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This is homebrew, submitted by a member of the community.
Torakuma-Doji
Torakuma-Doji
Large Fiend (Oni), Chaotic EvilLarge Fiend (Oni), Chaotic EvilWarning: Undefined array key 30 in /home/lankni2/kassoon.dreamhosters.com/content/dnd/monster-stat-block.php on line 764
Innate Spellcasting. Torakuma-dōji’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: charm person, darkness, detect magic, invisibility3/day each: Fireball, gaseous form, Lightning Bolt
1/day each: dominate person, Firestorm
Magic Weapons. Torakuma-dōji’s weapon attacks are magical.
Regeneration. Torakuma-dōji regains 15 hit points at the start of his turn if he has at least 1 hit point.
Innate Spellcasting. Torakuma-dōji’s innate spellcasting ability is Charisma (spell save DC 16, [+8] to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: [spell]charm person[/spell], [spell]darkness[/spell], [spell]detect magic[/spell], [spell]invisibility[/spell]
3/day each: [spell]Fireball[/spell], [spell]gaseous form[/spell], [spell]Lightning Bolt[/spell]
1/day each: [spell]dominate person[/spell], [spell]Firestorm[/spell]
Magic Weapons. Torakuma-dōji’s weapon attacks are magical.
Regeneration. Torakuma-dōji regains 15 hit points at the start of his turn if he has at least 1 hit point.
Actions
Innate Spellcasting. Torakuma-dōji’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: charm person, darkness, detect magic, invisibility
3/day each: fireball, gaseous form, lightning bolt
1/day each: dominate person, fire storm
Magic Weapons. Torakuma-dōji’s weapon attacks are magical.
Regeneration. Torakuma-dōji regains 15 hit points at the start of his turn if he has at least 1 hit point.
ActionsMultiattack. Torakuma-dōji makes two attacks with his claws or his sword.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (2d12+8) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d10+8) slashing damage.
Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) slashing damage plus 14 (4d6) lightning damage.
Torakuma-dōji is one of the oni generals who serve Shuten Doji. He is a ferocious and agile warrior who wields a sword that crackles with lightning in battle. He is fierce and cunning, and enjoys hunting his enemies with stealth and speed.
Innate Spellcasting. Torakuma-dōji’s innate spellcasting ability is Charisma (spell save DC 16, [+8] to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: charm person, darkness, detect magic, invisibility
3/day each: fireball, gaseous form, lightning bolt
1/day each: dominate person, fire storm
Magic Weapons. Torakuma-dōji’s weapon attacks are magical.
Regeneration. Torakuma-dōji regains 15 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack. Torakuma-dōji makes two attacks with his claws or his sword.
Bite. Melee Weapon Attack: [+12] to hit, reach 5 ft., one target. Hit: 21 ([2d12+8]) piercing damage plus 14 ([4d6]) fire damage.
Claw. Melee Weapon Attack: [+12] to hit, reach 5 ft., one target. Hit: 20 ([2d10+8]) slashing damage.
Sword. Melee Weapon Attack: [+12] to hit, reach 10 ft., one target. Hit: 24 ([3d10+8]) slashing damage plus 14 ([4d6]) lightning damage.
Torakuma-dōji is one of the oni generals who serve Shuten Doji. He is a ferocious and agile warrior who wields a sword that crackles with lightning in battle. He is fierce and cunning, and enjoys hunting his enemies with stealth and speed.
Legendary Actions
Details
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