Kenji, Samurai Master (5e Creature)

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Kenji, Samurai Master[edit]

Medium humanoid (human), chaotic good


Armor Class 17 (samurai armor)
Hit Points 153 (18d8 + 72)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 19 (+4) 15 (+2) 17 (+3) 18 (+4)

Saving Throws Str +9, Con +7
Skills Acrobatics +7, Athletics +9, Intimidation +7, Perception +6, Stealth +7
Proficiency Bonus +3
Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 16
Languages Common, (japanese if you want)premortal
Challenge 8 (3,900 XP)


Phase Shift For a bonus action Kenji can "ball his fist charging his inner power, making his eye from his face mask glow bright blue with flames in his eyes, moving within a blink of an eye",for three turns when Kenji is moving he can instead choose for a reaction, teleport 30ft once per round without provoking a opportunity attack and having the spell blur for the duration.

Force Push As an action, Kenji can "raise his katana in the air and all of the surrounding air gets sucked up and slammed to the floor", any creatures within 15 feet of the impact must make a DC 19 dexterity saving throw or get pushed 25 ft away from kenji and take 2d10 force damage.

Fast hands As an action Kenji can charge his raw speed and make similar effects to the spell haste.

Unseen speed When Kenji drops below 50 hit points, most of Kenji armor breaks and the players can see chains and heavy weights, Additionality, rips most of his mask from the damage he has taken, giving him a new AC of 18 but he has less restraints of slowing him, giving him a +2 to dexterity giving him a additional 1d8 piercing damage to attacks also giving an additional 40 feet to speed.

Last Stand Once per day when Kenji is hit by an attack that drops him below 0 he can use his reaction to drop him to 1 hit point as his armor completely breaks and with his mask, letting his raw speed have no resistance giving him the choice to stay where he is or he can teleport 60 feet away, Kenji now has a AC of 24, (because of his raw speed) increasing speed by 120 feet, the dexterity mod is also increased by 14 (does not stack with unseen speed) also gaining a additional 3d8 piercing damage.

Full Power This feature is optional and is only if you want to spice up the difficulty but if you wish to do all these please click this link Kenji, Master of the Speed.

ACTIONS

Multiattack. Kenji makes two attacks.

Elemental Katana(legendary) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (3d10 + 6) whatever elemental damage you have activated.


LEGENDARY ACTIONS

Kenji 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. Kenji regains spent legendary actions at the start of his turn.

Reroll. Kenji can choose to reroll a failed check, save or attack.

Kenji is the soul heritor of his family, having mastered the blade at a young age soon Kenji relisted what mastery he had of the sword and upon relisting this he also found out about the power he had inside of him and he tried to tame its power but resulted in him only enhancing it rather than taming it, making it less controllable, after struggles with trying to tame it, it became too powerful, so he had to restrain himself, putting on chains and weights and it would stay that way until he truly mastered the skills to contain that power.

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