Kishin (5e Creature)

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Asura ( Kishin )[edit]

Medium humanoid, chaotic evil


Armor Class 24 (Natural Armor)
Hit Points 396 ((28d12+200))
Speed 40ft...60( fly )


STR DEX CON INT WIS CHA
25 ((7)) 26 ((8)) 26 ((8)) 18 ((4)) 24 ((7)) 30 ((10))

Saving Throws Dex +15, Con +15, Wis +14, Cha +17
Skills Acrobatics +15, Intimidation +17, History +11, Perception +21, Insight +14, Arcana +11, Stealth +15
Damage Resistances Acid, Fire
Damage Immunities Cold, Necrotic, Poison.
Condition Immunities Poisoned, Charmed
Senses passive perception 29
Languages
Challenge 25 ((75,000) XP)


Auro of Madness- Anycreature within a 120ft radius of the kishin must succeed a Wis saveing throw( DC-25 ) or succumb to his madness. On a failed saved the creature makes as many attacks as possible to the closest creature to them. On a successful save they are immune to the effects for 24 hours.

Black Blood- The Kishin has Black Blood in place of his normal blood. If another creatures blood comes in contact with it the Black Blood begins to take over. The Creature then has to make a DC-20 Con save or passes out for 1d12 hours waking up as the demon sword, a killer who is out to become the next Kishin, but on a successful save the Kishin can Speak to the creature telepathically.

Soul Perception- Due to his Paranoid personality the Kishin can sense the souls of those around him ( expert in perception ). Feature Name. Feature description

ACTIONS

A Kishin can make 3 scarf attacks or 1 Beam of Vajra SCarf: melee +17 to hit, reach 15ft., one creature, "hit" 24 ( 4d6+8 ) necrotic bludgeoning. On a hit the creature makes a DC-22 Dex or Sth Save or be grappled. A Kishin( Asura ) may only have 2 Medium creature grappled in this way.

Beam of Vajra ( recharge 5-6): 120ft line, 5ft wide, DC-24 Dex save. on a failed save take 99 (18d10)necrotic or half as much on a successful save.

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: X (1dX + X) damtype damage.

LEGENDARY ACTIONS

The can take 3 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 regains spent legendary actions at the start of its turn. Has 3 legendary actions. reset at the end of his turn. scarf attack ( cost 1 )



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