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JNAProductions
2023-10-19, 08:55 PM
If you're interested in fighting this thing, rather than reading about it, there's a recruitment going on right now! Find it here (https://forums.giantitp.com/showthread.php?661395-To-Fight-Fire-5E-Oneshot-Boss-Fight&p=25892004).

Myojin of Roaring Blades, Indestructible
Large Celestial, Neutral
Armor Class 24 (Divine Indestructibility)
Hit Points 460 (40d10+240)
Speed 60', Fly 30' (Hover)


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


28 (+9)
20 (+5)
22 (+6)
20 (+5)
20 (+5)
20 (+5)


Saving Throws Strength +15
Skills Athletics +15, Arcana +11, History +11, Religion +11, Insight +11, Perception +11, Intimidation +11
Damage Resistances Cold, Force, Lightning, Necrotic, Radiant
Damage Immunities Fire, Poison, non-magical Weapon Damage
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Truesight 30', Blindsight 60', Passive Perception 21
Languages Many
Challenge 24
Divine Indestructibility
Myojin's AC is equal to 19+their Dexterity modifier. Furthermore, they also have resistance to Cold, Force, Lightning, Necrotic, and Radiant damage. These are already reflected in the statblock.
Furthermore, when Myojin is reduced to zero HP, they do not die. Instead, they assume the form of Myojin of Roaring Blades, Fierce. This transformation is instantaneous, and clears Myojin of all harmful or beneficial conditions currently affecting them.

Molten Form
Anyone who starts their turn or enters within 30' of Myojin takes 2d10 (11) fire damage.
Anyone who strikes Myojin from within 10' must make a DC 20 Strength save. On a failure, they and their weapon suffer 4d10 (22) fire damage. (If the foe uses an unarmed strike or other natural blow, the damage is only inflicted once.)
Any ammunition striking Myojin is automatically lost to the intense heat.

Magic Attacks
All of Myojin's attacks count as magical for overcoming damage resistance and immunity.

Magic Resistance
Myojin has advantage on saves against magic.

Legendary Resistance (3/Long Rest)
Myojin can choose to succeed on a failed save.

Spellcaster
Myojin is a spellcaster. Their save DC is 20, their attack bonus is +12, and they know the following spells:
3rd Level (4 Slots): Fireball
4th Level (3 Slots): Wall Of Fire
5th Level (3 Slots): Flame Strike
6th Level (3 Slots): Sunbeam
7th Level (2 Slots): Delayed Blast Fireball
8th Level (2 Slots): Sunburst
9th Level (1 Slot): Meteor Swarm

Reactive
Myojin may take a reaction every turn, instead of every round.

Actions
Roaring Blade Melee Weapon Attack:
+15 to-hit, reach 15', one target. Hit: 2d12+9 (22) slashing damage and 2d12 (13) fire damage.

Molten Gaze Ranged Spell Attack:
+12 to-hit, range 300', one target. Hit: 3d12 (19) fire damage.

Extra Attack III
Myojin makes up to four attacks or other attack actions.

Bonus Actions
Fiery Casting
Myojin casts a spell from their known spells.

Stance
Myojin takes a combat stance from the following, with the effects lasting until the start of their next turn:
Rapid: As part of the bonus action used to assume this stance, Myojin uses the Dash action. Additionally, all attacks against Myojin on their turn have disadvantage.
Defensive: As part of the bonus action used to assume this stance, Myojin uses the Disengage action. Additionally, their AC increases by 2.
Reckless: As part of the bonus action used to assume this stance, Myojin makes a single attack with advantage. All attacks Myojin makes until the start of their next turn are made with advantage, but all attacks made against them have advantage as well.

Reactions
Parry
Myojin raises their AC by 6 against a single attack.

Legendary Actions
Myojin can take 5 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. Myojin regains spent legendary actions at the start of their turn.

Blade. Myojin uses Roaring Blade.
Gaze (2 Actions). Myojin uses Molten Gaze.
Spell (3 Actions). Myojin casts a spell.Myojin of Roaring Blades, Fierce
Large Celestial, Neutral
Armor Class 15
Hit Points 380 (40d10+160)
Speed 80', Fly 40' (Hover)


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


30 (+10)
24 (+7)
18 (+4)
20 (+5)
20 (+5)
20 (+5)


Saving Throws Strength +16
Skills Athletics +15, Arcana +11, History +11, Religion +11, Insight +11, Perception +11, Intimidation +11
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Truesight 30', Blindsight 60', Passive Perception 21
Languages Many
Challenge 23
Divine Creation
When Myojin turns from Indestructible to Fierce, there is a massive explosion. All creatures within 120' of Myojin must make a DC 24 Dexterity save, suffering 8d12 (52) fire damage on a failed save, and half on a success.

Molten Form
Anyone who starts their turn or enters within 30' of Myojin takes 3d10 (16) fire damage.
Anyone who strikes Myojin from within 10' must make a DC 21 Strength save. On a failure, they and their weapon suffer 6d10 (33) fire damage. (If the foe uses an unarmed strike or other natural blow, the damage is only inflicted once.)
Any ammunition striking Myojin is automatically lost to the intense heat.

Sprit Of Destruction
All of Myojin's attacks count as magical for overcoming damage resistance and immunity.
Myojin ignores immunity and resistance to fire damage, except for their own.

Magic Resistance
Myojin has advantage on saves against magic.

Spellcaster
Myojin is a spellcaster. Their save DC is 21, their attack bonus is +13, and they know the following spells:
3rd Level (4 Slots): Fireball
4th Level (3 Slots): Wall Of Fire
5th Level (3 Slots): Flame Strike
6th Level (3 Slots): Sunbeam
7th Level (2 Slots): Delayed Blast Fireball
8th Level (2 Slots): Sunburst
9th Level (1 Slot): Meteor Swarm

Reactive
Myojin may take a reaction every turn, instead of every round.

Actions
Roaring Blade Melee Weapon Attack:
+16 to-hit, reach 15', one target. Hit: 3d12+10 (29) slashing damage and 3d12 (19) fire damage.

Molten Gaze Ranged Spell Attack:
+12 to-hit, range 300', one target. Hit: 4d12 (26) fire damage.

Extra Attack III
Myojin makes up to four attacks or other attack actions.

Bonus Actions
Fiery Casting
Myojin casts a spell from their known spells.

Stance
Myojin takes a combat stance from the following, with the effects lasting until the start of their next turn:
Rapid: As part of the bonus action used to assume this stance, Myojin uses the Dash action. Additionally, all attacks against Myojin on their turn have disadvantage.
Defensive: As part of the bonus action used to assume this stance, Myojin uses the Disengage action. Additionally, their AC increases by 2.
Reckless: As part of the bonus action used to assume this stance, Myojin makes a single attack with advantage. All attacks Myojin makes until the start of their next turn are made with advantage, but all attacks made against them have advantage as well.

Reactions
Retaliate
Myojin moves up to half their speed and makes a Roaring Blades attack against a creature that just damaged them.

Legendary Actions
Myojin can take 5 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. Myojin regains spent legendary actions at the start of their turn.

Blade. Myojin uses Roaring Blade.
Gaze (2 Actions). Myojin uses Molten Gaze.
Spell (3 Actions). Myojin casts a spell.https://www.artofmtg.com/wp-content/uploads/2022/02/Myojin-of-Roaring-Blades-Kamigawa-Neon-Dynasty-MtG-Art.jpg

And a link to the Gatherer site I got this from (https://www.artofmtg.com/art/myojin-of-roaring-blades/).

Amechra
2023-10-23, 07:45 PM
Eh, the Myojin of Infinite Rage is cooler. :smalltongue:

EDIT: OK, in all seriousness, I can't really judge the mechanics (besides the fact that it looks a lot like your other high CR martial monsters... which I guess is fairly inevitable if you're building a bruiser who can stand up against optimized characters), but I think that going for the one that deals a lot of damage when changing states when you could go for the one that blows up the arena and forces everyone to fight them in the middle of a raging inferno during round two was a bit of a missed opportunity.