Kiryu Kazuma (5e Creature)

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Kiryu Kazuma[edit]

Medium humanoid (human), neutral good


Armor Class 17 (natural armor)
Hit Points 159 (15d12 + 50)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 14 (+2) 13 (+1) 16 (+3)

Saving Throws Str +9, Dex +7, con +8, cha +7.
Skills Athletics +9, Acrobatics +7, Intimidation +7, Insight +5, Persuasion +6, Perception +5.
Damage Vulnerabilities None
Damage Resistances Bludgeoning
Damage Immunities None
Condition Immunities charmed, frightened.
Senses passive Perception 15
Languages Common, Draconic.
Challenge 14 (11,500 XP)


Menacing Aura. All hostile creatures that start their turn within 20 feet of Kiryu must make a DC 16 Wisdom saving throw. On a failure, the creature is frightened until the start of its next turn. If the creature's saving throw is successful, the creature is immune to Kiryu's Menacing Aura for the next 24 hours.


Pride of The Dragon. Kiryu has advantage against or when attempting a grapple. Kiryu can attempt to grapple a creature right after he attacks with Dragon's Fist


Dragon's fortitude. Kiryu may enter a stance that lasts for as long as he wants that increases his AC by 5 while making him not able to attack or do anything until he ends this stance for a bonus action. if an attack lands against him, his stance disappears.


Evasion of The Dragon. When Kiryu is targeted by an area effect that lets him make a Dexterity or Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.


Dragon's Wrath. When Kiryu's hit points fall below half, his damage dies increases by an extra die (i.e. 1d4 = 2d4), when his hit points fall below 25%, his damage dies increases by another die (i.e. 2d4 = 3d4). If Kiryu's hit points fall to 0, he can instead come back with 1 Hitpoint and 5d10 temporary hitpoints, Kiryu's damage dies increases by another die (i.e. 3d4 = 4d4), Kiryu also gains resistance to Slashing and Piercing while in this state. Kiryu can't use this feature again until a new dawn.


"Who said that I was a saint?" Kiryu will start doing non-lethal damage when a creature is close to 0 hit points. if a creature tries to outright kill another creature, Kiryu will stop the creature from doing so even by force.


Dragon's Soft Spot. When Kiryu witnesses a friendly creature getting attacked, Kiryu will interfere in the fight, siding with the friendly creature.

ACTIONS

Multiattack. Kiryu makes three attacks: two with his fists and one with Stylish Sweeps. or three times with his fists. three times with Stylish Sweeps. two with his fists and one with the dragon finisher.


Dragon's Fist. Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 17 (3d8+5) bludgeoning damage.


Stylish Sweeps. Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 13 (2d8+5) bludgeoning damage. When Kiryu hits a creature with this attack twich in one turn, the creature must roll a DC 14 Dexterity saving throw, on a failure, the creature gets knocked prone.


Drop Kick. Melee Weapon Attack: 9+ to hit, reach 10 ft, one target. Hit: 15(2d10+5) bludgeoning damage. When Kiryu drop kicks a creature, the creature must roll a DC 15 Dexterity saving throw, on a failure, the creature gets knocked prone.


Dragon Finisher. Melee Weapon Attack: 9+ to hit, reach 10 ft, one target. Hit: 23 (3d12+5) force damage. This attack can only be used when Kiryu at least makes 2 attacks with his fists or sweeps.

REACTIONS

Tiger Drop When Kiryu is hit with a melee weapon attack, as a reaction, Kiryu may strike back the creature with a Dragon's Fist, the creature gets pushed back 10 feet away.

LEGENDARY ACTIONS

The Kiryu Kazuma can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kiryu Kazuma regains spent legendary actions at the start of its turn.


Dragon Heat. When Kiryu uses this legendary action, he is filled with Heat, and his body is now glowing red. for 2d4 turns, he has a 2+ to his attacks and damage rolls and AC. And he gets advantage on all creatures within 15 feet of him during his first attack on each of them.


Dragon's Gaze. When Kiryu uses this legendary action, his body starts glowing white, for 2d4 turns, when Kiryu gets hit by a melee weapon attack, Kiryu unleashes a Dragon's Fist attack on the creature with the damage being doubled, if Kiryu gets hit with a ranged attack, Kiryu deflects the attack back at the creature dealing double the damage of the attack, Kiryu can not take any actions when in this stance.

profile_kiryu_2.png
A picture of Kiryu from Yakuza: The Song of Life (6) with him wearing his iconic outfit. More info on him here.

Kiryu has a muscular build, seemingly as a result of constant street fights and various other activities in his daily routine rather than any concentrated effort to achieve this physique. He has more upper body mass than lower, which can most likely be attributed to his frequent use of heavy weapons. Kiryu's hair is short and put into a messily slicked back style, being slightly longer at the crown and featuring his sideburns, and he has facial hair grown into a pure goatee.


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