AC 18 (+2 breastplate)
HP 143 (26d8+26; bloodied 71)
Speed 40 ft. (50 ft. when not in armor)
Proficiency +4; Maneuver DC 14
Saving Throws Str +6, Dex +6
Skills Athletics +6, Insight +4, Intimidation +6, Stealth +6
Senses passive Perception 10
Languages Chinese
Action Surge (1/ short rest ). Once on her turn, Mulan can take an additional action on top of her regular action and a possible bonus action.
Battle Maneuvers. Instead of moving her speed on her turn, Mulan can allow up to three allies who can see or hear her to move up to half their speed. Only allies able to take actions can benefit from Battle Maneuvers.
Dextrous Parry. When Mulan makes an unarmed strike as part of her Attack action, she gains a +2 bonus to AC until the start of her next turn as long as she is conscious and wielding either a longsword or longbow.
Forward Leader. Creatures that Mulan hits with a weapon attack have disadvantage against her Tactical Stratagems until the end of her next turn.
Indomitable (1/ long rest ). Mulan can reroll a saving throw that she fails but must use the new roll.
Focus (4 points/
short rest
). Mulan can spend focus points to fuel various focus features.
◆ Patient Defense. Mulan can spend 1 focus point to take the Dodge action as a bonus action on her turn.
◆ Step of the Wind. Mulan can spend 1 focus point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
Path of the Weaponmaster. Mulan treats longswords and longbows as adept weapons.
Tactical Focal Point. Mulan selects a 10-foot square to be her tactical focal point as a bonus action or as part of the Attack action, choosing a Tactic to apply to it. This lasts until she cannot take actions or uses this feature again. Each time Mulan completes a long rest , she can swap one of these benefits for a different one: Area Clear, Cover the Flank, Phalanx Sidestep, Run Away!
Tactical Mastery (9/ long rest ). Mulan uses part of her Attack action or a bonus action to take mastery of the battlefield, granting it to herself and allies within her tactical focal point by expending uses of this feature. A creature that is granted a use of Mulan’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.
SPECIAL TRAITS
Acting. Mulan has advantage on Charisma (Deception) and Charisma (Performance) checks made to impersonate. In addition, she can mimic the speech of other creatures she’s heard speak for at least 1 minute. A suspicious listener can see through her mimicry by succeeding on a Wisdom (Insight) check opposed by Mulan’s Charisma (Deception) check.
Athletic. Mulan can stand up from being prone with only 5 feet of her movement, climbing doesn’t cost her extra movement, and she only has to move 5 feet before making a running long jump or running high jump.
Mobility. Mulan can Dash through difficult terrain without requiring additional movement. Whenever she makes an attack against a creature, she doesn’t provoke opportunity attacks from that creature until the end of her turn.
Soldier Tactics. A creature hit by Mulan’s opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from Mulan still provokes opportunity attacks.
ACTIONS
Extra Attack. Mulan attacks four times when she takes the Attack action (she can use a bonus action to attack a fifth time, or a bonus action and 1 focus to attack a fifth and sixth time).
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage if wielded in one hand or 7 (1d10+2) slashing damage if wielded in two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Tactical Maneuver (4/ long rest ). Each time Mulan completes a long rest she can swap one of these benefits (see page 7) for a different one (tactical DC 15): Confounding Maneuvering, Feinting Attack, Move to Flank.
BONUS ACTIONS
Second Wind (1/ short rest ). On her turn, Mulan can use a bonus action to regain 1d10+12 hit points.
Weaponmaster Strike. When she deals damage with a longbow attack on her turn, Mulan can use a bonus action to deal 1d4 extra damage on ranged attacks with her longbow until the end of her next turn.
REACTIONS
Deflect Missiles. Mulan can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10+6. When the damage is reduced to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free. If she catches a missile in this way, Mulan can spend 1 focus point to make a ranged attack with the weapon or piece of ammunition she just caught, as part of the same reaction (+6 to hit, range 20/60 ft., 1d4+2 damage).
Make Opportunity. Mulan can use her reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Mulan.
Slow Fall. Mulan can use her reaction when she falls to reduce any falling damage she takes by 20.
Another entry in Mythological Figures that’s had the House of Maus treatment, a warrior-general from ancient China, Hua Mulan!
There’s a crater on Venus named after Mulan. More importantly she’s one of the most enduring and popular characters in all of Chinese mythology, and because records going back to that area and era of the world are more plentiful, we know at least that she was likely a real person back in 386–536 AD. Her story is told in The Ballad of Hua Mulan.
Most of us have seen the animated movie but for anyone who hasn’t, here’s the lowdown: Mulan’s father was conscripted into the army, but fearful for his life, Mulan dresses up as a man and enlists in his place. Her skill and leadership garnered her distinction as a fine soldier over twelve years of service before refusing reward and retiring back home. In early versions of this folktale, while everyone around her to surprised by her true identity, they accept her for who she is. In other, more tragic versions, she takes her own life rather than losing her freedom and becoming a concubine for the emperor.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.