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Hachiman, The Power of War

This was a kensai duel for level 15 – the kensai went up against Hachiman to get his level 15 special ability. Inspired by the story of Jacob wrestling with God.


Hachiman, God of War

Medium celestial (kami, demigod, mythic), chaotic good

Armor Class 22 (god-forged nerigawa)
Hit Points 432 (24d8 + 240)
Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
30 (10) 22 (6) 30 (10) 25 (7) 25 (7) 30 (10)

Saving Throws Only fails a save on a natural 1
Skills Athletics +16, Acrobatics +12, History +13, Insight +13, Perception +14
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21

God-Forged Weapons. Hachiman’s weapon attacks are magical. When Hachiman hits with any weapon, the weapon deals an extra 6d8 thunder damage (included in the attack).

Divine Awareness. Hachiman knows if he hears a lie.

Innate Spellcasting. Hachiman’s spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, invisibility (self only)
  • 3/day each: blade barrier, dispel evil and good, resurrection
  • 1/day each: commune, control weather

Magic Resistance. Hachiman has advantage on saving throws against spells and other magical effects.

Zen Shapechanging. Hachiman may shapechange into any other humanoid shape he wishes, however, he must remain in that shape until he finishes a short or long rest.

Oni Bane. Hachiman automatically does double damage against oni.

Discoporate. Unless killed on Tengoku, Hachiman fades away when reduced to 0 hit points reappearing in his keep in Tengoku.

Actions

Multiattack. Hachiman makes two dai-katana attacks, or three open hand attacks.

Hachiman’s Sword (+3 Dai-Katana). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 27 (4d6 + 13) slashing damage + 27 (6d8) thunder damage. See “Special Equipment” for other traits.

Slaying Daikyu. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage + 27 (6d8) thunder damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Hachiman releases his dai-katana to hover magically in an unoccupied space within 5 feet of her. If Hachiman can see the sword, Hachiman can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hand. If the hovering sword is targeted by any effect, Hachiman is considered to be holding it. The hovering sword falls if Hachiman dies or discoporates.

Healing Touch (4/Day). Hachiman touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Open Hand. Melee Unarmed Attack: +16 to hit, reach 5 ft ., one target. Hit: 15 (1d10 + 10) bludgeoning damage. The target must make a DC 24 Constitution saving throw or be stunned until the end of their next turn.

Hachiman’s Knife. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage + 27 (6d8) thunder damage. See “Special Equipment” for other traits.

Reactions

Hachiman’s Knife. As a reaction to being hit by a ranged attack, Hachiman may use Hachiman’s knife.

Legendary Actions

Hachiman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hachiman regains spent legendary actions at the start of its turn.

  • Mirage Attack. Hachiman magically teleports to all hostile creatures within 30 feet and performs one melee attack against each target before reappearing in the space he just left.
  • Searing Burst (Costs 2 Actions). Hachiman emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage + 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
  • Blinding Gaze (Costs 3 Actions). Hachiman targets one creature he can see within 30 feet of him. If the target can see, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Hachiman, lord of fishing nets, fertile fields and war, is a changeable and flexible demigod. His symbol, the tomoe, is three teardrops circling in a vortex, signifying the forces of change and transformation that he brings to any occasion.

In legends, he could be a warrior with a topknot, a bald-headed priest, or a long-haired fisherman. As a divine protector of all social classes, he is able to shift even his divine form, becoming fat or thin, tall or short, bald or hairy, as the moment takes him. Unfortunately, he is unable to shift forms on the fly; whatever shape he takes for a given encounter, he must retain. In addition, the dove and his eight traditional banners are present wherever he goes. They are inviolable symbols of his presence.

A +3 magical greatsword that only Hachiman can lift if he is alive and on the same plane. When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, then you lop off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword?s command word, Hikari, to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

This sharp dagger has the hilt in the form of a red dragon. You can use an action to throw the dagger at a target and speak the command word Doragon. The dagger turns into a chaotic good ancient red dragon that attacks the target. If the dragon dies in battle, it will return to dagger form, otherwise being forced to change back into dagger form for a 48 hour period after 1 hour.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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