Kishin (5e Creature)
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Medium humanoid, chaotic evil
Saving Throws Dex +16, Con +16, Wis +15, Cha +18
Aura of Madness. Any creature within a 120 foot radius of the kishin must succeed on a DC 25 Wisdom saving throw or succumb to its 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. If another creature's blood comes in contact with the kishin's blood, the creature must make a DC 20 Constitution saving throw. On a failed save, it falls unconscious for 1d12 hours waking up as the demon sword, a killer who is out to become the next kishin. On a successful save, the kishin can speak to the creature telepathically.
Multiattack. The kishin makes three attacks with its scarf.
Scarf. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 22). A kishin may only have two creatures grappled in this way.
Beam of Vajra (Recharge 5-6). The kishin emits a beam of energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity save, taking 99 (18d10) necrotic damage on a failed save, or half as much damage on a successful one.
The kishin 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 kishin regains spent legendary actions at the start of its turn.
Attack. The kishin makes one attack with its scarf.