Huge Giant (Human), Typically Chaotic Evil
Armor Class 27
Hit Points 800 (75d20)
Speed 120 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Damage Resistances All
Senses Passive Perception 40
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 Kendobusho haki- allows him to grant +10 to his armor class at will

 Mochi counter- Katakuri can attack someone every time they miss an attack

 Mochi move- He is immune to nonmagical weapons and has a 75 percent chance not to take damage whenever he is hit

Actions

EDGED MOCHI

Katakuri grabs his trident and covers it in mochi, making it so that he now has a +30 to unarmed strikes, and all attacks deal 10d12 slashing or piercing damage

BUZZ-CUT MOCHI

Katakuri turns into a wheel of mochi, and then slams into someone. If this attack hits, he then spins them around in a 40 ft circle catching anyone else the rope touches, then slams them for 20d12 damage. DEX 22

FLOWING MOCHI

Katakuri turns the floor around him into mochi, and anyone caught in it takes 5d10 damage and roll 1d4. the number on the d4 is how many turns they are stuck in the mochi

MOCHI GATLING

Katakuri grows a group of mochi hands out of his back, that then strike 1d100 times, each strike dealing 1d6 damage (can only use once per long rest)

MOCHI POUND

Katakuri swells his arms to massive proportions, and then slams them onto you. This deals x damage, where x is decided by the amount of health he has left. The lower it is, the more is should hurt them

Bonus Actions

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Reactions

MOCHI MOVE-Insta dodges a single attack of his choice

Legendary Actions

MOCHI AWAKEN

costs 3 legendary actions
katakuri uses all of his legendary actions to use a move from his arsenal at its ax potential, and this renders him unable to  attack next turn

 

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

The mirror dimension

when someone enters this dimension, they must roll and INT saving throw with dc 18 or thier movement speed is halved

 

jf236585

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