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5E Mythological Figures: Melankomas

Today in Mythological Figures we’re looking at a supposed winner of the ancient Olympiad who’s said to have truly floated like a butterfly, so evasive that nobody could even hit him: Melankomas!

Melankomas DnD 5e banner.jpg


Nobody’s even really sure if this guy existed or not, but if the legends are true he won the 207th Olympiad (aka Olympics) in 49 AD. More importantly he was such a talented boxer that he was never even hit by his opponents—and didn’t punch them either, tiring them out instead. He was supposedly handsome too which goes hand-in-hand with claims that Emperor Titus was among his lovers. Only the ancient Greeks know!

Design Notes: The goal with this one is pretty simple: let’s maximize his armor class without armor/worn equipment and minimize the chance anyone can actually hit him. I ended up being quite surprised with the results because only Captain Nemo rivals this guy in supposed power for a character built RAW with class levels! Despite having only 14 levels, both the rubrics came up with a higher CR than 14. The DMG says 16 on the dot while the Blog of Holding is only slightly more reasonable at 15.333. Either way he’s going to end up at CR 15, which I think means that the charts are broken. I simply can’t abide it folks and am throwing a flag on the play, bringing him down to CR 14 because come on now let’s be reasonable. Still wow though right? Definitely feel like I’ve stumbled into Castle Oz and accidentally ripped some of the ability-score-cap curtain away. :3


Melankomas
Medium humanoid (human), monk (merciful) 8/fighter (master of battle) 6
Armor Class 23 (Wisdom, sealegs fighting style)
Hit Points 97 (8d8+6d10+28)
Speed 45 ft., climb 45 ft., swim 45 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)​
22 (+6)​
14 (+2)​
10 (+0)​
22 (+6)​
11 (+0)​
Saving Throws Str +5, Dex +11
Skills Acrobatics +11, Animal Handling +11, Athletics +6, Survival +11
Senses passive Perception 16
Languages Greek
Challenge 14 (11,500 XP)

Background: Folk Hero. Melankomas is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).

Blessing: Well-Read. Melankomas has read both a manual of quickness of action and a tome of understanding.

Action Surge (1/Short Rest). On his turn, Melankomas can take an additional action on top of his regular action and a possible bonus action.

Evasion. When Melankomas is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (8 Points/Short Rest). Melankomas can spend ki to fuel the following features:
  • Disorienting Aura. Melankomas can spend 1 ki as a bonus action to create a 5-foot radius aura around himself. This aura lasts for 1 minute, until he’s incapacitated, or until he chooses to dismiss it (no action required). The aura is blocked by total cover. While active, creatures making ranged attacks against Melankomas do so with disadvantage. A creature that starts its turn in the aura makes a DC 19 Constitution saving throw. On a failure, it takes 6 poison damage and is poisoned until the start of Melankomas’ next turn.
  • Flurry of Blows. Immediately after Melankomas takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Harming Technique (1/Turn). Melankomas can spend 1 ki when he hits a creature with an unarmed strike to deal an extra 1d6 necrotic damage, or 3d6 necrotic damage if the target is poisoned or incapacitated.
  • Healing Technique. Melankomas can spend 1 ki as an action and touch a creature. The target regains 1d6 + 6 hit points. Alternatively, when using Flurry of Blows he can replace one attack with a use of this feature (without having to spend ki to activate Healing Technique).
  • Patient Defense. Melankomas can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Melankomas can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Melankomas can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.

Maneuver Master (4d8 Maneuver Dice/Short Rest). Melankomas can expend a maneuver dice to perform a single maneuver with an attack.
  • Feint. Melankomas can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it before the end of his turn. On a hit he deals 1d8 additional damage.
  • Lunge. Melankomas increases his reach by 5 feet for one attack, dealing 1d8 extra damage on a hit.
  • Parrying Twist. Melankomas uses his reaction when damaged with a melee weapon attack to reduce the damage by 1d8+6.
Second Wind (1/Short Rest). On his turn, Melankomas can use a bonus action to regain 1d10+6 hit points.

Stillness of Mind. Melankomas can use his action to end one effect on himself that is causing him to be charmed or frightened.



ACTIONS
Extra Attack. Melankomas attacks twice when he takes the Attack action (if attacking with unarmed strikes he can spend his bonus action to attack a third time, or his bonus action and 1 ki to attack a third and fourth time).

Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) magical bludgeoning damage.



REACTIONS
Deflect Missile. Melankomas can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 16 (1d10+14). If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Melankomas catches a missile in this way, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+11 to hit, range 20/60 ft., minimum 1d6+6 damage).

Slow Fall. Melankomas can use his reaction when he falls to reduce any falling damage he takes by 40.
 
Mike Myler

Comments




Well, I asked for Sharur so I'd better back that up!

Reading the description of Melankomas kind of reminded me of the great Willie Pep - he once won a round through dancing & head movement alone, baffling & wrong-footing his opponent without throwing a punch (some people say that he actually did throw a single punch - I choose to ignore such naysayers).
 

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