Medium Humanoid (Warforged), Neutral
AC 17 Natural Armor    Initiative +5 (15)
HP 118 (10d12 + 100)
Speed 35 ft.
Mod Save
STR 16 +3 +15
DEX 20 +5 +16
CON 19 +4 +18
Mod Save
INT 20 +5 +5
WIS 15 +2 +2
CHA 12 +1 +6
Skills Acrobatics +5, Athletics +5, Perception +3
Immunities Poison; Poisoned
Senses Truesight; Passive Perception 15
Languages Common
CR 10 (XP 5,900; PB +4)
Traits

Cursed Energy: All of Choso's attacks are considered magical for the purpose of getting past any resistances.

Unholy Creation: Choso's blood is poisonous, and he cannot die via blood loss. Any time Choso deals Poison damage he poisons the target(s). Choso poison deals 2d8 poison damage per turn.

 Brotherly sense: Can sense all other creations made by Kenjaku.

Blood Manipulation: Allows Choso to create and manipulate his blood.

Blood Manipulation - Weapon Creation: Allows Choso to create weapons made out of blood

Blood Control: When hit with an attack that does piercing or slashing damage, Choso takes half damage due to his control over his blood.

 

 

 

Actions

Multiattack. Choso can make two attacks per turn

Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.

Piercing Blood: Ranged Attack: +10 to hit, reach 120 ft., one target. Hit: 28 (3d12 + 10) Piercing damage plus 10 (2d8).

Supernova: Constitution Saving Throw: DC 20, each creature in 20-foot sphere. Failure: 19 (3d12) Piercing damage (2d8) poison damage. On success: Half damage.

Blood Tsunami: Once a day Choso can summon a wall of blood springs forth from Choso's body. Up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of Choso's turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. rollable](2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Blood Tsunami","rollDamageType":"poison"}[/rollable] poison damage As well. The blood conjured from the tsunami can all be manipulated by Choso.

 

 

 

Bonus Actions

Blood Burst: Utilizing his Blood Manipulation, Choso explodes some of his blood dealing piercing damage and potentially blinding his target. Melee Attack Roll: +5, reach 5 ft. Hit: 29 (3d8 + 5) Piercing damage. (2d8) poison damage.

Flowing Red Scale: Once a day, At the cost of shortening his life span and taking a point of exhaustion for 5 turns Choso becomes hastened.

 

Reactions

 

 

Legendary Actions

Choso can take 1 legendary action, 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. Choso regains spent legendary actions at the start of his turn.

RCT: When hit with an attack Choso can heal half the damage of the attack

Simple Domain: When a spell is attempted to be casted on Choso, Choso can use a simple domain to resist the spell making the caster roll a dc20 check of their spell casting stat. (Int for wizards, wisdom for clerics, etc.)

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2026 8:11:52 PM
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1
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Coming Soon
WizeOctopopz

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