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Akai Terukage CR: 20 (25,000xp)

Medium undead, any lawful
Armor Class: 23 (+2 plate armor, +1 shield)
Hit Points: 190hp (20d8+100) 20d8+100
Speed:

STR

20 +5

DEX

11 +0

CON

20 +5

INT

12 +1

WIS

16 +3

CHA

18 +4

Saving Throws: Dex +6, Wis +9, Cha +10
Skills: Perception +9
Damage Resistances: Piercing, bludgeoning, and slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, frightened, poisoned
Senses: 120ft darkvision, Passive Perception 19
Languages: Abyssal, Common
Challenge Rating: 20 (25,000xp)

19th-level spellcaster. Its Spellcasting Ability is Charisma, with Spell Attack +10 and Spell Save DC 18. It has the following spells prepared:

  • 1st (4 slots)| Command| Range = 60 ft., Wis Save, duration = 1 round| Command creature to Approach, drop, Flee, Grovel, Halt| +1 target
  • 2nd (3 slots)| Hold Person| Range = 60 ft., Concentration up to 1 min, Wis Save| Fail =] paralyzed. Save is repeated at end of targets turns
  • 3rd (3 slots)| Dispel Magic| Range = 120 ft.| Dispel spell
  • 4th (3 slots)| Banishment| Range = 60 ft., Concentration up to 1 min, Cha Save| Keep creature for 1 min away, stays away if non-native plane| +1 target
  • 5th (2 slots)| Destructive Wave (necrotic)| AOE self radius = 30 ft., Con Save| Fail =] 5d6 thunder and 5d6 necrotic damage and be knocked prone. Suc =] 1/2 dmg, non prone


  • Honed Edge: Add one damage die to slashing damage dealt(This damage die is already included)
  • Intense Focus(Concentration): This stance concentrates the Samurai General's killing intent on a single opponent. While using this stance, the Samurai General's attack rolls of 18 and 19 are treated the same as a natural 20. The Samurai General must use all of his attacks granted by multi-attack on one target. He can choose to switch targets at the beginning of his turn(no matter if he kills the target or not).
  • Widened Focus(Concentration): This stance widens the Samurai General's perception against multiple opponents. While using this stance, attack rolls against the Samurai General cannot be made with advantage, and all bludgeoning, piercing, and slashing damage is reduced by 6 points.
  • Magic Resistance: The death knight has Advantage on Saving Throws against spells and other magical effects.
  • Marshal Undead: Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it, have Advantage on Saving Throws against features that Turn Undead.
  • Fearsome Splendor(1/day): When Akai would reach 0hp, he instead returns to 175hp, regains any spent uses of Legendary resistance and Hellfire Orb, and for the next hour gains access to it's Mythic Actions. If defeated in this state, the party gains an additional 25,000xp

Actions

Multiattack: Akai makes 4 katana attacks, or 2 arrow attacks

  • Shadow Katana: +12 to hit, 2d8+6 slashing and 4d8 necrotic.
  • Shadow Arrow: +10 to hit, 100ft range, 5d8 necrotic ignoring resistance.
  • Hellfire Orb (1/day) The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must make a DC 18 Dexterity Saving Throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much on a successful one.

Reactions

Parry: Akai adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Legendary Actions

  • Detect
  • Stance Change: The Samurai General Activates either the Intense Focus stance, or the Widened Focus stance.
  • Cast Spell(2)
  MYTHIC ACTIONS
  • Dead Bolt: Akai moves in a 30ft long strait line, as dark flames erupt from his body. Creatures directly within his line of movement take 3d6 fire and 3d6 necrotic damage and are knocked prone. DC 19 Str save for half damage and to avoid falling prone.
  • Hell Skull(2): A laughing skull of fire appears over the shoulder of a creature Akai can see within 120ft, exclaiming it's excitement to explode. It will burst on the creature at the end of that creature's turn for 3d12 fire damage, unless a willing creature chooses to take on the skull. The timer resets, the skull grows, and the damage increases by 1d12 cumulatively. The skull has an AC of 14 and if it takes damage, it bursts immediately.

Writhing shadows under elite samurai armor, they form into blade and bow as necessary. The silhouette of it's eyes shine with a pale blue light.   Rare for a Samurai, it carries a shield as well.

Created by

Pencyke.

Statblock Type

Monster

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