Welcome to the 22nd post for Street Fighter D&D 5E!

Check out last week’s character (E. Honda!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project (if you follow me you know what’s up, but no worries–the new series starts in about a month.

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16

Armor Class 16 (Constitution, enormous, martial arts stance)

Hit Points 182 (16d12+80)

Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku 20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10

Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7

Damage Resistances acid (bludgeoning, piercing, and slashing when raging)

Condition Immunities charmed, frightened (when raging)

Senses passive Perception 17

Languages Ropaeo, Soburin (Common)

Challenge 13 (10,000 XP)

Background Feature (Gaijin): Kengen Diehard. Zangief does not hide his heritage unless it is absolutely necessary, causing people to dislike him and possibly barring him entry or service at some businesses. Most of the time this proves to be a hindrance but many merchants utilize the rogue Kengen generals to smuggle contraband and technology across the prefectures. As long as the settlement Zangief is in has 100 or more people, he is able to locate a merchant that will sell him technological items (pistols, muskets, bullets, bombs, gunpowder, and more at the GM’s discretion) at half price.

Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Enormous. Zangief is absolutely gigantic for a human, increasing his size to Large and his unarmed strike damage to 1d6 (from 1d4) while lowering his AC by 2.

Feat: Tavern Brawler. Zangief is proficient with improvised weapons and unarmed strikes (which deal d4 for damage, increased to 1d6 by his size). When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.

Foreigner. Zangief has disadvantage on Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.

Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.

Mindless Rage. Zangief can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.

Rage (5/long rest). On his turn, Zangief can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

advantage on Strength checks and Strength saving throws,

when he makes a melee weapon attack using Strength he gains a +4 bonus to the damage roll,

and he has resistance to bludgeoning, piercing, and slashing damage.

His rage lasts for 1 minute. It ends early if Zangief is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

Social Adept. Zangief has proficiency with Deception and Intimidation. He is never at disadvantage when making checks with either of these skills.

Stance of Breaking Stone (2). Zangief has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.

Unarmored Defense. While he is wearing no armor and not wielding a shield, Zangief’s AC equals 10 + his Dexterity modifier + his Constitution modifier + 1 (the number of martial arts stances he knows).

Unarmored Movement. Zangief’s speed increases by 10 feet while he is not wearing armor or wielding a shield.

ACTIONS

Multiattack. Zangief attacks twice.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.

Brutal Critical. Zangief can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.

Frenzy. Zangief can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion.

Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS

Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.



ZANGIEF’S TIGHTS

Rare wondrous item

The feel of spandex reminds Zangief of the many victories in his past, daring him to be bolder when he fights. While wearing his tights, Zangief gains the following features:

Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target. Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.



—————— REDUCED STATBLOCK ————–

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16

Armor Class 16 (Constitution, enormous, martial arts stance)

Hit Points 182 (16d12+80)

Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku 20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10

Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7

Damage Resistances acid (bludgeoning, piercing, and slashing when raging)

Condition Immunities charmed, frightened (when raging)

Senses passive Perception 17

Languages Ropaeo, Soburin (Common)

Challenge 13 (10,000 XP)

Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Feat: Tavern Brawler. When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.

Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.

Rage (5/long rest). On his turn, Zangief can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

advantage on Strength checks and Strength saving throws,

he can make a single melee weapon attack as a bonus action on each of his turns

His rage lasts for 1 minute after which he gains 1 level of exhaustion. It ends early if Zangief is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

ACTIONS

Multiattack. Zangief attacks twice. He can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.

Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.

Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS

Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.