Isshin the Sword Saint (Young) (5e Creature)
Isshin Ashina, the Sword Saint (Young)[edit]
Medium humanoid, lawful neutral Armor Class 17
Saving Throws Str +14, Dex +13, Wis +11 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. When Isshin makes only two Katana attacks on his turn, the second attack lands a critical hit on a 19 or 20 and deals an additionaly 38 (11d6) Force damage on a hit. ACTIONSMultiattack. Isshin makes thwo Katana attacks, two Halberd attacks or two Pistol attacks and one Round Swing attack. Katana. Melee weapon attack: +14 to hit, Reach 5ft, one target. Hit: 13 (1d10 +8) Slashing damage. Halberd. Melee weapon attack: +14 to hit, Reach 10ft, one target. Hit: 14 (1d12 +8) Slashing damage and 19 (3d12) Force damage. Pistol. Ranged weapon attack: +13 to hit, Range 120/300ft, one target. Hit: 12 (1d10 +7) Piercing damage. Is Isshin rolls a natural 1 on this attack roll the gun jams and he cannot use this action again until he uses his action to repair the pistol. Dragon Flash (Recharge 5-6). All creatures in a 5ft wide, 300ft line line must succeed on a DC 22 Dexterity saving throw, on a failed save taking 88 (16d10) Force damage or half as much on a successful save. Round Swing. All creatures within 10ft of Isshin must make a DC 22 Dexterity saving throw, on a failed save taking 36 (8d8) Magical Slashing damage or half as much on a successful save. Saint of Lightning (Recharge 5-6). Isshin cloaks one of his weapons in lightning. His next attack with that weapon has a unique effect depending on what weapon he cloaked if that attack is made before the end of his turn: Katana: This attack targets all creatures in a 30ft cone. All creatures in that area must make a DC 18 Constitution saving throw, on a failed save taking 55 (10d10) Lightning damage and becoming paralyzed until the end of Isshin's next turn. Halberd: This attack targets all creatures in a 300ft line. All creatures in that line must make a DC 18 Constitution saving throw, on a failed save taking 60 (11d10) Lightning damage and becoming paralyzed until the end of Isshin's next turn. REACTIONSParry. Isshin increases his own AC by 8 for this attack, if the attack misses then Isshin may make one Katana attack against that creature as part of the same reaction. LEGENDARY ACTIONSThe Isshin Ashina 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 Isshin Ashina regains spent legendary actions at the start of its turn. Powerful Approach. Isshin moves up to twice his movement and then may make one weapon attack against a creature within range. Steady Breathing. Isshin breathes and calms his mind and purifies his body removing any charm effect on himself. Sword Saint's Call (costs 2 actions). Isshin calls a bolt of lightning down on a creature he can see within 120ft of himself. That creature must succeed on a DC 18 Dexterity saving throw, on a failed save taking 42 (12d6) Lightning damage or half as much on a successful save. Will of a Warrior. Isshin pushes through any psychical pain inside himself and frees himself from the paralyzed, stunned, and poisoned conditions. |
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. |
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