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.
Part of the Hiro Yun fight.
Flying Bloody Katana
Small construct (spirit), unaligned
Armor Class 17 (natural armor)
Hit Points 96 (27d6)
Speed 0 ft., fly 50 ft. (hover)
|12 (+1)||15 (+2)||11 (+0)||1 (-5)||5 (-3)||1 (-5)|
Saving Throws DEX +6
Damage Resistance necrotic
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Challenge 9 (5,000 XP)
Antimagic Susceptibility. The sword is incapacitatedwhile in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword.
Necromantic Flight. A flying bloody katana that takes radiant damage cannot fly until the end of its next turn; if in the air, it falls.
Necrotic Miasma. When the flying bloody katana drops to 0 hit points it releases a cloying black gas out to 10 feet. All living creatures in the area must make a DC 12 Constitution saving throw or take 5 (1d6 + 2) necrotic damage, and the target is weakened until the end of its next turn.
Lifedrinking Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage, and the flying bloody katana recharges spray of blood.
Spray of Blood (1/Day). All hostile creatures in a 15 foot cone must make a DC 12 Dex saving throw or take 15 (2d6 +8) psychic and necrotic damage, and the target is blinded until the end of the katana’s next turn, or half as much damage and not be blinded on a success. Undead and constructs in the blast can move up to 10 feet as a free action.
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