Menu Close

Capitan Kurokodairu

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“.

I replaced the original “Battle of the Embers”  with this coliseum style sea battle.  I allowed my PCs to customise their ship and then they took on Captain Crocodile directly taken from One Piece. They built a ship that was nigh impregnable and Captain Crocodile then drained all the water from the colosseum and turned it into a land battle where he was “sinking” the ship in quicksand.  My PCs stopped him with a round to spare and won the battle. Another great fight which was more interesting than the original IMO.  I even used ship models for the sea battle part.


CAPITAN KUROKODAIRU

Medium humanoid (human), lawful neutral

Armor Class 13

Hit Points 230

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

18 (+4)

10 (+0)

12 (+1)

14 (+2)

Saving Throws Str +13, Dex/Con +9, Int/Wis/Cha +5

Skills Athletics +10, Intimidation +6

Condition Immunities grappled, frightened

Senses tremorsense 60, passive Perception 11

Languages Common

Challenge 8 (3,900 XP)

Bloodied state changes.

Desert Devil Fruit.  Crocodile regains 20 hit points at the start of his turn. This regeneration stops for 1 turn if he is purposefully hit by blood (this causes his sand body to solidify), strikes a target that is bloodied, is exposed to sea water or he is reduced to 0 hit points. In addition, he can stretch his arms allowing him to make hook attacks against targets up to 15 feet away. When he is bloodied (reduced to 50% of his starting hit points) all actions with desert as part of their name recharge.

Bloodfury. When Crocodile is first bloodied, he becomes enraged; -2 AC and +2 attack and damage rolls. He may also end any ongoing condition or other effect affecting him and gains immunity to the stunned condition.

Legendary Resistance (1/Day). If Crocodile fails a saving throw, he can choose to succeed instead.

Press the Attack. Crocodile has advantage on attack rolls against bloodied targets (under 50% hit points).

Savage Assault. Once per turn, Crocodile can add 12 points of weapon damage to his attack.

Shifty. Crocodile can Disengage as a bonus action.

Left/Right hand.

ACTIONS

Sandy Hook. Melee Weapon Attack: +10 to hit, reach 15 feet., one target. Hit: 30 (7d6 + 6) piercing damage.

Desert Spada (1/Day). Crocodile forms his right hand into a loose blade of fast-moving sand, and then stabs it into the ground, extending it along the ground like a torpedo, splitting anything in its path, including the very ground itself, through extreme and focused erosion created by the sand blade, which is strong enough to slice a man in half. All hostile creatures within 15 feet (2 creatures) must make a DC 14 Constitution saving throw or take 24 (7d6) piercing damage, and Crocodile pushes the target 10 feet.

Desert Girasole (1/Day). Crocodile creates another loose sand blade from his right hand, he stabs it into the ground causing a 10 foot square and 10 foot deep area in front of him to collapse forming a giant pit of quicksand. Targets in the area must make a DC 17 Dexterity saving throw or be trapped in quicksand. If the target fails by 5 or more they are sucked away to an underground river (Crocodile will retreieve them after battle as he must honor the “no inentional killing” rule of the tournament).

Desert Grande Espada (1/Day). An altered and enhanced version of Desert Spada. While Desert Spada forms a long underground blade sand that slices everything its path, Desert Grande Spada slices the enemy with a rising sand blade that erupts from the ground with greater speed. Crocodile makes a sandy hook attack, if it hits instead of doing peircing damage this attack does slashing damage and decapatates the target on critical hit or if the slashing damage reduces the target to 0 hit points.

Barján (1/Day). Crocodile swings his right arm forward while leaving a crescent shaped trail of sand behind it. Anything hit by that trail is instantly robbed of all moisture because of Crocodile’s dehydration ability and takes 36 (8d8) necrotic damage on a failed DC 16 Constitution saving throw, or half as much on a success. This ability automatically recharges if the target made its saving throw.

Sables: Passado (1/Day). He summons a ball of dense sand and throws it at an enemy (+10 to hit, 20 feet) and does  24 (7d6) bludgening damage to the target is blinded until the end of its next turn.

Sables (1/Day).  Crocodile summons a massive tornado of sand and sends it on a rampage.  The sable randomly moves around the battlefield with a 90 foot fly speed attacking hostile creatures by entering the target’s space. Each creature in the sable’s space must make a DC 17 Strength saving throw. On a failure, a target takes 19 (3d8 + 6) bludgeoning damage and is flung up 20 feet away from the sable in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Ground Secco (1/Day). Crocodile places his hand on the ground and uses his dehydration ability to dry out a huge area around him, turning it into a desert wasteland.  This acts as the destroy water spell except it destroys 90 gallons of water and replaces it with sand every round he concentrates on this ability.

REACTION

Captain’s Privilege. Crocodile uses his reaction to use an available action in response to taking damage.

LEGENDARY ACTIONS

Crocodile 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.

  • Action Economy. Crocodile takes an available action of his choice.

TACTICS

Crocodile will take things into his own hands if his ship isn’t wining the battle. At 50% damage he uses Ground Secco which dry’s all the water in the arena and turns it into a desert like landscape.

He then uses Desert Girasole to “sink” the PCs ship.


Banner Credit: “Crocodile ” screen cap from anime.

 

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures, The Divine Heir and the Jade Regent, The Ruby Phoenix Tournament

Leave a Reply