Medium Humanoid (Human), Chaotic Good
Armor Class 17 (unarmored defense)
Hit Points 87 (12d8 + 48)
Speed 45 ft., fly 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +4, DEX +7, CON +5
Skills Acrobatics +8, Athletics +5, Insight +7, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 17
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Traits:

Unarmored Defense: While not wearing armor, Yusuke's Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier.

Spirit Detective: Yusuke has advantage on Insight and Perception checks.

Spirit Energy: Yusuke has a pool of spirit energy that he can use to fuel various abilities. His spirit energy pool has a maximum of 12 points, and he regains all spent points when he finishes a long rest. Spell Attack Bonus: +7, Spell Save DC: 15.

Feats:

Mobile: Yusuke's speed increases by 10 feet, and he does not provoke opportunity attacks when moving away from an enemy after a melee attack.

Evasion: When Yusuke is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Abilities

Spirit Gun. As an action (Costs 2 Spirit Energy Points), Yusuke can fire a concentrated blast of spirit energy from his finger. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: (2d8) force damage.

Shotgun. As an action (Costs 3 Spirit Energy Points), Yusuke can unleash a wave of spirit energy in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking (3d8) force damage on a failed save, or half as much on a successful one.

Spirit Punch. As a bonus action (Costs 1 Spirit Energy Point), Yusuke can empower his next unarmed strike. Unarmed Strike: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage plus (1d6) force damage.

Spirit Wave. As an action (Recharge 5–6), Yusuke can release a powerful wave of spirit energy. Each creature in a 20-foot-radius sphere centered on Yusuke must make a DC 15 Constitution saving throw. On a failed save, a creature takes (8d6) force damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Actions

Multiattack: Yusuke makes two unarmed strike attacks.


Unarmed Strike: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Bonus Actions

Fury of Blows (Costs 1 Spirit Energy Point): Yusuke can spend 1 spirit energy point to make two unarmed strikes as a bonus action.

Extra Attack (Costs 1 Spirit Energy Point): Yusuke can spend 1 spirit energy point to make an additional unarmed strike as a bonus action.

Reactions

Deflect Missiles. In response to being hit by a ranged weapon attack, Yusuke can reduce the damage by (1d10 + 14). If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand [Tooltip Not Found].

IbexeDustwing

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