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The Majin (3.5e NPC)

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Author: Eromythic (talk)
Date Created: 20 3 2022
Status: In Progress
Editing: Clarity edits only please
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The Majin

CR 10

Male Human Mystic Cenobite 10
CE Medium Humanoid
Init/Senses +4/Listen 3, Spot 3
Languages Common
AC 23, touch 19, flat-footed 16
(+4 armor, +6 Dex, +3 Wis)
hp 71(10d8+20) (10 HD)
Immune Fatigue
Resist Resist Negative Energy 5, Exhaustion
Fort/Ref/Will +11/+15/+12
Speed 30
Melee Full attack: collision unarmed strike+1 +18/+13 1d10+10 or
Melee Standard attack: collision unarmed strike+1 +18 1d10+10
Space/Reach 5 ft./5 ft.
Base Atk/Grp +10/+14
Atk Options Mystic Power (heroism), Mystic Power (shield of faith), Mystic Power (mighty wallop, greater), Snap KickToB
Mystic Cenobite Maneuvers and Stances Known (IL 10th):
Stances—flames' blessingToB (1st), child of shadowToB (1st), rushing cascade (3rd), hearing the airToB
Strikesanima wave (3rd), death markToB (3rd), greater vita purge 5th
Boosts—burning bladeToB (1st), cloak of deceptionToB (2nd), searing bladeToB (4th),
Countersspiritual resistance (1st), spiritual reflexes (2nd), zephyr danceToB (3rd), spiritual disruption (4th), ki deflecting chop (5th), cardiac recovery (5th)
Other—shadow strideToB (5th)
Disciplines: Desert WindToB, Devoted SpiritToB, Shadow HandToB, Setting SunToB, Stone DragonToB, White TigerToB, Anima River
† Readied maneuver
Spell-Like Abilities
At will—detect magic
2/day—heroism
1/day—greater mighty wallopRoDr
Abilities Str 18, Dex 22, Con 15, Int 11, Wis 16, Cha 11
SQ tireless, charge energy, aligned strike,
Feats Weapon Finesse, Improved Unarmed Strike, Weapon Focus (unarmed), Sudden RecoveryToB, Travel Devotion CC
Skills Autohypnosis 16, Concentration 15, Jump 17, Knowledge (arcana) 13, Knowledge (martial lore) 13, Tumble 19
Possessions gloves of dexterity (+4), leather armor +2, cloak of resistance +2, 300gp


TacticsEdit

The Majin is actively seeking battle and destruction. As such, it's easy for him to boost himself before initiating chaos. The Majin's damage routine is based around performing a large number of attacks while boosted. Most of his maneuvers and stances are there to provide with other benefits like defensive options, ranged damage options, mobility or the ability to detect unseen foes.

The following would be his "battle-ready" state (under the effects of: shield of faith, heroism, greater mighty wallop and rushing cascade stance):

AC: 26 (+4 armor, +6 Dex, +3 Wis, +3 deflection; touch 22; flat-footed 19)

Saves: Fort +13, Ref +17, Will=+14

Flurry of Blows + Snap Kick: collision unarmed strike+1 +16/+11/+16/+16 3d8+10

Standard attack: collision unarmed strike+1 +20 3d8+10


Mobility: The Majin can use the travel devotion feat or shadow stride maneuver to quickly move around with a swift action. He is also able to move normally using his ranks in Jump and Tumble.

Defenses: The Majin can switch to the flames' blessing stance when faced with a threat that deals fire damage or child of shadow when besieged by attackers. He also has a number of counters to improve his save rolls, AC, interrupt spellcasting, etc. If he still gets affected by a difficult ailment, he can heal himself of it with a greater vita purge. He is also able to catch a breather with the child of shadow boost.

Offense: When the Majin starts a round adjacent to its enemy, with all actions available to him, he is able to boost himself with the searing blade or burning blade maneuvers and flurry of blows the enemy for high damage. When in front of a group of enemies, a well-positioned death mark can make a difference, as well as an anima wave. The anima wave strike also allows The Majin to attack enemies from a distance.

The Majin can use the sudden recovery feat to replenish any expended maneuver that deems useful as well.