Medium Humanoid (Any Race), Typically Lawful Evil
Armor Class 13 (leather)
Hit Points 88 (16d8 + 16)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +4, WIS +3
Skills Acrobatics +4, Perception +3
Senses Passive Perception 13
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Strike. When hitting a melee weapon attack the henchman can force the creature to make a DC 12 Constitution saving throw or begin to bleed profusely. When a bleeding creature makes an attack or casts a spell, they lose 2 (1d4) health. A bleeding creature can remake this saving throw at the end of it's turn.

 

Actions

Multiattack. The henchman makes two katana attacks.

Katana. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Focus Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, or 8 (1d12 + 2) slashing damage if used with two hands. On a hit if the target begins to bleed or is already bleeding it must succeed a DC 12 Constitutions saving throw or have disadvantage on attacks and saving throws until the end of it's next turn.

 

Reactions

Block. When the henchman is hit with an attack they can reduce the damage by 4 (1d8).

Description

Distinguishable by their achromatic colors, augmentation tattoos, and katanas, the Kurokumo Clan is a feared crime-syndicate, valuing respect, and known for their tactics of bleeding enemies dry with fatal strikes of their katanas.

Previous Versions

Name Date Modified Views Adds Version Actions
12/15/2024 6:10:37 AM
1
1
--
Coming Soon

Monster Tags: NPChumanoid

Habitat: Urban

reasonmp

Comments

Posts Quoted:
Reply
Clear All Quotes