BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ijin Matsushige, TANAHEIM

Ijin Matsushige, TANAHEIM

Medium Human, Lawful Evil

Armor Class 21
Hit Points
Speed: 35 ft

STR

14
( +2 )

DEX

20
( +5 )

CON

14
( +2 )

INT

14
( +2 )

WIS

15
( +2 )

CHA

16
( +3 )

Saving Throws +9 DEX, +5 STR, +10 WIS, +9 INT +9 CHA +5 CON
Skills Rogue Class Features [PHB p. 94, TCoE p. 63]
• Expertise (prof. noted with **)   • Sneak Attack (+7d6)   • Thieves' Cant (slang speak in code)   • Cunning Action (Dash, Disengage or Hide)   • Psionic Power (10 uses of 1d10 Psionic Energy die betw. long rests; regain 1 betw. short rests)   • Psi-Bolstered Knack (use Psionic Engery die to boost total of skill or tool roll; die not expended if check fails)   • Psychic Whispers (1 mile range telepathy to 5 creatures, Psi die roll equals hours duration; first use does not require expending Psionic Energy die)   • Psychic Blades (magical attack)   • Uncanny Dodge (use reaction for half damage vs. attack you can see)   • Evasion (area effect half or no damage)   • Soul Blades (Homing Strikes to add Psionic Engery die to attack, Psychic Teleportation to throw blade and teleport 1d10 x 10 feet)   • Reliable Talent (prof. skill d20 under 10 as 10)   • Psychic Veil (invisibility once betw. long rests or spend Psionic Engery die)   • Blindsense (hear unseen within 10 ft.)   Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
Proficiency Bonus +5

Actions

Psychic Blades. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. Hit: 2d6+5 psychic damage. (If thrown, normal range to 60 ft.; no disadvantage long range.) If off-hand free, may attack as bonus action doing 2d4+5 psychic damage.
    Shortbow. Ranged Weapon Attack: +10 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
    Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
    Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
Long Bow / Sniper bow:  This bow is outfitted with a series of lense for a scope giving Ijin +14 to hit.  It has a higher range of 600 ft.  due to it's enchanted bow string.  It's damage is 6d6 +10 and criticals on a 19 or 20. 
It currently has a series of special arrows created from Stoneport Steel marked with fletching from Lamborginus in the Aventador Colors.  Any good investigator would link this to the Knight's of Aventador. 

Legendary Actions

Paralyzing Gas Bomb - Ijin throws a small smoke bomb that creates a 30 ft cube of paralyzing gas.  Constitution saving throw DC 19.  
Teleportation Flash Bomb - Throwing this crystalline cube shatters it, transporting any creature within a 30 ft. cube 60 ft in a random direction. Wisdom Saving throw DC 19.  It's intent is to warp enemies across walls or onto a roof in an urban setting.
Blinding Flash Bomb - Throwing this trapezoid of fine crystals shatters it on the ground. A blinding flash obscures any creature's vision within a 60 ft. cube.  The blindness lasts 2d4 rounds.  Dexterity saving throw DC 20 to avoid.

Children

Comments

Please Login in order to comment!