Medium Humanoid (Human), Lawful Evil
Armor Class 16 (Chain mail)
Hit Points 119 (14d10 + 42)
Speed 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
17 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws STR +10, CON +8
Skills Athletics +10, Insight +5, Intimidation +6
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 15
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Great Weapon Fighting. If Takeshi rolls a 1 or a 2 on a damage die, he can reroll the die and must use the new number, even if it is a 1 or a 2.

Action Surge. Once per long rest, Takeshi can take two actions instead of one.

Rapid Strike. Once per turn, Takeshi has advantage on an attack roll. He can choose to not use the advantage and instead make another attack instead. 

Favors The New. Takeshi is vulnerable to piercing, slashing, and bludgeoning attacks from nonmagical weapons.

Actions

Multiattack. Takeshi makes three katana attacks.

Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., two targets. Hit: 12 (2d6 + 5) slashing damage.

Reactions

Parry. Takeshi adds 5 to his AC against one melee attack that would hit. To do so, Takeshi must see the attacker and be holding a melee weapon.

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2020 2:02:29 AM
20
0
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Coming Soon
Golden_Pug

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