Contracted Spellcasting. Dokumaru can cast one of the following spells, requiring no material components and using Charisma as the spellcasting ability (+9 spell attack 16 spell DC)
2/day: Bless, Dispel Magic
3/day: Chromatic Orb (Acid or Poison only; 2nd level), Dragon's Breath (Acid only; 3rd level),
1/day: Cloudkill
Regeneration. Dokumaru regains 15 hit points at the start of its turn if it has at least 1 hit point and is not killed with radiant or hellfire damage.
Fiendish Skin During initiative roll, Dokumaru gains temporary hp equal to 5 times his challenge rating.
Hold Breath. Dokumaru can hold its breath for 15 minutes.
Multiattack. Dokumaru makes two attacks: one with its bite and one with its claws or trident or two melee attacks with his magical weapons.
Three Section Staff. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 2d6 + 5 piercing damage, or 2d8 + 5 bludgeoning damage if used with two hands to make a melee attack. If Dokumaru deals 12+ damage to a target, they are knocked away 10 ft.
Deathfang Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10 + 5 slashing damage if used with two hands, plus 3d6 necrotic damage.
Bloodletting Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12 + 5 slashing damage, plus 3d6 force damage if Dokumaru has more than half his hit points remaining.
Taijustu: Melee Weapon Attack +9 to hit, reach 5ft., one target. Hit: 1d10 + 5 bludgeoning damage, plus 1d6 poison damage.
Fiendish Art: Hydra Ninpou. While active, Dokumaru gains swirling tribal markings on their body which allows the caster access to an array of reptilian styled fiendish ninjutsu & taijutsu listed below for one minute.
- Komodo Taijutsu. All critical melee weapon attacks deal an additional 2d6 acid damage. If it deals 15+ damage to a living target, they must succeed on a DC 16 dexterity saving throw or have their AC magically reduced by 1.
- Viper Shuriken (5-6 Recharge). When the Dokumaru casts Chromatic Orb, he can amp the spell by morphing it into the shape of a large shuriken and increasing the spell level casted by 1.
- Hyrda Bushin no Jutsu. Instead of summon demons feature, Dokumaru creates a # Hydra clones equal to his con mod. When summoned, they appear in an unoccupied space within 60 feet of him, and if the main body regains hp in any way, all other active clones regain half of the amount.
- Disclosure Vow Amp. All summoned clones gain 10 temp hp and when regaining hp from the main body, the gain the full amount instead.
Parry. Dokumaru adds 6 to his AC against one melee attack that would hit him. To do so, Dokumaru must see the attacker and be wielding a melee weapon.
Lair and Lair Actions
Dokumaru's Infernal Zone technique creates a 60ft radius or area he chooses resemble a fully healthy rice field during beautiful clear blue sunny day to become the creature’s lair.
While his Infernal Zone is active, Dokumaru can take one of the following Zone (lair) actions on initiative count 20 & 10 (losing initiative ties):
- All hostile creatures to Dokumaru take 10 acid damage a flurry of shuriken and kunai hit them.
- Dokumaru creates and consumes a riceball, gaining the following benefits; his AC increases by 2, his speed is doubled, and his first attack has advantage until the start of the next round.
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