| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 16 | +3 | +13 |
| CON | 20 | +5 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +13 |
| CHA | 18 | +4 | +16 |
Shadow Sovereign’s Presence
At the start of each creature’s turn within 20 feet of Kurogami, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on its first attack roll that turn as oppressive killing intent crushes its resolve.
Ninefold Chakra Core
When Kurogami is reduced to half hit points for the first time, its chakra erupts. Until the end of the fight:
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Its speed increases to 60 ft.
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It gains advantage on attack rolls.
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Shadow damage dice increase by one size (d6 → d8).
Living Shadow
Dim light or darkness within 60 feet of Kurogami becomes difficult terrain for its enemies as shadows cling and drag.
Multiattack: Kurogami makes three attacks: two Shadow Claw attacks and one Tail Rend.
Shadow Claw. Melee Attack Roll: +9, reach 10 ft., one target. Hit: 14 (2d8 + 6) slashing damage plus 9 (2d8) necrotic damage.
Tail Rend. Melee Attack Roll: +9, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked Prone.
Shadow Nova. Dexterity Saving Throw: DC 16, each creature of Kurogami’s choice within 20 feet. Failure: 36 (8d8) necrotic damage and the target is Restrained by shadow tendrils until the end of its next turn. Success: Half damage, not restrained.
Foxfire Devour. Constitution Saving Throw: DC 16, each creature in a 15-foot-radius sphere centered on a point Kurogami can see within 60 feet. Failure: 27 (6d8) necrotic and psychic damage, and the target is Frightened of Kurogami until the end of its next turn. Success: Half damage, not frightened.
Shadow Slip. When Kurogami is hit by an attack, it can reduce the damage by 15 and teleport up to 20 feet to an unoccupied space in dim light or darkness.
Legendary Actions (2 per round)
Kurogami can take 2 legendary actions, choosing from the options below, only one at a time, at the end of another creature’s turn.
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Shadow Dash. Kurogami moves up to half its speed without provoking opportunity attacks.
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Claw Swipe. Kurogami makes one Shadow Claw attack.
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Oppressive Gaze (Costs 2 Actions). One creature Kurogami can see within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
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