Skirmisher Adjuchas (Soul Society Supplement)
Skirmisher Adjuchas[edit]
Large undead (Hollow), chaotic evil Armor Class 19 (Unarmored Defense)
Saving Throws Str +9, Wis +9 Reiryoku. The Skirmisher Adjuchas has 75 reiryoku. Whenever it uses reiryoku, it is spent. It regains all reiryoku at the end of a short or long rest. Siege Monster. The Skirmisher Adjuchas deals twice as much damage to objects and structures. Reiatsu-Empowered Strikes. The Skirmisher Adjuchas attacks are considered magical. Harmonized Algamation. The Skirmisher Adjuchas has advantage on saving throws against effects that would affect its soul, such as the soul cage spell. If it fails a save against such an effect, it can reroll the saving throw once, taking the higher result. Leader of the Gillian. Whenever the Skirmisher Adjuchas attempts to persuade or intimidate a Gillian into doing something for it, it has advantage, and is considered to have expertise in the skill for the purposes of the roll. Soul Devourer. Whenever the Adjuchas reduces a creature in Soul form to 0 hit points, they may choose to devour them, regaining reiryoku and hit points equal to the creature's reiatsu level times 5. These Reiryoku and hit points cannot pass their maximum. They can also devour the corpse of a soul who died in at max one minute ago. When a soul is devoured this way, they are killed outright and cannot be revived unless the Adjuchas is killed by a zanpakuto. Soul Separator. As part of hitting a creature that's not on soul form, it can spend 2 reiryoku to separate their soul from their bodies, turning them into a Wandering Spirit for 1 minute or until they die or are knocked unconscious. This only works if the creatures' reiatsu level is lower than 1. Hollow Regeneration. The Skirmisher Adjuchas regains 5 (1d10) hit points after every minute passed while they are in the Hueco Mundo plane. Evasion/Intuition. Whenever the Skirmisher Adjuchas is subject to an effect that forces it to make a Dexterity or Wisdom saving throw, it takes half as much damage on a failure and no damage on a success. Mobile. When it uses the dash action, the Skirmisher Adjuchas doesn't spend extra movement when moving through difficult terrain for that turn. Crusher. Once per turn, when the Skirmisher Adjuchas hits a creature with an attack that deals bludgeoning damage, it can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than the Skirmisher Adjuchas. Also, when the Skirmisher Adjuchas 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. Sonído. When the Skirmisher Adjuchas moves, it can triple its movement speed become a blur for the duration of its movement. After using Sonido, it has advantage on Dexterity (Stealth) checks until the beginning of its next turn. This movement doesn't provoke opportunity attacks. After using Sonido, its first unarmed strike will be made with advantage until the beginning of its next turn. Finally, it is considered invisible to any creatures without a passive perception higher than or equal to 16, until the end of its turn or the start of its next turn (whichever comes first). This invisibility ends early if it attacks, casts a kido spell, uses a Cero or a similar action, forces a creature to make a saving throw or ability check, or deals damage. Sonído Dodge. Whenever the Skirmisher Adjuchas is targetted by an attack roll, line or cone saving throw, it can use a reaction to move up to its Sonido affected movement speed (taking from its next turn's movement). ACTIONSMultiattack. The Skirmisher Adjuchas makes three unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage + 4 force damage. Garganta. The Skirmisher Adjuchas can spend 10 reiryoku to open a portal between dimensions, sending them to Hueco Mundo. If they do not move 5 feet or lose concentration, they are transported to any location they can visualize in Hueco Mundo or a random location on the plane, or to the last place they used Garganta, at the beginning of their next turn. If they are already within Heuco Mundo, this portal instead works as if it were the gate spell, minus that they cannot pull a creature through the gate. Cero(15 Reiryoku). As an action, the Skirmisher Adjuchas can fire off a beam of energy in a 10 foot wide, 120 foot long line. Each creature within that area must make a DC 17 Evasive Dexterity Saving Throw saving throw. On a failed save, they take 76 (8d8 + 40) force damage. BONUS ACTIONSLiving Weapon. When the Skirmisher Adjuchas takes the attack action, it can attack with an unarmed strike, or attempt a grapple. Enhanced Living Weapon (5 Reiryoku). The Skirmisher Adjuchas can take the dodge or dash action. This dash action triples its jump distance and grants it flying speed until the end of its turn. If it ends its turn in the air, you fall back down, unless something else is keeping you aloft. Also, if it takes the dodge action it can also take the disengage action, and it gains advantage on all saving throws against features that use Reishi or Reiryoku, until the start of its next turn, or its speed is reduced to 0. Finally, when it takes the attack action, it can spend 5 Reiryoku to make three unarmed strikes as a bonus action.
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The Spiritual Adjuchas has 15 mutations: Cero, Supersonic(3x), Living Weapon, Lethal Living Weapon, Enhanced Living Weapon, Mastered Living Weapon, Adjuchas Cero, Quick Cero, Sonido, Sonido Strike, Sonido Dodge, Faster Sonido, Fastest Sonido.
The Spiritual Adjuchas' reiatsu level is 16.
Invisible Force. The Skirmisher Adjuchas is considered invisible to creatures without the Spiritual Awareness feature. Spiritual Awareness. The Skirmisher Adjuchas can see creatures with the Invisible Force feature.
Body Feats. Mobile, Very Resistant (Wisdom). Weapon Feats. Crusher. |
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