Air Juggle. When Akuma attacks a creature that is air borne by one of Akuma's abilities, all attacks against the airborne creature has advantage and airborne creature roll disadvantage on their saving throws against Akuma. The creature remains airborne if Akuma's attack hits, with every hit Akuma moves forward 5 ft. and the creature is moved 5 ft. backwards, (These forward movements uses' Akuma movement speed that turn). If Akuma's attack misses, has no more attacks, or another ability that cancels Air Juggle, then the creature falls prone.
Shin Oni Satsui no Hado (Mythic Trait: Recharges after a Short Rest of Long Rest). Akuma taps into the full power of the Satsui no Hado, causing his body to transform to become the manifesting of the Satsui no Hado itself. His skin becomes dark and his hair becomes white, he now emanates a deadly aura of murderous intent. Akuma must have a meter to use an Action to activate this trait, and can use a Bonus Action to dismiss this trait. Akuma gains additional meter as long as this trait is active. When Akuma becomes Incapacitated or he doesn't have a full meter this trait's effect ends, Akuma transform back; he loses the additional meter gain from this trait and can no longer use his Mythic Actions.
Legendary Resistance (3/Day). If Akuma fails a saving throw, it can choose to succeed instead.
Magic Resistance. Akuma has advantage on saving throws against spells and other magical effects.
Super Meter. Three meters; each meter has 4 charges (max 12 charges). Akuma gains 1 charge every time Akuma hits or is hit.
Multi Attack. Makes four attacks, Akuma can use special attacks, but Akuma can only use each special attack(s) once during the Multi Attack.
Unarmed Strike. Melee Weapon Attack: +15 to hit. reach 5 ft., one target. Hits: 11 (1d10 + 7) bludgeoning damage.
Heavy Low Kick. This attack is considered an unarmed strike. Melee Weapon Attack: +15 to hit. reach 5 ft., one target. Hits: 11 (1d10 + 7) bludgeoning damage. After damage the creature must make a DC 22 Strength Saving throw, on fail the creature is now prone. This attack cannot be used on a creature(s) that is air borne.
Heavy Throw. Special Attack. Grapple one creature, on success deal 15 (2d10 + 7) bludgeoning damage. After damage the creature is no longer grappled and now prone. This attack cannot be used on creature(s) that is air borne.
Focus Attack. Use Action to gain resistance to Bludgeoning, Piecing, and Slashing damage for the duration of this ability. Akuma's next Unarmed Strike gains this effect: deal double the Strength modifier damage (+7), after dealing damage the creature must make a 22 Constitution Saving throw, on fail whenever another attack hits the creature, the affected creature will become airborne (this effect only last until the start of Akuma's next turn). Focus Attack ends when Akuma uses movement, uses an ability to move, forced movement, Petrified, Stunned, or Incapacitated ; or Akuma's next Unarmed Strike hits or miss; or the end of the turn after this ability was used.
Gou Shoryuken. A powerful uppercut. Special Attack. Melee Weapon Attack: +15 to hit. reach 5 ft., one target. Hits: 11 (1d10 + 7) bludgeoning damage. After damage, the damaged creature must make a DC 22 Strength Saving throw. On fail the creature is moved upward 5 ft. making them airborne. Akuma can spend one Meter before the attack to do a second Gou Shoryuken, if the the creature is airborne, this attack automatically hits. (but it can never be a critical hit).
Gou Hadouken. A blast of blazing ki. Special Attack. Ranged Spell Attack: +15 to hit. Range (20/60 ft.). Hits: 11 (1d10 + 7) force damage. Akuma can spend one meter before the attack to add an extra 2d10 to the damage. If this special attack is used in an Air Juggle, Akuma does not move forward but the creature with still continue to be moved backward. If Akuma used a meter to empowered this special attack, the airborne creature is moved backward additional 10 ft.
Tatsumaki Zankukyaku. A destructive hurricane kick. Special Attack. All creatures within a 5 ft. sphere of Akuma must make a DC 22 Dexterity Saving throw; on success take half damage and not affect by the extra effect. On fail the creature(s) take (2d10 + 7) bludgeoning damage and become airborne. Akuma will move 10 ft. forward, and moves all failed creature(s) the same direction. Akuma can spend one meter before the creatures make the saving throw to deal an extra 2d10 damage and move an additional 10 ft. This will start and end Air Juggle.
Kong Kokuretsu Zan. Slams the ground releases ton of ki to devastate surrounding enemies. Special Attack. Akuma spend 2 meters; in a 15 ft. sphere with Akuma in the center, all creatures in the affected area must make a DC 24 Dexterity Saving throw, on success the creature(s) takes half damage. Deal 45 (6d10 + 7) force damage.
Shun Goku Satsu (Raging Demon). Use the very sins of the prey on itself. Special Attack. Spend 3 meters; move 10 ft. toward a creature. The creature must make a DC 25 Constitution Saving throw, on success the creature takes half damage. Deal bludgeoning damage equal to half of the creature's maximum hit die plus Akuma's Strength (+7) and Wisdom (+4) modifiers.123
Hyakki Shu (Demon Flip). Make a powerful angled jump. Akuma can jump forward 15 ft. becoming airborne between where he starts the jump and where he land. and can make one Unarmed Strike against one creature Akuma moves within range of Unarmed Strike. If Akuma uses Zanku Hadouken, Akuma cannot use the Unarmed Strike from this ability.
Ahura Senku (Teleport). Spend one meter to move half of Akuma's movement, this movement doesn't trigger opportunity attacks.
Parry. Add 5 to Akuma's Ac until the end of the that turn.
Wiff Punish. When a melee weapon/spell attack misses, Spend 1 meter; Akuma can make a Multi Attack against the creature that misses.
Dash Cancel. Spend 1 meter; do another Multi Attack without any special attack. This reaction can be used during Akuma's turn.
Zanku Hadouken. A downward blazing ki blast. Special Attack. Ranged Spell Attack: +15 to hit. Range (15/30 ft.). Hits: 11 (1d10 + 7) force damage. Can only use this reaction while Akume is airborne and can be used during Akuma's turn. Akuma can spend one meter to make a second Zanku Hadouken.
Akuma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Akuma regains spent legendary actions at the start of his turn.
Footies (Cost 1 Action). Akuma can make one Unarmed Strike.
Special Footies (Costs 2 Actions). Akuma can make one Special Attack, except Shun Goku Satsu (Raging Demon) and Special Attacks from Mythic Actions.
Super Footies (Costs 3 Actions). Akuma can do Shun Goku Satsu (Raging Demon).
If Akuma's mythic trait is active, he can use the options below as a legendary actions.
Shin Ahura Senku (Teleport) (Cost 1 Action). Uses Ahura Senku (Teleport) without using a meter.
Messatsu Gohado Agyo (Costs 2 Actions). Bombard an area with a barrage of Gou Hadouken. Special Attack. Spend one meter, in a 30 ft. cone; all creatures in the affected area must make a DC 22 Dexterity Saving throw, on success half the damage and no additional effect. Deal 15 (2d10+7) force damage and 15 (2d10+7) fire damage, then push the failed creature(s) to the end of this ability's range. If the creature(s) is airborne they're forcefully moved regardless if they successes the saving throw. The forcefully moved creature from this ability takes additional d6 per 10 ft. force damage. Akuma can use this Mythic Action/Legendary Action during his turn, and will use that round's Legendary Actions.
Messatsu Gohado Ungyo (Costs 2 Actions). Fires a large burning beam of pure destructive ki. Special Attack. Spend one meter, in a 60 ft. line; all creatures in the affected area must make a DC 22 Dexterity Saving throw, on success half the damage and no additional effect. Deal 15 (2d10+7) force damage and 15 (2d10+7) fire damage, then push the failed creature(s) to the end of this ability's range. If the creature(s) is airborne they're forcefully moved regardless if they successes the saving throw. The forcefully moved creature from this ability takes additional d6 per 10 ft. force damage. Akuma can use this Mythic Action/Legendary Action during his turn, and will use that round's Legendary Actions.
Shin Shun Goku Satsu (Costs 3 Actions). Akuma's aura expands and form into spectral versions of himself and they stride towards all of Akuma's enemies. Spend 4 meters; target every creature of Akuma's choice within 10 ft. of Akuma, then do Shun Goku Satsu (Raging Demon) to all those targets.
Description
A powerful warrior from the realm of Capcom. Something has caused Akuma to appear in the Forgotten Realm. Akuma seeks to fight strong opponents to test his might and prove his Dark Hado is unmatched in any universe. With his merciless fury and powerful fighting style, many have mistaken Akuma for a demon.
Akuma stands at 5'10" and weights in at 199 lbs. (90 kg.), with red eyes and hair. He wears an old black karate gi with ropes as hand wraps, with large prayer beads around his neck.
Previous Versions
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12/13/2021 9:51:58 PM
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5/26/2025 8:55:07 PM
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