An epic level threat for an oriental adventures campaign. Directly inspired by the creature of the same name from Nioh which in turn comes from the original Japanese folklore version.
Gasha-Dokuro is a gigantic yokai born from the remains of the fallen soldiers at Sekigahara. Even in spite of its power and the number of souls needed to create it, the Gasha-Dokuro is merely a distraction, set up to buy time for Kelley to enact his real plan.
Aura: Yokai Pollution. The gasha-dokuro gives off an aura out to 50 feet from it. All hostile living creatures in this area have disadvantage on attack rolls to hit the gasha-dokuro as its unholy pollution saps living creatures vigour. This aura also re-animates corpses as skeletal soldiers. It automatically animates 2d6 skeleton warriors at the start of its turn.
Legendary Resistance (3/Day). If the gasha-dokuro fails a saving throw, it can choose to succeed instead.
Magic Resistance. The gasha-dokuro has advantage on saving throws against spells and other magical effects.
Siege Monster. The gasha-dokuro deals double damage to objects and structures.
Turn Resistance.The gasha-dokuro has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the gasha-dokuro to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Multiattack. The gasha-dokuro can use its Frightful Presence. It then makes four attacks selecting from its foot stomp and hand slam action. It may replace one of these attacks with heavy spin or defilement orb.
Foot Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage and 11 (2d10) necrotic damage.
Hand Slam. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and 11 (2d10) necrotic damage.
Heavy Spin. Melee Weapon Attack: +19 to hit, reach 20ft., all targets. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Defilement Orb. The gasha-dokuro spits 1d3 orbs at a point it can see within 120 feet. Each orb is a 20-foot sphere and land adjacent to each other with a a 5 foot gap between each and do 56 (16d6) necrotic damage to a creature that fails a DC 17 Dexterity saving throw, or half as much on a success. This is a permanent reduction in the creatures hit point total and can only be healed by magic (greater restoration, heal, wish or divine intervention). This attack has a minimum range of 20 feet, it can not use it against creature
Frightful Presence. Each creature of the gasha-dokuro’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightenedfor 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the gasha-dokuro’s Frightful Presence for the next 24 hours.
Defiled Retribution. As a reaction to being targeted by a range attack the gasha-dokuro may use defilement orb against the triggering attack.
- Attack. The gasha-dokuro makes one claw attack or tail attack.
- Move. The gasha-dokuro moves up to half its speed.
- Stomp (Costs 2 Actions). The gasha-dokuro makes one stomp attack.
Banner Credit: Gasha-Dokuro, from Nioh by Team Ninja.
You must log in to post a comment.