Kishibe (Chainsaw Man Supplement)
Kishibe
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Medium humanoid (Human), lawful good Armor Class 25 (Unarmored Defense)
Saving Throws Str +12, Con +13, Cha +9 Perfect Bastion. Kishibe gains a +2 bonus to his AC while not wearing any kind of armor or shield (already applied). Endurance. Whenever Kishibe makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Analyze. When Kishibe has spent at least 1 minute in combat with a creature, he may analyze them, finding out if they're inferior, equal or superior to him in two of the following categories:
He can analyze the creature again after another minute has passed. The DM may also allow Kishibe to use this feature outside of combat. Senior Devil Hunter. Other Devil Hunter's greatly respect Kishibe, and he has advantage on any checks when asking favors from them or a Devil Hunter establishment. Superhuman Endurance. Kishibe reduces all damage he takes by 14. Endurance Points. Kishibe has 12 Endurance Points he can use to fuel his features. He regains all spent Endurance points at the end of a long rest. Never Let Go (1 Endurance Point). When initiating a grapple, Kishibe may add 6 to the check. Disarming Attack (1 Endurance Point). When Kishibe hits a creatures with a melee weapon attack, he can add 7 to the attack's damage and force the target to make a DC 19 Strength saving throw. On a failure they drop an item of Kishibe's choice. On a success they take half the damage and doesn't drop an item. Instigate (2 Endurance Points). When Kishibe hits a creature with an unarmed strike he can force them to make a DC 19 Wisdom saving throw. On a failure, they gain disadvantage on attacks against creatures other than him. Close Combat (2 Endurance Points). When instigating a grapple, Kishibe can give himself advantage on the roll. Pushing Hit (3 Endurance Points). As part of hitting a melee attack, Kishibe can force the target of the attack to make a DC 19 Strength saving throw or be knocked back 60 feet. If the creature hits an unsecured object or structure, receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. Paid Hunter. When Kishibe is below 211 hit points he adds 1 to attack and damage rolls against devils. ACTIONSMultiattack. Kishibe makes 3 attacks with either his Unarmed Strike, Combat Knife or Handgun. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage. Concussive Blow (2 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Target must make a DC 19 Strength saving throw or take 27 (2d12 + 14) bludgeoning damage and be knocked prone. On a success they take half damage and are not knocked prone. Meteor Strike (3 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. Maximized Destruction (4 Endurance Points). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 bludgeoning damage. BONUS ACTIONSMartial Arts. When Kishibe has used the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon. Barrage (1 Endurance Point). Kishibe may make 2 unarmed strikes. Grappling Strike (1 Endurance Point). Immediately after hitting a melee attack on his turn, Kishibe can attempt to grapple the target. Danger Sense (2 Endurance Points, 1/short rest). Kishibe gains the following benefits until he falls unconscious or ends them at will:
Kishibe can only activate Danger Sense once per short or long rest. Resistance (3 Endurance Points, 1/short rest). Kishibe regains resistance to 3 damage types of his choice for one minute. Kishibe can only use this once per short or long rest. REACTIONSFace Tank (1 Endurance Point). When Kishibe takes damage from an attack roll or a Strength, Dexterity or Constitution saving throw, he can reduce the damage taken by 14. Perfect Counter (1 Endurance Point). When a creature that Kishibe can see misses a melee weapon attack against him, he can make a melee weapon attack against them. Absolute Defense (1 Endurance Point). When an ally gets hit by an attack roll or takes damage from a saving throw they failed, Kishibe may move in front of them as long as he has the necessary movement speed, taking the damage instead and reducing it by 7. Harden Skin (1 Endurance Point). When a melee attack hits Kishibe, he may reduce the damage taken by 20. Reinforce Immune System (2 Endurance Points). When Kishibe makes a Constitution saving throw, he can add 6 to the total. Trained Fall (2 Endurance Points). When Kishibe takes fall damage or knockback damage, he can reduce the damage taken by 40. Limb Guard (3 Endurance Points). When an attack targets one of Kishibe's limbs, he can halve the damage to his limb. Guardians Wrath (4 Endurance Points). When a creature within melee range attacks one of Kishibe's allies, he can make a melee weapon attack against the attacker. |
Kishibe has 20 levels in the Devil Hunter class.
Physical Prowess (CON).
This creature uses the Improved Durability rule. |
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