Seated Martial Artist Shinigami (Soul Society Supplement)
Seated Shinigami[edit]
Medium humanoid (Pure Soul), any alignment Armor Class 17 (Unarmored Defense)
Saving Throws Dex +7, Wis +5 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 12 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. Shunpo. When the Seated Shinigami moves, they can become a blur for the duration of its movement. After using Shunpo, they have advantage on Dexterity (Stealth) checks until the end of their turn. Crusher. Once per turn, when the Seated Shinigami hits a creature with an attack that deals bludgeoning damage, they can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than the Seated Shinigami. Also, when the Seated Shinigami scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Mobile. The Seated Shinigami ignores difficult terrain while dashing. ACTIONSZanpakuto. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. This attack counts as magical. Pounce. The Seated Shinigami can spend up to 3 stamina points to get on all fours, and then charge for an attack. They move 5 times the amount spent and make an unarmed strike. On a hit, the creature takes +1 additional damage per 5 feet traveled by the Unseated Shinigami, and must make a DC 14 Strength saving throw. On a failure, they are grappled by the Seated Shinigami. The creature has disadvantage on this saving throw if their passive perception is lower than 18. 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. BONUS ACTIONSHand to Hand Combat. Right after taking the attack action, the Seated Shinigami can make an attack roll with their unarmed strike. Sandbag Beat. Immediately after taking the attack action, the Seated Shinigami can spend 2 stamina points to make two unarmed strikes. Spiritual Evasion. The Seated Shinigami can spend 2 stamina points to take the Dodge action. Flying Double Knee. The Seated Shinigami can spend 2 stamina points to jump towards a creature within 15 feet of them, making one unarmed strike attack roll against them. On a hit, they take 12 (2d8 + 4) bludgeoning damage.
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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-Gillian named hollow of considerable power is spotted, and are given orders to dispatch the hollow with as little interaction with the living world as possible.
The Seated Shinigami's reiatsu level is 5.
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.
Body. Mobile. Weapon. Crusher. |
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