Kishibe (Chainsaw Man Supplement)

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Kishibe[edit]

Medium humaniod (Human), lawful good


Armor Class 22 (unarmored defense)
Hit Points 280 (20d12 + 140)
Speed 30 ft (walking)


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 24 (+7) 18 (+4) 20 (+5) 15 (+2)

Saving Throws Str +13, Cha +10
Skills Acrobatics +13, Perception +13, Persuasion +10, Survival +13
Proficiency Bonus +8
Senses passive Perception 29
Languages Common
Challenge 20 (25,000 XP)


Endurance Point Kishibe has 20 endurance points that he can use for his Endurance Boon

Giant Kishibe can add his constitution modifier to his Strength saving throw and Kishibe counts as two sizes for every purpose. Kishibe can add his proficiency bonus to constitution checks.

Relentless' Whenever Kishibe is reduced to 0 hit points but not killed outright, he can roll one hit die. He regains hit points equal to the amount rolled. He can do this a number of times equal to his Constitution modifier (minimum of once). He regains all uses of this feature at the end of a long rest. Body of Steel' Kishibe can reduce all damage except physic by half his constitution modifier

Brawn/Evasion When ever Kishibe makes a Dexterity or a strength saving throw he only takes half on failure and none on a success

Mastered Accuracy Whenever Kishibe has advantage on a weapon attack roll, he may roll 3 dice rather than 2, and take the highest of the result. Kishibe may do this 8 times per long rest.

ACTIONS

Multiattack. Kishibe makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 5) bludgeoning damage

Powerful Grapple(4 Endurance Points) Kishibe may grapple up to two creatures of his choice within his reach. He makes his Athletics check with advantage for the purpose of this grapple, and creatures make their checks to escape his grapple with disadvantage for 1 minute.

BONUS ACTIONS

Superhuman Strike. After using the Attack action, Kishibe can make one unarmed strike.

Breath Recovery Kishibe can recover 5 Endurance Points, he may only do this 5 times. He regains this feature on a long rest

Martial Focus (5 Endurance Points)' Kishibe may enter into your martial focus for 1 minute. For the duration, his unarmed strikes deal additional 8 damage and he gains one additional reaction (which may only be used for Superhuman Boons).

Step of The Wind(1 Endurance Point) Kishibe can take the dash or disengage action

Flurry of Blows(1 Endurance Point) after taking an attack action Kishibe can make two unarmed strikes.

REACTIONS

Harden Skin.(1 Endurance Point) grant himself 20 damage reduction bludgeoning, slashing and piercing damage until the beginning of your next turn.

Kick back(1 Endurance Point) If Kishibe is targeted with a melee attack he may make one unarmed strike against the attacker. If he were hit, he instead makes two unarmed strikes.

Deflect Projectiles(2 Endurance Points) If Kishibe is targeted with a range attack he may reduce it by 1d12+8

Sacred Body(5 Endurance Points) Whenever Kishibe is forced to make a saving throw against an effect that would affect his body, he can add a +10 to the roll as a reaction.

Kishibe.jpg
Kishibe, the strongest devil hunter [1]



Feats. Kishibe’s feats are:

Experienced, Mastered Accuracy
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