Unyielding Courage. If damage reduces the samurai to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the samurai returns to 1 hit points and loses any current negative Conditions affecting it instead.
Guarding Stance. While wielding a weapon in both hands, the samurai gains a +2 to its Armor Class.
Brave. The samurai has advantage on saving throws against being frightened.
Multiattack. The samurai makes two katana attacks. If it has its wakizashi drawn, it also makes a wakizashi attack.
Katana. Melee Attack Roll: +5, reach 5ft., one target. Hit: 8 (1d8 + 3) Slashing damage or 9 (1d10 + 3) Slashing damage if wielded in both hands.
Wakizashi. Melee Attack Roll: +5, reach 5ft., one target. Hit: 7 (1d6 + 3) Slashing damage.
Spear. Melee Attack Roll: +5, reach 5ft., one target. Hit: 5 (1d8 + 2) Piercing damage.
Pike. Melee Attack Roll: +5, reach 10ft., one target. Hit: 9 (1d10 + 3) Piercing damage.
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d8 + 1) Piercing damage.
Arquebus. Ranged Attack Roll: +3, range 50/200 ft. Hit: 7 (1d10 + 1) Piercing damage.
Musket. Ranged Attack Roll: +3, range 100/400 ft. Hit: 8 (1d12 + 1) Piercing damage.
Rifle. Ranged Attack Roll: +3, range 150/600 ft. Hit: 7 (1d12 + 1) Piercing damage.
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