Isshin Ashina (Old) (5e Creature)

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Isshin Ashina (Old)[edit]

Medium humanoid, lawful evil

Armor Class 15
Hit Points 242 (44d8 + 44)
Speed 30 ft.

22 (+6) 20 (+5) 12 (+1) 19 (+4) 25 (+7) 19 (+4)

Saving Throws Str +11, Wis +12
Skills History +9, Insight +12, Perception +12, Stealth +10
Damage Immunities fire
Condition Immunities charmed, frightened
Senses passive Perception 22
Languages Common, Elvish, Dwarvish
Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). Isshin can choose to succeed on a saving throw that he fails.

Master of the Blade. Isshin's attacks are considered magical and adamantine for the purposes of overcoming resistances and immunities.

Ichimonji Double. When Isshin makes two katana attacks on his turn, the second attack lands a critical hit on an 18, 19 or 20.


Multiattack. Isshin makes two katana attacks.

Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage and Isshin creates a burst of flames in a 15-foot cone. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save or half as much damage on a successful one.

Quick Draw. Melee Weapon Attack: +11 to hit (with advantage), reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage and 13 (2d12) fire damage. This attack scores a critical hit on an 18, 19 or 20 and if he scores a critical hit, he rolls damage dice three times, instead of twice.

Full Swing (Recharge 5-6). Isshin swings his sword around himself. Each creature within 5 feet of him must make a DC 19 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save or half as much damage on a successful one. Until the start of Isshin's next turn, he has half cover and whenever a creature makes an attack against him or moves within 5 feet of him, he makes a katana attack against it.


Parry. Isshin increases his own AC by 6 for this attack, if the attack misses then Isshin may make one katana attack against that creature as part of the same reaction.

The great Isshin Ashina is the head of the Ashina clan. In his youth he craved war and was a master at playing the battlefield, be it through trickery or pure brute strength and skill.
Isshin is thought to be the most powerful swordsman in all of the realms, he can even hold his own against the most powerful of demons and abominations alike. In his youth he wields a katana is his right hand and a halberd in his left causing him to have amazing range, power and speed among the toughest of warriors.
Isshin values the lineage of his clan over almost anything else, but if bested in combat or disarmed will surrender understanding his defeat with honor.

I have created two versions of Isshin, one is him as he currently is, less powerful but still a mighty foe. The other is him in his youth, maybe he finds a way to bring himself back to his prime or Genichiro sacrifices himself via his Sacrifice of Youth feature.

(one vote)

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