Seated Brute Shinigami (Soul Society Supplement)

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Seated Shinigami[edit]

Medium humanoid (Pure Soul), any alignment


Armor Class 16 (Unarmored Defense)
Hit Points 47 (5d10 +20)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +7, Con +7
Skills Athletics +7, Intimidation +3
Proficiency Bonus +3
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Reiryoku. The Seated Shinigami has 25 reiryoku. Whenever they use reiryoku, it is spent. They regain all reiryoku at the end of a short or long rest.

Stamina Points. The Seated Shinigami has 18 stamina points. Whenever they use a stamina point, it is spent. They regain all stamina points at the end of a short or long rest. Heavyweight Fighting. The Seated Shinigami has a +1 to damage rolls while wielding their zanpakuto (already included), and also have advantage on Strength (Athletics) checks to shove.

Deadly Arts. In place of an attack, the Seated Shinigami can spend 2 stamina points to make a thrown attack with their Zanpakuto with a range of 20/60 feet. On a hit, it deals 4 (1d8) additional damage. For every 10 feet away from the Seated Shinigami the target is, the thrown attack deals +1 damage.

Great Weapon Master. Whenever the Seated Shinigami scores a critical hit with their Zanpakuto or reduces a creature to 0 hit points with it, they can make one attack with their Zanpakuto as a bonus action. Also, before making an attack with their Zanpakuto they can take a -5 penalty to the attack roll. On a hit, they add a +10 to the total damage.

ACTIONS

Multiattack. The Shinigami makes two attacks with their Zanpakuto.

Zanpakuto. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Lunge. The Unseated Shinigami can spend 2 stamina points to lunge towards a creature within 30 feet of them. The creature is forced to make a DC 14 Dexterity saving throw. On a failure, they take one damage roll of their Zanpakuto damage die + 4 (1d8) slashing damage and are pushed back a number of feet equal to the amount of feets the Unseated Shinigami travelled to them. On a success, they take half as much damage and are not pushed. For every 10 feets travelled by the Unseated Shinigami, the damage is increased by +1.

Hozan Kenbu. The Unseated Shinigami can spend 2 stamina points to grant themselves +1 bonus to their AC. Until the beginning of their next turn, if a creature misses a melee weapon attack against them while within 5 feet of them they take one damage roll of ther Zanpakuto attack + 4 (1d8) slashing damage.

Reiraku. The Seated Shinigami can spend 2 reiryoku to start concentrating. If they don't lose concentration until the beginning of their next turn, a lot of ropes will appear indicating the locations of souls within 250 feets of them. The ropes last until the end of their turn, in which they can spend a free action to grab one of them, gaining knowledge of the exact location of said soul.

REACTIONS

Desperate Block. Whenever a melee or ranged weapon attack hits them, the Seated Shinigami can spend 1 stamina point to reduce that instance of damage by 9 (1d10 +4) + 4 (1d8).

Low Strike. Whenever a creature falls prone within 5 feet of the Seated Shinigami, they can spend 4 stamina points to make an attack with their Zanpakuto. On a hit, the attack is considered a critical and the creature is restrained until the beginning of the Seated Shinigami's next turn.

Seated shinigami command units of unseated shinigami within their division, and are subordinates of their respective lieutenant and captain. Seats are typically sent to the living world when a non-Menos hollow of considerable power is spotted, and are given orders to dispatch the hollow with as little interaction with the living world as possible.

Reiatsu Level

The Seated Shinigami's reiatsu level is 5.

Soul Traits

Invisible Force. The Seated Shinigami is considered invisible to creatures without the Spiritual Awareness feature.

Spiritual Awareness. The Seated Shinigami can see creatures with the Invisible Force feature.

Spiritual Feats

Body Feats. Strengthened Defense.

Weapon Feats. Great Weapon Master.


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