All Sekiro artwork belongs to From Software.
For more information about the principles, expectations, and limitations of the Sekiro: D&D Conversion project, please see my About Page
Part 5 of the Sekiro DnD Conversion Project introduces the first Sekiro Creature Statblocks. I have created the Ashina Soldiers and Hirata Bandits, the essential mob enemies that make up large majorities of the first two major areas of the game. In their designs, I prioritized low health and high damage output to encourage dynamic, swingy encounters. Two or even one sword stroke should be enough kill most of these enemies.
The video game grants these enemies a lot of unique attack combos. Due to the nature of DnD and the limited space on each page, I have developed a new mechanic to represent these unique attack combos.
It is called Powerful Techniques, which are special abilities that a creature can do, but not on command. It either needs to psyche itself up, wait for the right moment, or just get lucky and fall into it.
Powerful Techniques is similar to Recharge, in that you roll a d6 to determine whether the creature can use its special ability. However, in contrast to Recharge, the creature does not begin combat with access to its special ability. This reduces the likelihood the ability will be used in any encounter, and thus has a smaller effect on the creature’s Challenge Rating compared to a Recharge ability.
- Sword Soldier
- Guarded Sword Soldier
- Rifle Soldier
- Spear Soldier
- Sword Bandit
- Torch Bandit
- Axe Bandit
- Archer Bandit
- Shield Bandit
The statblocks are accompanied by flavor text and In-and-out of Combat Tactics, which describe the creature’s behavior in and out of combat. They are there for your use as a guide. I am a strong advocate for suboptimal decision making, which is the strategy of making creatures act based on their desires, fears, and the limits of their knowledge rather than the most efficient combat options available.