Isshin Ashina (Old) (5e Creature)

From D&D Wiki

Jump to: navigation, search

Isshin Ashina (Old)[edit]

Medium humanoid, lawful evil

Armor Class 15
Hit Points 198 (44d6 + 44)
Speed 30ft

22 (+6) 20 (+5) 12 (+1) 19 (+4) 25 (+7) 19 (+4)

Saving Throws Strength +11, Wisdom +12
Skills History +9, Insight +12, Perception +12, Stealth +10
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses passive Perception 22
Languages Common, Elven, Dwarvish
Challenge 16 (15,000 XP)

Legendary Resistance 3/Day. Isshin can choose to succeed on a saving throw that he fails.

Master of the Blade. Isshin's attacks are considered magical and adamantine for the purposes of overcoming resistances and immunities.

Ichimonji Double. When Isshin makes two Katana attacks on his turn, the second attack lands a critical hit on an 18, 19 or 20.


Multiattack. Isshin makes two Katana attacks.

Katana. Melee weapon attack: +11 to hit, Reach 5ft., one target. Hit: 11 (1d10 +6) Slashing damage. All creature in a 15ft cone must make a DC 18 Dexterity saving throw, on a failed save taking 36 (8d8) Fire damage or half as much on a successful one.

Quick Draw. Melee weapon attack: +11 to hit, Reach 5ft., one target. Hit: 11 (1d10 +6) Slashing damage and 13 (2d12) Fire damage. This attack has advantage to hit, land a critical hit on a 18, 19 or 20 and on a critical hit deals an additional 3 die of weapon damage on top of any critical die you roll.

Full Swing (Recharge 5-6). Isshin swing his sword around himself, all creatures within 5ft of his are targeted by a Katana attack without the fire cone piece of it. Until the start of his next turn or until he loses concentration, is knocked prone, restrained, paralyzed or grappled he has half cover.

Any creature that makes an attack in this area or enters it without a shield is attacked by the Katana attack as well.


Parry. Isshin increases his own AC by 6 for this attack, if the attack misses then Isshin may make one Katana attack against that creature as part of the same reaction.

The great Isshin Ashina is the head of the Ashina clan. In his youth he craved war and was a master at playing the battlefield, be it through trickery or pure brute strength and skill.

Isshin is thought to be the most powerful swordsman in all of the realms, he can even hold his own against the most powerful of demons and abominations alike. In his youth he wields a katana is his right hand and a halberd in his left causing him to have amazing range, power and speed among the toughest of warriors.

Isshin values the lineage of his clan over almost anything else, but if bested in combat or disarmed will surrender understanding his defeat with honor.

I have created two versions of Isshin, one is him as he currently is, less powerful but still a mighty foe. The other is him in his youth, maybe he finds a way to bring himself back to his prime or Genichiro sacrifices himself via his Sacrifice of Youth feature.

Back to Main Page5e Homebrew5e Creatures

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Sekiro: Shadows Die Twice franchise, and/or include content directly affiliated with and/or owned by Activision. D&D Wiki neither claims nor implies any rights to Sekiro: Shadows Die Twice copyrights, trademarks, or logos, nor any owned by Activision. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!