the target it may make a DC 15 Constitution saving throw to be reduced to 1 hit point instead.  Oni have disadvantage on this roll.

Banner Credit: “Yojimbo”  by TMProjection..