takobake samurai

Mind flayer samurai! What is there not to like!? Inspired by Flying Frog Productions  Forbidden Fortress. These guys form the body-guard for the big-bad in my campaign – Anumaramon.


TAKOBAKE SAMURAI

Medium aberration, lawful evil

Armor Class 15 (do and kusazuri)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR      DEX     CON     INT      WIS     CHA
16 (+3) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Saving Throws INT +7, WIS +6, CHA +6
Skills Arcana +7, Deception +6, Insight +6, Perception+6, Persuasion +6, Stealth +4
Senses Darkvision 120 ft., passive Perception 16
Languages Common, Spirit Tongue; Telepathy 120 ft.,
Challenge 7 (2,900 XP)

Magic Resistance. The takobake samurai  has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The takobake samurai’s innate spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:

ACTIONS

Multiattack. The takobake samurai may take two armament actions.

Armament. Takobake samurai carry an array of weapons and may chose which they use from round to round. However, they can not switch weapons mid turn:

  • Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 10 (3d6) psychic damage.
  • Jumonji Yari. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack plus 10 (3d6) psychic damage.
  • Tanegashima Matchlock. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 10 (3d6) psychic damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the takobake samurai. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the takobake samurai kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The takobake samurai manifests psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

DESCRIPTION

Mad with power the Jade Regent Shogun leads his tainted house of the Takobake Clan to war in search of powerful relics and ever greater glory and to finally rule Carao (mythological Japan). Among his legions of loyal soldiers, the Takobake Samurai are trained as elite knights, spearman and gunners, unleashing powerful volleys of lethal, Corrupted Jade enriched musket shot to tear apart their foes on the field of battle. Though these mutant samurai play a pivotal role in any clash of armies, they are also dispatched as small groups of scouts and raiders to infiltrate enemy strongholds, track down lost artifacts, or eliminate any who would dare challenge the Jade Regent!

 


Banner Credit: “Takobake Spearmen” by Flying Frog Productions.