Quick to Move. During its first turn, the master has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the master scores against a surprised creature is a critical hit. The master also gains an extra 15 feet of movement on its first turn in combat.
Last Man Standing. If damage reduces the master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the master drops to 10 hit point instead, and immediately gets to move up to 15 feet without drawing attacks of opportunity.
Evasion. If the master is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the master instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Swift Attacks. Once per turn, the master deals an extra 12 (3d6) damage when it 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 the master that isn't incapacitated and the master doesn't have disadvantage on the attack roll.
Reactive. The master can use up to two reaction per round. This trait recharges at the beginning of a new round.
Multiattack. The master makes four katana attacks or four longbow attacks.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
Fighting Spirit (3/day). As a bonus action, the master gives itself 15 temporary hitpoints and advantage on its next two attacks.
Parry. When targeted by a single target ranged or melee attack, the master can add 3 to its AC against this attack.
Backflip. Immediately after succeeding on a Dexterity saving throw caused by a spell, or ability, or other hazard, the master can move up to 15 feet away from where it was standing without drawing attacks of opportunity.
Description
With purpose long gone, the body still remembers. The undead samurai master is a long dead corpse strung along purely by its fighting spirit. Needing not food or rest, the master is the last man standing in a field of corpses. Come rain, freezing cold, or blistering heat, the master is ready to fight to the very end.
The master is a zombified corpse, that lurches and lunges unnaturally and moves with an impossible speed despite the state of its body. It is a fast master of combat, jumping over foes, parrying strikes, backflipping out of fireballs and dodging strikes of lightning.
For the DMs:
I suggest throwing this at your players in the form of a quest they acquire, hearing tales of some powerful undead who wonders the long forgotten battlefields or an ancient sanctuary, or have it appear naturally in places like this.
And dont forget to be as gristly as you can when describing how the master moves, it doesn't just do a backflip, its body contorts only the way a corpse could, its neck only somewhat attached, lulling back and forth when it lands on its feet again. Its dead eyes somehow still focused on the players the whole time. When an attack misses describe the masters torso folding in half as it matrix dodges and parries its way through a hurricane of player attacks. When it uses its longbow, it may pull a stray arrow that was stuck in its neck or abdomen instead of a quiver, or better yet, one that a player hit it with! Unfortunate for the player who chose to use arrows with magical bonuses.
If the master is defeated, I suggest it drop a +1 Longsword (the katana) and the splint armor that it wears.







Comments