Kishibe (Chainsaw Man Supplement)

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Kishibe[edit]

Medium humanoid (Human), lawful good


Armor Class 25 (Unarmored Defense)
Hit Points 844 (40d8 + 664)
Speed 65 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 24 (+7) 16 (+3) 20 (+5) 16 (+3)

Saving Throws Str +12, Con +13, Cha +9
Skills Athletics +18, Investigation +9, Perception +11, Persuasion +9, Survival +11
Senses passive Perception 21
Languages Common
Challenge 20 (25,000 XP)


Perfect Bastion. Kishibe gains a +2 bonus to his AC while not wearing any kind of armor or shield (already applied).

Endurance. Whenever Kishibe makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Analyze. When Kishibe has spent at least 1 minute in combat with a creature, he may analyze them, finding out if they're inferior, equal or superior to him in two of the following categories:

He can analyze the creature again after another minute has passed. The DM may also allow Kishibe to use this feature outside of combat.

Senior Devil Hunter. Other Devil Hunter's greatly respect Kishibe, and he has advantage on any checks when asking favors from them or a Devil Hunter establishment.

Superhuman Endurance. Kishibe reduces all damage he takes by 14.

Endurance Points. Kishibe has 12 Endurance Points he can use to fuel his features. He regains all spent Endurance points at the end of a long rest.

Never Let Go (1 Endurance Point). When initiating a grapple, Kishibe may add 6 to the check.

Disarming Attack (1 Endurance Point). When Kishibe hits a creatures with a melee weapon attack, he can add 7 to the attack's damage and force the target to make a DC 19 Strength saving throw. On a failure they drop an item of Kishibe's choice. On a success they take half the damage and doesn't drop an item.

Instigate (2 Endurance Points). When Kishibe hits a creature with an unarmed strike he can force them to make a DC 19 Wisdom saving throw. On a failure, they gain disadvantage on attacks against creatures other than him.

Close Combat (2 Endurance Points). When instigating a grapple, Kishibe can give himself advantage on the roll.

Pushing Hit (3 Endurance Points). As part of hitting a melee attack, Kishibe can force the target of the attack to make a DC 19 Strength saving throw or be knocked back 60 feet. If the creature hits an unsecured object or structure, receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface.

Paid Hunter. When Kishibe is below 211 hit points he adds 1 to attack and damage rolls against devils.

Unparalleled Strength/Monstrous Physique. Kishibe gains the following benefits:

  • His carrying capacity increases by 60.
  • He counts as large for the purposes of grappling.
  • His jump height and distance is doubled.
  • His carrying capacity is doubled.
  • He may gain advantage on any Strength check or saving throw once per short rest.

Unrelenting Body/Unbreakable Body. Kishibe gains the following benefits:

  • He reduces all damage that isn't psychic by 21.
  • He has advantage on saving throws against the poisoned condition.
  • He has advantage on death saving throws.
  • His limb HP increases by 1 die tier.

Mastered Accuracy (6/long rest). Whenever Kishibe has advantage on a weapon attack roll, he may roll 3 dice instead of 2 and take the highest result. He can do this 6 times, regaining spent uses on a long rest.

Rapid Strikes (2/long rest). If Kishibe doesn't have disadvantage on an attack, he can make an extra attack as part of the same action. He can do this 2 times, regaining spent uses on a long rest.

ACTIONS

Multiattack. Kishibe makes 3 attacks with either his Unarmed Strike, Combat Knife or Handgun.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Combat Knife. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.

Handgun. Ranged Weapon Attack: +10 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Concussive Blow (2 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Target must make a DC 19 Strength saving throw or take 27 (2d12 + 14) bludgeoning damage and be knocked prone. On a success they take half damage and are not knocked prone.

Meteor Strike (3 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.

Maximized Destruction (4 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 bludgeoning damage.

BONUS ACTIONS

Martial Arts. When Kishibe has used the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Barrage (1 Endurance Point). Kishibe may make 2 unarmed strikes.

Grappling Strike (1 Endurance Point). Immediately after hitting a melee attack on his turn, Kishibe can attempt to grapple the target.

Danger Sense (2 Endurance Points, 1/short rest). Kishibe gains the following benefits until he falls unconscious or ends them at will:

  • He gains advantage on Constitution saving throws and Constitution checks.
  • He may add his proficiency bonus to the damage rolls of melee weapon attacks.
  • He gains resistance to bludgeoning, piercing and slashing damage.
  • Once per round he may give his melee weapon attacks advantage, but in exchange attack rolls against him are made with advantage.
  • When he's reduced to 0 hit points but not killed outright, he can make a DC 10 Constitution saving throw. On a success he drops to 1 hit point instead. Every time he succeeds on this saving throw the DC increases by 5.

Kishibe can only activate Danger Sense once per short or long rest.

Resistance (3 Endurance Points, 1/short rest). Kishibe regains resistance to 3 damage types of his choice for one minute. Kishibe can only use this once per short or long rest.

REACTIONS

Face Tank (1 Endurance Point). When Kishibe takes damage from an attack roll or a Strength, Dexterity or Constitution saving throw, he can reduce the damage taken by 14.

Perfect Counter (1 Endurance Point). When a creature that Kishibe can see misses a melee weapon attack against him, he can make a melee weapon attack against them.

Absolute Defense (1 Endurance Point). When an ally gets hit by an attack roll or takes damage from a saving throw they failed, Kishibe may move in front of them as long as he has the necessary movement speed, taking the damage instead and reducing it by 7.

Harden Skin (1 Endurance Point). When a melee attack hits Kishibe, he may reduce the damage taken by 20.

Reinforce Immune System (2 Endurance Points). When Kishibe makes a Constitution saving throw, he can add 6 to the total.

Trained Fall (2 Endurance Points). When Kishibe takes fall damage or knockback damage, he can reduce the damage taken by 40.

Limb Guard (3 Endurance Points). When an attack targets one of Kishibe's limbs, he can halve the damage to his limb.

Guardians Wrath (4 Endurance Points). When a creature within melee range attacks one of Kishibe's allies, he can make a melee weapon attack against the attacker.

billede-2025-04-21-221646288.png
Kishibe with his best friend, alcohol

Contracts

Claw Devil Contract. Kishibe has given up 5 years of his lifespan in a contract with the Claw Devil, giving him the ability to grow claws as a bonus action. To activate these claws, he must give the Claw Devil 25 blood points. For the next minute, his unarmed strikes deal slashing damage instead of bludgeoning, their die tier increases by 1 (2d10 -> 2d12) and whenever he crits on an attack roll with them, he forces the target to make a DC 18 Constitution saving throw, inflicting them with the bleeding condition on a failure.

Knife Devil Contract. Kishibe has sacrificed 15 years of his lifespan in a contract with the Knife Devil, granting him a specialized Combat Knife that ignores damage reduction and resistance to slashing damage.

Needle Devil Contract. Kishibe has sacrificed 25 years of his lifespan in a contract with the Needle Devil, allowing him to summon a burst of needles. As an action, Kishibe can shoot out a burst of 5 needles, shooting them at up to 5 targets within 45 feet. He must make a ranged weapon attack roll for each needle, with each needle dealing 13 (2d8+ 4) piercing damage on a hit. Any targets hit by a needle must also make a DC 17 Constitution saving throw or start hallucinating on a failure.

Devil Hunter

Kishibe has 20 levels in the Devil Hunter class

Feats

Physical Prowess (CON).

Unparalleled Strength, Monstrous Physique, Unrelenting Body, Unbreakable Body.

Mastered Accuracy.

Rapid Strikes.

Improved Durability

This creature uses the Improved Durability rule.

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