BBS Yamato Sheng CR10

Yamato Sheng is an assassin in the guise of a condescending monk. With his sinful pride, he likes to insult and demean his opponents for whatever he perceives to be weaknesses in their attitudes and behaviors. Such weaknesses include sincerity, generosity, mercy, patience, and honor. However, he likes to toy with his opponents. If he is fighting a group, he will use his flying battle step to spread damage around to the group, rather than focusing on a single creature. He will use his spinning leg sweep to target as many opponents as possible and then bask and gloat in their inability to stand before him. Only when opponents reduce his first pool of health to 0 will he begin to treat them seriously. Once that occurs, he will focus all of his attacks against a single creature, starting with the most troublesome or the most injured, until they are reduced to 0 hitpoints.

See the theory behind my BBS designs at Designing the Mechanics of the Big Bad and Big Bad Solo Monster Inserts.

BBS Yamato Sheng

Medium humanoid (human), lawful evil

Armor Class 19 (Unarmored Defense)
Hit Points 72/71 (22d8 + 44)
Speed 55 ft.

15 (+2)20 (+5)14 (+2)11 (+0)19 (+4)14 (+2)

Saving Throws Strength+7, Dexterity+10, Constitution+6, Wisdom+9
Skills Athletics+7, Acrobatics+10, Insight+9, Perception+9
Senses passive Perception 19
Languages Common, two others
Challenge 10 (5900 XP)

Paragon Fortitude. Sheng has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Evasion. If Sheng is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Sheng instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Magic Weapons. Sheng’s unarmed strikes are considered magical.
Ludicrous Speed. Sheng’s teleportation is considered nonmagical.


Bite the Bullet. As an action, end one condition afflicting this creature and take 5 damage. This damage cannot be reduced in any way. If the condition prevents this creature from taking an Action on its turn, then it can use this ability to end that condition at the end of its turn.
Flying Battle Step. Sheng teleports up to 25 ft. as many as three times and uses reaching steel fist after each teleport. He can target different creatures with these attacks.
Reaching Steel Fist. Melee Weapon Attack (Unarmed Strike): +10 to hit, reach 10 ft., one target. Hit: 1d8+5 bludgeoning, piercing, or slashing damage (your choice), and the target can be moved to an empty space within 5 ft.
Spinning Leg Sweep. Once per short rest, Sheng can force creatures within a 10 ft. radius to fall prone and make a DC15 Dexterity saving throw, taking only half damage on a success. On a failed save, a creature takes 3d10 bludgeoning damage and must use an action to stand up from prone. At the end of each of its turns, an afflicted creature who succeeds on a DC13 Constitution saving throw no longer requires an action to stand up from prone. Spells and effects like Lesser Restoration or similar can also remove this affliction. Fortitude Recharge: If this creature has Paragon Fortitude, then when one hit point pool is reduced to 0, spinning leg sweep recharges.


Redirection of Force. When an attack misses against Sheng, Sheng can as a legendary reaction teleport up to its speed to a space adjacent to the attacking creature and then make a reaching steel fist attack against it.
Somervault. If an attack made against this creature misses, and there is another creature adjacent to it, this creature can as a legendary reaction move to another empty space adjacent to that creature.
Deflect. When a ranged weapon attack misses against Sheng by 5 or more, he can as a legendary reaction deflect the attack back at the attacker. Sheng makes a ranged weapon attack against the attacker with +10 to hit, dealing 1d8 + 5 piercing damage on a hit.
2nd pool: Leg Sweep. If an adjacent creature’s attack misses against this creature, Sheng can as a legendary reaction force that creature to make a DC15 Dexterity saving throw, falling prone on a failed save.


Meditation upon Time and Space. Once per short rest, Sheng can as a bonus action force creatures within a 15 ft. radius to make a DC13 Constitution saving throw, being teleported to another space within range on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one hit point pool is reduced to 0, meditation upon time and space recharges.
Tempest of the Four Winds. Once per short rest, as a bonus action Sheng can push any adjacent creatures 10 ft. away and fly up to his speed in a straight line. Sheng must land at the end of this movement or begin to fall. Fortitude Recharge: If this creature has Paragon Fortitude, then when one hit point pool is reduced to 0, tempest of the four winds recharges and can be used immediately as a reaction.

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