Kokuraiju (Feral Form) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kokuraiju (Feral Form)

Medium monstrosity (tainted, chaotic evil
Armor Class: 20
Hit Points: 150 + Half Akira's Maximum HP
Speed: 60 ft

STR

20 +5

DEX

19 +4

CON

20 +5

INT

10 +0

WIS

10 +0

CHA

12 +1

Saving Throws: Str, +9, Dex +8, Con +9
Damage Vulnerabilities: radiant
Damage Resistances: bludgeoning, piercing, and slashing damage.
Damage Immunities: fire, lightning, necrotic, bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities: charmed, frightened, exhaustion
Senses: darkvision 120ft, blindsight 120ft, passive perception 14

Cunning Action. You can take the Dash and Disengage actions as Bonus Actions.

Inhuman Athleticism. You have advantage on Athletics and Acrobatics checks, difficult terrain doesn't slow you down, and are perpetually under the effects of the jump spell. You also have advantage on Strength, Dexterity, and Constitution saving throws.

Lightning Vengeance. Twice around, when you are hit by an attack or spell, you deal 2d8 lightning damage to the source.

Magical Resistance. You have advantage on saving throws to resist the effects of spells and other magical effects.

Regeneration. You regain 20 hit points at the start of each round, unless you were hit with a Jaded weapon or radiant damage in the previous round

Villain Actions. You take two turns during the Action Phase. You can also gain access to the quick phase.

Yogore. You have a taint score of 4. An 15ft radius of taint surrounds you and moves with you. Any creature that starts the first movement phase each round within that aura must make a DC 17 saving throw, or gain one level of taint.

Akira's Abilities. In this form you can use Akira's Kitsu Ninpo and spellcasting features, as well as any magic items he has except weapons and armor. You use Akira's current number of spell slots when casting a spell or a Kitsu Ninpo Technique.

Actions

Multiattack. You can make four claw attacks, or fire 4 Malicebolts.

Frightening Presence. At the beginning of combat, when you first transform, each creature that is aware of you must make a DC 17 wisdom saving throw or become frightened of you. A creature frightened this way must spend its entire turn running as far away from you as possible, and it can't willingly approach you. At the end of its last action phase (the action phase when it as used all its actions) the creature can repeat the saving throw, ending this effect on a save. Once a creature saves, it cannot be frightened in this way for 24 hours.

Claw. Hit: +10, damage 2d6+5 slashing damage, 1d4 necrotic damage.

Malicebolt. Hit+9, damage 2d8+4 necrotic damage.

Black Lightning Discharge (recharge 4-6). As an action, you can discharge black lightning in a 15ft radius sphere centered on you. Each creature affected must make a DC 17 Dexterity saving throw or take 3d6 lightning damage + 3d6 necrotic damage. On a success they take half damage.

Koku Oohamaru. You fire a large dark Maho Hamaru up 60ft from you. Each creature within 20ft of that point must make a DC 17 Dexterity saving throw or take 8d8 necrotic damage. On a success they take half damage.

Reactions

Vengeful Retaliation. If a creature within melee range misses you, you can make one claw attack at it.

This form of the Kokuraiju only has some minor physical alterations. Your teeth sharpen into fangs, and your nails sharpen into claws. You take on a more hunched over posture. You grow two smaller horns, as your hair grows longer, reaching your back and it turns grayish white. Your sclera is now pitch black, your irises take on a deeper red color akin to blood, and your pupil becomes slits. You grow tufts of grayish white fur and charcoal scales around your body. The veins around your eyes pulsate red, and the tips of your fingers and toes blacken. Your entire body bulks up slightly and finally an aura made of red lightning and taint coats your body.

Created by

thevigilante219.

Statblock Type

Monster

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