Ruby Phoenix Monk

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“.

The monks are the enforcers and police force of the tournament and were involved in one of the fights as well as opponents.


RUBY PHOENIX MONK

Medium humanoid (human), lawful neutral

Armor Class 17

Hit Points 84 (13d8 + 26)

Speed 30 ft.

STR    DEX    CON    INT    WIS    CHA

13 (+1)    18 (+4)    15 (+2)    16 (+3)    17 (+3)    12 (+1)

Saving Throws STR +4, DEX +7, INT +6, WIS +6

Skills arcana +6, insight +6, perception +6

Senses passive Perception 16

Languages Common

Challenge 6 (2,300 XP)

Unarmored Defense. While the ruby phoenix monk is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

ACTIONS

Multiattack. The ruby phoenix monk makes two unarmed strikes. Depending how the individual monk is equipped determines what other attack he gets.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) fire damage. This is a magic weapon attack.

Monk’s Spade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning, piercing or slashing damage (monk’s choice) plus 13 (3d8) fire damage. This is a magic weapon attack.

Meteor Hammer. This weapon has two attack modes, the monk chooses when as part of this action:

  • Meteor. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 13 (3d8) fire damage. This is a magic weapon attack.
  • Fortress. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) fire damage. This is a magic weapon attack. Until the end of the monk’s next turn he has +1 AC.

Seven Branched Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) fire damage. This is a magic weapon attack. If the target is a creature, the adept can choose one of the following additional effects:

  • Disarm. The target must succeed on a DC 15 Strength saving throw or drop their weapon.
  • Trip. The target must succeed on a DC 15 Dexterity saving throw or be knocked prone and set alight (3 (1d6) fire damage at the start of the targets turn unless they spend an action putting the fire out – this effect stacks). Even on a success the target is not tripped but is yanked forward losing their dexterity bonus to AC until the start of their next round.