Bloody Battle. Any creature with internal fluids that is hit by Buraddooni's chigatana or spiked club will Bleed. Any creature that is Bleeding with take 1d6 damage at the end of any creature's action. After each creature's turn the Bleed damage will increase by 1 die count until the Bleeding creature is healed.
No Honor In War. Buraddooni is able to retreat from a battle without provoking opportunity to attack. Buraddooni can retreat on another creature's turn.
Not Yet. When Buraddooni's hit points reach 0, instead of dying a 1d20 is rolled. If the number is higher than 9, Buraddooni will survive with 1 hit point. This can be done 3 times per day.
Mimic. Buraddooni is able to copy 1 ability or action of any creature currently in battle. He can only mimic one ability or action at a time.
Demon's Wraith. When Buraddooni's hit points is knocked to at least 50% of the original value, the die count for all actions, reactions, and legendary actions double.
I Don't Wait. At the beginning of a battle Buraddooni does not roll for initiative. Rather instead, Buraddooni's turn to attack will come every 2 turns.
Multiattack. Buraddooni can make up to 3 actions in a turn.
Spiked Club. Melee Weapon Attack: +10 on hit, reach 7ft, one target. Hit: 5(7d10+10) Bludgeoning damage. Creatures hit by this attack will be knocked Prone, and must make an Endurace check of 26 or be Incapacitated for 1 turn on a failed check. Thanks to Bluddooni's new enhanced strength, he is able to wield a 7 foot long, wooden, spiked club.
Chigatana. Melee Weapon Attack: +30 on hit, reach 5ft, one target. Hit: 10(13d8+20) Slashing damage.
Bloody Bullet. Ranged Weapon Attack: reach 50ft, multiple targets. Hit: 13(20d6) Piercing damage. If Buraddooni has taken at least 1 hit point of damage, has the ability to launch droplets of his own blood in the form of hardened pellets. Creatures hit by Bloody Bullet must make a 23 Dexterity saving throw or be Paralyzed for 1 turn on a failed save.
Flash Step. The Bloody Shogun is able to move up 10 times his normal speed in the blink of an eye. Doing this does not provoke opportunity to attack, nor does it use any of his Speed.
Dodge. Buraddooni is able to move out the way of an incoming attack up to 6 times per battle.
Parry. Buraddooni can use his chigatana to deflect an incoming projectile into an opposing creature up to 6 times per battle. The deflected projectile ignores the AC of the new targeted creature.
Counter Attack. Buraddooni can negate the damage of an incoming melee attack by blocking with hit spiked club. In the same moment, Buraddooni is able to make a Spiked Club attack against the creature that initially attacked him while ignoring their AC. A Counter Attack can be done up to 6 times in a battle.
Buraddooni can make 2 legendary actions. A legendary action can be used only at the end of another creature's turn. Buraddooni regains his spent legendary actions at the start of his turn.
Absorb Blood. Buraddooni can absorb the blood of Bleeding creatures within 60ft of him, dealing (1d10) necrotic damage to said creatures, and healing Buraddooni by (10d10) hit points.
Crimson Puppet. Buraddooni manipulates the blood of a single creature within 20ft on him, controlling them like a puppet to do one nonmagical action.
Description
The Bloody Shogun is a 6'2 cyclops that wears a blood red mask in the shape of a demon's face and black samurai armor with red highlights. He wields a spiked wooden club that's too heavy for even to swing, and a sword called the chigatana that enables him to absorb the blood of his enemies.
After successfully killing a baby dragon and absorbing its blood, the Bloody Shogun transformed into his truest strength, a powerful demon known as Buraddooni. However, it's not enough. If killing a baby dragon made Buraddooni strong enough to level a building within seconds, then what would a gull grown dragon do? What would a flock of dragons do? Just how far can he take his strength?
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