Lord Jashin (5e Creature)
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Medium humanoid, chaotic evil
Saving Throws Dex +14, Con +16, Wis +9, Cha +16
Legendary Resistance (Recharge 6). If Lord Jashin fails a saving throw, he can choose to succeed instead. This feature can recharge in this manner, only in initiative. If not in initiative, it recharges only after a millennium.
Chakra. Lord Jashin has 100 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Complete Immortality. Lord Jashin cannot die. He doesn't require the basic needs for a living being to survive. His body's composition simply mimics humans, but is nothing alike. He doesn't need air, food, water, sleep, and similar things. Undying Body. At the start of each of his turns, Lord Jashin regains 55 (10d10) Hit Points. Even if he suffers an amount of damage that would instantly kill him. Lord Jashin cannot have his maximum Hit Points reduced to less than 30.
Thrill of the Fight. After every time Lord Jashin is dropped to 0 Hit Points or lower, his damage dice is doubled. It resets at dawn.
Terrorizing Laughter. Lord Jashin laughs uncontrollably on the turn following his supposed demise. The frightening performance of this immortal being, could make even the bravest of heroes hesitate. On a turn Lord Jashin rises back up after being knocked down to 0 Hit Points or lower, he laughs loudly and audibly, letting everyone within 120ft know how undefeated he is. Everyone within that radius must succeed on a Wisdom save (DC 22) or be frightened. On a success, the target is immune to this feature for 24 hours. The effect remains until the end of the encounter, or until it is removed by external means, such as by Greater Restoration.
Aggressive Attacker. Lord Jashin may move up to his movement's speed as a bonus action.
Chaotic Tantrum. Lord Jashin may choose to roll attacks at Disadvantage using this feature. Upon a hit, the hit becomes a critical hit. In return, anyone who attacks him, until the start of his next turn, has a choice. Roll with Advantage, due to his carelessness. Or roll with Disadvantage for the same benefits.
Murderous Elation. Upon knocking an enemy to 0 HP, Lord Jashin gets shivers throughout his entire body as he rejoices from the feeling of a soul separating from its host. Lord Jashin
Multiattack. Lord Jashin makes 3 Spike or Unarmed attacks.
Spike. +22 to hit, reach 5 ft., thrown (50/150), one target. Hit: 11 (1d4 + 8) piercing damage.
Unarmed. +14 to hit, reach 5ft., one target. Hit: 5 (1d8) bludgeoning damage. The target must succeed on a Strength save (DC 22) or be pushed back for half their speed or 20ft. whatever is higher. Except for cases where something is preventing them from advancing further, in which case the target takes 1d6 bludgeoning damage for every 10ft. of movement they couldn't follow through on.
Jashin Ritual (5 Chakra). Lord Jashin uses a perfected form of this ritual, as he is the original user of it. On the same turn in which he deals damage to a creature using a melee attack, he can consume their blood. This does not work against Constructs or Undead. As a bonus action, he can activate this ritual and until the beginning of his next turn, any damage dealt to Lord Jashin deals equal damage to the creature whose blood he consumed.
Lord Jashin is the god of Immortality, Blood, and Carnage. He is the being that Jashinists, as their name implies, are worshipping. He has only one request of his followers. To save people of death, which seeks to reap every being's soul, by killing them before death can get to them. But in fact, the truth of the matter is that Jashin desires nothing but pure unadulterated destruction. Death, being the pinnacle of destruction in his eyes, as the severing of one's soul from its body, fills him with sheer joy and satisfaction. Same goes for every soul severed in his name.