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<blockquote data-quote="GreatestHonor" data-source="post: 9593137" data-attributes="member: 7042229"><p>A humanoid daemon that dwells in the darkness of subterranean locales like the Crestholm Channels and Costlemark Tower. It boasts prowess in close-range combat and enough power to rend opponents with a single strike of its sword.</p><p></p><p><strong>Yojimbo</strong></p><p><em>Large Aberration (Daemon), Chaotic Evil</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 18 (Natural Armor)</p><p><strong>Hit Points</strong> 157 (21d10 + 42)</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Initiative</strong> 16 (+6)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 630px'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>15 (+2)</td><td>22 (+6)</td><td>14 (+2)</td><td>12 (+1)</td><td>14 (+2)</td><td>8 (-1)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Damage Resistances</strong> nonmagical bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities</strong> necrotic</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 12</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 13 (10,000 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Aversion to Sunlight.</em></strong> When the yojimbo enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the yojimbo’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the yojimbo has Disadvantage on attack rolls and ability checks.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the yojimbo deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The yojimbo’s weapon attacks are magical and deal an additional 5 weapon damage plus 3 (1d6) cold damage on a successful hit (included in the attack).</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The yojimbo makes three weapon attacks, only one of which can be a <em>Powered Slash </em>attack.</p><p></p><p><em><strong>Odachi.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit.</em> 18 (2d6 + 11) slashing damage plus 3 (1d6) cold damage.</p><p></p><p><em><strong>Powered Slash.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit.</em> 25 (4d6 + 11) slashing damage plus 3 (1d6) cold damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 15 feet and knocked Prone.</p><p></p><p><em><strong>Gil Toss.</strong></em> <em>Ranged Weapon Attack:</em> +9 to hit, range 45/120 ft., one target. <em>Hit.</em> 18 (3d4 + 11) bludgeoning damage plus 3 (1d6) cold damage. If the target is a creature, it must succeed a DC 19 Constitution saving throw or be Stunned until the start of its next turn.</p><p></p><p><em><strong>Darkness Burst (1/Rest).</strong></em> The yojimbo stabs its blade into the ground, it with foul energy, creating a cylinder centered on the yojimbo with a 20-foot radius and 20 feet tall. Each other creature in this area must succeed a DC 15 Dexterity saving throw, taking 49 (9d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 20 or fewer hit points by this damage must succeed a DC 15 Constitution saving throw or be slain instantly.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Shadowy Blink (Recharge 4-6).</strong></em> The yojimbo magically teleports to an unoccupied space it can see within 45 feet. The space the yojimbo teleports from becomes filled with magical darkness, like in the spell <em>darkness</em>, which lasts until the end of the yojimbo’s next turn. If the yojimbo teleports to a space adjacent to another creature, it can make one <em>Odachi</em> attack against the creature as a part of the same bonus action.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9593137, member: 7042229"] A humanoid daemon that dwells in the darkness of subterranean locales like the Crestholm Channels and Costlemark Tower. It boasts prowess in close-range combat and enough power to rend opponents with a single strike of its sword. [B]Yojimbo[/B] [I]Large Aberration (Daemon), Chaotic Evil[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 18 (Natural Armor) [B]Hit Points[/B] 157 (21d10 + 42) [B]Speed[/B] 30 ft. [B]Initiative[/B] 16 (+6) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE width="630px"] [TR] [td][B]STR[/B][/td][td][B]DEX[/B][/td][td][B]CON[/B][/td][td][B]INT[/B][/td][td][B]WIS[/B][/td][td][B]CHA[/B][/td] [/TR] [TR] [td]15 (+2)[/td][td]22 (+6)[/td][td]14 (+2)[/td][td]12 (+1)[/td][td]14 (+2)[/td][td]8 (-1)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Damage Resistances[/B] nonmagical bludgeoning, piercing, and slashing [B]Damage Immunities[/B] necrotic [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened [B]Senses[/B] darkvision 120 ft., passive Perception 12 [B]Languages[/B] —— [B]Challenge[/B] 13 (10,000 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Aversion to Sunlight.[/I][/B] When the yojimbo enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the yojimbo’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the yojimbo has Disadvantage on attack rolls and ability checks. [B][I]Daemonic Attacks.[/I][/B] Whenever the yojimbo deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [B][I]Magic Weapons.[/I][/B] The yojimbo’s weapon attacks are magical and deal an additional 5 weapon damage plus 3 (1d6) cold damage on a successful hit (included in the attack). [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The yojimbo makes three weapon attacks, only one of which can be a [I]Powered Slash [/I]attack. [I][B]Odachi.[/B][/I] [I]Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit.[/I] 18 (2d6 + 11) slashing damage plus 3 (1d6) cold damage. [I][B]Powered Slash.[/B][/I] [I]Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit.[/I] 25 (4d6 + 11) slashing damage plus 3 (1d6) cold damage, if the target is a Medium-sized or smaller creature, it is pushed back up to 15 feet and knocked Prone. [I][B]Gil Toss.[/B][/I] [I]Ranged Weapon Attack:[/I] +9 to hit, range 45/120 ft., one target. [I]Hit.[/I] 18 (3d4 + 11) bludgeoning damage plus 3 (1d6) cold damage. If the target is a creature, it must succeed a DC 19 Constitution saving throw or be Stunned until the start of its next turn. [I][B]Darkness Burst (1/Rest).[/B][/I] The yojimbo stabs its blade into the ground, it with foul energy, creating a cylinder centered on the yojimbo with a 20-foot radius and 20 feet tall. Each other creature in this area must succeed a DC 15 Dexterity saving throw, taking 49 (9d10) necrotic damage on a failed save, or half as much on a success. A creature reduced to 20 or fewer hit points by this damage must succeed a DC 15 Constitution saving throw or be slain instantly. [B][U]BONUS ACTIONS[/U][/B] [I][B]Shadowy Blink (Recharge 4-6).[/B][/I] The yojimbo magically teleports to an unoccupied space it can see within 45 feet. The space the yojimbo teleports from becomes filled with magical darkness, like in the spell [I]darkness[/I], which lasts until the end of the yojimbo’s next turn. If the yojimbo teleports to a space adjacent to another creature, it can make one [I]Odachi[/I] attack against the creature as a part of the same bonus action. [/QUOTE]
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