Large Fiend, Lawful Evil
Armor Class 18 (Unarmored Defense )
Hit Points 263 (25d10 + 125)
Speed 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +11, WIS +9, CHA +11
Skills Deception +11, Insight +9, Perception +9, Persuasion +11, Stealth +11
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 19
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Yojimbo has advantage on saving throws against spells and spell like effects. 

Reactive. Yojimbo can make one reaction per turn. 

Chilling Mist. While it is alive, Yojimbo projects an aura of cold mist within 10 feet of itself. If Yojimbo deals damage to a target in this area, the target also takes 5 (1d8) cold damage (included in the attack).

Deadly Critical. Yojimbo scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times instead of twice.

Unarmored Defense. While Yojimbo is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement. While Yojimbo is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

 

Actions

Multiattack. Yojimbo makes four katana attacks

Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, or 16 (2d10+5) slashing damage if used with 2 hands plus 5 (1d8) cold damage. 

Gill Toss (3/day).  Yojimbo casts Animate Objects at 9th level using 20 coins from its pouch. 

Fiendish Spikes (Recharge 5-6). Yojimbo stabs its katana into the ground and causes necrotic spikes to rise from the ground. Each creature it chooses within 30 ft. of Yojimbo must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) necrotic damage, half as much on a successful save. This area is difficult terrain until the start of Yojimbo's next turn. Yojimbo ignores this difficult terrain.

 

Reactions

Parry. Yojimbo adds 5 to its AC against one melee or ranged weapon attack that would hit it. To do so, Yojimbo must see the attacker.

Legendary Actions

Yojimbo 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. Yojimbo regains spent legendary actions at the start of its turn.

Move. Yojimbo moves half its speed. This movement does not provoke opportunity attacks. 

Swift Strike (2 actions). Yojimbo makes a Katana attack at advantage. 

Gill Toss (3 actions). Yojimbo uses Gill Toss. This counts as one of his daily uses of the ability.

Description

You know, from Final Fantasy XV

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2020 4:41:56 PM
34
0
1
Coming Soon
1/3/2021 2:24:20 AM
75
4
1.5
Coming Soon

Habitat: ForestGrasslandUrban

EternalDelifish

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