The Five Storms Team

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“.

Also out of the adventure but with my own monsters. This was too tough for my party so they used stealth and speed to save Lord Kuro and Mathieson and distracted the dragon as opposed to outright fighting anyone here.


RISHA (Lurker/Rogue)

Five Storm Oni

Large giant, lawful evil

Armor Class 16 (studded leather)

Hit Points 79

Speed 30 ft., fly 30 ft.

STR   

DEX

CON

 INT

WIS

CHA

18 (+4)

22 (+6)

16 (+3)

14 (+2)

12 (+1)

10 (+0)

Saving Throws Dex +9, Str/Con +5, Int/Wis/Cha +0

Skills Arcana +7, Acrobatics +11, Deception +5, Perception +6, Stealth +11

Senses darkvision 60, passive Perception 16

Languages Common, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 11). The oni can innately cast the following spells, requiring no material components:

Evasion. If Risha is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack. Once per turn, Risha deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Cunning Action. Risha can Dash, Disengage, or Hide as a bonus action.

Guerrilla. When Risha makes an attack while hidden, she doesn’t reveal herself and can remain in hiding.

ACTIONS

Multiattack. Risha makes two wakizashi attacks.

Claw (Oni Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Wakizashi. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.


DARYS (Defender/Fighter)

Five Storm Oni

Large giant, lawful evil

Armor Class 21 (dehnuka, shield)

Hit Points 157 (?)

Speed 30 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

18 (+4)

14 (+2)

12 (+1)

10 (+0)

Saving Throws Str +12, Dex/Con +8, Int/Wis/Cha +3

Skills Arcana +7, Athletics +11, Deception +5, Perception +6

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 11). The oni can innately cast the following spells, requiring no material components:

Bull Rush. If Darys moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) weapon damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Indomitable (3/Day). Darys can reroll a saving throw he fails. He must use the new roll.

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Don’t Look Away. When Darys attacks a target, he can mark it. A marked target has -2 to any attack roll that doesn’t include Darys. He can have one active mark at a time, and marks don’t stack.

Get Behind Me. Allies of Darys within 5ft of him count as being in three-quarters cover (+3 AC).

Got Your Back. When standing next to an ally or attacking target, Darys can use his reaction to redirect the attack to himself.

You Can’t Leave. Targets always provoke opportunity attacks, even if they take the Disengage action before leaving Darys’ reach. In addition, when he hits with an opportunity attack, the target’s speed becomes 0 for the rest of the turn.

ACTIONS

Multiattack. Darys makes two attacks.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Masakari. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 4) slashing damage and if the creature is Large or smaller it must make a DC 16 Strength saving throw or be knocked back 10 feet. If it fails this saving throw by 5 or more it is also knocked prone.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

TACTICS

Darys provides flanking support for Risha when possible, and tries to bull rush PCs into the water or sunder their weapons when the opportunity arises.


MOK KOR (Support/Cleric)

Five Storm Oni

Large giant, lawful evil

Armor Class 17 (dehnuka)

Hit Points 118 (?)

Speed 30 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

10 (+0)

16 (+3)

12 (+1)

14 (+2)

22 (+6)

Saving Throws Cha +10, Str/Con +6, Dex/Int/Wis +1

Skills Arcana +6, Acrobatics +5, Deception +11, Perception +7, Medicine +7, Religion +6

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 18). The oni can innately cast the following spells, requiring no material components:

Divine Eminence. As a bonus action, Mok Kor can expend a spell use to cause his melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If he expends a daily spell use, the extra damage increases by 1d6.

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Guidance. Allies within 10ft of Mok Kor have advantage on their attacks rolls.

Rallying Cry. Mok Kor may forgo an attack this round to remove a condition from an ally he is aware of.

ACTIONS

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Daikatana. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d6 + 4) slashing damage.

Commander. Instead of making an attack roll, Mok Kor can command an ally to make an attack against a target of his choice within reach.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

REACTIONS

Guided Strike (Recharges after a Short or Long Rest). Mok Kor grants a +10 bonus to an attack roll made by himself or another creature within 30 feet of him. He can make this choice after the roll is made but before it hits or misses.


PIRIN, SPIRITMASTER (Artillery/Wizard)

Five Storm Oni

Large giant, lawful evil

Armor Class 16 (scales of the lizard

Hit Points 110 (13d10 + 39)

Speed 30 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

10 (+0)

16 (+3)

12 (+1)

14 (+2)

22 (+6)

Saving Throws DEX +3, CON +6, WIS +4, CHA +5

Skills Arcana +5, Deception +8, Perception +4

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 18). The oni can innately cast the following spells, requiring no material components:

*Divination spell

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Portent (Recharges after Pirin Casts a Divination Spell). When Pirin or a creature he can see makes an attack roll, a saving throw, or an ability check, he can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check

Spirit Retinue. An oni spiritmaster starts combat with four howling spirits. These four spirits are part of the oni spiritmaster’s XP value. An oni spiritmaster can have up to twelve howling spirits as part of its retinue, with each four howling spirit beyond the first four increasing his CR by 1.

Devour Spirit. As a bonus action the oni spiritmaster devours one howling spirit within sight, killing it and recharging harassing spirits, howling blast, or spirit form.

ACTIONS

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Dread Fear. Ranged Magic Attack: +13 to hit, range 100 ft., one target. Hit: 15 (2d10 + 6) necrotic damage, and the target takes a -2 penalty to attack rolls against the oni spiritmaster and undead creatures (DC 18 Constitution saving throw ends this effect at the end of the creatures turn).

Harassing Spirits (1/Day). The oni spiritmaster chooses a target he can see within 100 feet of him and summons spirits to harass it. The target must make a DC 18 Dexterity saving throw or take 22 (3d10 + 6) necrotic damage, and has disadvantage on all attack rolls and Constitution saving throws to maintain concentration spells. While the creature has disadvantage it takes 5 psychic damage at the start of its turn. On a successful save the target takes half damage. A creature may repeat the saving throw at the end of its turn to end this effect.

Howling Blast (1/Day). All enemies in a 25 foot cone must make a DC 18 Wisdom saving throw or take 15 (2d8 + 6) psychic damage, and is knocked prone, or half damage on a success.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

REACTIONS

Spirit Form (1/Day). As a reaction to being hit, the oni spiritmaster becomes insubstantial gaining resistance to all damage until the end of his next turn. As part of the reaction he may devour a spirit to recharge it for use.


HOWLING SPIRIT

Medium undead (minion), neutral evil

Armor Class 13

Hit Points 1; the minion never takes half damage.

Speed 0 ft., fly 60 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

6 (-2)

16 (+3)

16 (+3)

12 (+1)

14 (+2)

15 (+2)

Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered

Damage Immunities Necrotic, Poison

Condition Immunities CharmedExhaustionGrappledParalyzedPetrifiedPoisonedProneRestrained

Senses Darkvision 60 ft., Passive Perception 12

Languages Oni

Challenge 5 (1,800 XP)

Choir of Madness. Any enemy within 5 feet of a howling spirit that takes damage from an attack that does necrotic or psychic damage takes 5 extra psychic damage.

Incorporeal Movement. The howling spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the howling spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Spectral Strafe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 cold damage; the howling spirit moves up to 5 feet before or after using spectral strafe.


Huyanwo the dragon is the Fifth Storm and is only encountered with the team during the “Battle of the Docks”.


Banner Credit: “Oni” thumnaiil from YouTube.