Kiryu Kazuma, Young (5e Creature)
From D&D Wiki
Kiryu Kazuma, Young
Medium humanoid (human), neutral good
Saving Throws Str +8, Dex +6, con +7.
Dragon's Style. When Kiryu's hit points fall below 75%, his fighting stance changes to Dragon's Rush, when his hit points fall below half, his fighting stance changes again to Dragon's Beast., when his hit points fall below 25%, his fighting stance changes again to Dragon's Legend. If Kiryu's hit points fall to 0, he comes back with 1 Hitpoint and 5d10 temporary hitpoints, Kiryu's damage dies increases by another die (i.e. 2d4 = 3d4), Kiryu also gains resistance to Slashing and Piercing while in this state. Kiryu can't use this feature again until a new dawn.
"Who said that I was a saint?" Kiryu will start doing non-lethal damage when a creature is close to 0 hit points. if a creature tries to outright kill another creature, Kiryu will stop the creature from doing so even by force.
Dragon's Fortitude. Kiryu may enter a stance that lasts for as long as he wants that increases his AC by 5 while making him not able to attack or do anything until he ends this stance for a bonus action. if an attack lands against him, his stance disappears.
Dragon's Soft Spot. When Kiryu witnesses a friendly creature getting attacked, Kiryu will interfere in the fight, siding with the friendly creature.
Dragon's Rush. When Kiryu enters this fighting stance he gains the following; he can use his bonus action to strike again with his Dragon's Fists, his movement increases to 40 feet, he cannot grapple but he still has advantage against grappling, and gains the ability to use Rush Counter., When a creature enters Kiryu's attack range, Kiryu gets an opportunity attack. Kiryu can not go into his Dragon's fortitude. stance, Kiryu can not use Dragon's Parry., Kiryu gains advantage with Dexterity saving throws, Kiryu also gains disadvantage with Strength saving throws.
Dragon's Beast. When Kiryu enters this fighting stance he gains the following; Kiryu's damage dies increase by 1 (i.e. 2d4 = 3d4), and his damage die for Dragon's Fists. change to d6 (i.e. 2d4 = 2d6), Kiryu gains resistance to Slashing and Piercing when in Dragon's fortitude., Kiryu counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Kiryu's movement speed decreases to 25 feet, Kiryu can not use Dragon's Parry. Kiryu gains advantage with Strength saving throws, Kiryu also gains disadvantage with Dexterity saving throws. Kiryu gains the ability to use Beast Charge.
Multiattack. Kiryu makes three attacks: two with his fists and one with Stylish Sweeps. or three times with his fists. three times with Stylish Sweeps. two with his fists and one with the dragon finisher.
Dragon's Fist. Melee Weapon Attack: 8+ to hit, reach 5 ft, one target. Hit: 10 (2d4+4) bludgeoning damage.
Stylish Sweeps. Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 12 (2d8+4) bludgeoning damage. When Kiryu hits a creature with this attack twich in one turn, the creature must roll a DC 14 Dexterity saving throw, on a failure, the creature gets knocked prone.
Drop Kick. Melee Weapon Attack: 9+ to hit, reach 10 ft, one target. Hit: 14 (2d10+4) bludgeoning damage. When Kiryu drop kicks a creature, the creature must roll a DC 15 Dexterity saving throw, on a failure, the creature gets knocked prone.
Dragon Finisher Melee Weapon Attack: 9+ to hit, reach 10 ft, one target. Hit: 16 (3d12+4) bludgeoning damage. This attack can only be used when Kiryu at least makes 2 attacks with his fists or sweeps.
Beast Charge Melee Weapon Attack: 9+ to hit, reach 5 ft, all targets. Hit: 22 (4d12+4) force damage. During his Dragon's Beast Kiryu can run up to his maximum full movement in any direction in a straight line, all creatures in the way of Kiryu must make a DC 15 Dexterity save. On a failure of the save, the creatures become prone. on a succession of the save, all creatures who passed take instead no damage as they move out of the way and instead gain an opportunity attack against him. furthermore, Kiryu can attempt to grapple a creature while charging at one, if Kiryu succeeds the grapple, then Kiryu can attempt to crush the creature with a hug dealing an extra 1d12 bludgeoning damage, Kiryu can't attempt the grapple again until he charges again.
Dragon's Parry. When Kiryu is hit with a melee weapon attack, as a reaction, Kiryu can attempt a Dragon's Fist attack on the creature.
Rush Counter. When Kiryu is hit with a melee weapon attack during his Dragon's Rush style, as a reaction, Kiryu may strike back the creature dealing 2d4+4 bludgeoning damage, the creature gets pushed back 5 feet away.
Tiger Drop. When Kiryu is hit with a melee weapon attack during his Dragon's Legend style, as a reaction, Kiryu may strike back the creature dealing 3d8+5 bludgeoning damage, the creature gets pushed back 10 feet away, the creature must attempt a DC 16 Constitution saving throw or become prone.
The Kiryu Kazuma, Young can take 1 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 Kiryu Kazuma, Young regains spent legendary actions at the start of its turn.
Dragon Heat. During Kiryu's Dragon's Legend style, when Kiryu uses this legendary action, he is filled with Heat, and his body is now glowing white. for 2d4 turns, he has a 2+ to his attacks and damage rolls and AC. And he gets advantage on all creatures within 15 feet of him during his first attack on each of them.
Kiryu has a muscular build, seemingly as a result of constant street fights and various other activities in his daily routine rather than any concentrated effort to achieve this physique. He has more upper body mass than lower, which can most likely be attributed to his frequent use of heavy weapons. Kiryu's hair is very short, being slightly longer at the crown and featuring his trademark sideburns.