haruto yamato

This adventure, Five Deadly Shadows, is from Dungeon #195.  A 4e adventure which I converted to 5e.  I used this to show the players two things – the larger spiritual battle happening between Amaterasu and Tsuki-Yomi vs the oni god Fumeiyoshi.  As well as the cultural difference between East and West in particular for a Japanese-analogue culture.

Apart from emphasising these powers through the adventure and making it explicit that the Five Deadly Shadows worshiped Fumeiyoshi I played the adventure as written.

Haruto was the monk of the ninja clan and the battle took place in a ruined monastery area.


HARUTO YAMATO

Medium humanoid (elf), neutral evil

Armor Class 16 

Hit Points 162 (25d8 + 50)

Speed 40 ft., see tempest of the four winds

STR

DEX

CON

INT

WIS

CHA

14 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 13 (+1)

Saving Throws DEX +8, CON +6, WIS +6

Skills Perception +6, Stealth +8

Damage Immunity Poison

Senses Darkvision 120 ft., passive Perception 16

Languages Common, Oni

Challenge 9 (5,000 XP)

Tranquil Step. Yamato ignores all damage and effects from hazardous terrain.

Harmony of Body and Mind. When starting his turn dazed, dominated, immobilized, restrained, slowed, or stunned, Yamato can end one condition and take 10 damage.

Unarmoured Defence. Yamato adds his Wisdom score to his AC.

ACTIONS

Flying Battle Step. Yamato teleports up to 25 feet as many as three times and uses reaching steel fist after each teleport. He can target different creatures with these attacks.

Reaching Steel Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) force damage, and Yamato can slide the target 1 square.

Spinning Leg Sweep (1/Day). Each creature within 10 feet of Yamato must make a DC 16 Dexterity saving throw or take 17 (3d8 + 4) bludgeoning damage and be knocked prone, or half as much damage on a successful save. The target must use their whole speed to stand-up on a failed save.

Meditation Upon Time and Space (Recharges 5-6). As a bonus action, Yamato selects all creatures that he wishes to be affected within a 15 feet of him must make a DC 14 Constitution saving throw or be teleported to another space in the area of effect.

Tempest of the Four Winds (Recharges 4 – 6).  Yamato pushes each enemy adjacent to him 2 squares and then flies up to his speed. He must end this movement on a solid surface.

REACTIONS

Redirection of Force. When an attack misses Yamato, he teleports up to his speed to a space adjacent to the triggering enemy and uses reaching steel fist against it.

Relentless Mantis Step (1/Day). When Yamato is first bloodied, tempest of the four winds recharges, and Yamato uses it. This reaction does not count against Yamato’s reaction limit.

LEGENDARY ACTIONS

Yamato has 2 and only 2 actions he can use per day.  He may use these at the end of another creatures turn. He may choose from his list of available actions.