Kensai Challenger – Hetuzud the Sky Pirate (Level 8)

Following the rules for kensai levelling up the kensai must fight a duel each time he levels – with a 10% chance per level.  My PC got his first challenge at level 8 and he was in a spirit haunted forest so I thought I’d use a spirit as the kensai challenger.


 

HETUZUD THE SKY PIRATE

Medium undead (human, yokai), lawful neutral

Armor Class 16 (bluesteel breastplate)

Hit Points 169 (26d8 + 52)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 12 (+1)

Honour 14 +2

Saving Throws Str +8, Con +5, Hon +5

Skills Athletics +8, Iajutsu +5, Intimidation +4, Perception +6

Senses passive Perception 16

Languages Aquan, Common

Challenge 8 (5,000 XP)

Brave. The first mate has advantage on saving throws against being frightened.

Scurvy Dog’s Flank. Once per turn, the first mate deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the first mate can regain 15 hit points.

Sure-footed. The first mate has advantage on Dexterity checks or saving throws to avoid falling or being knocked prone.

Swift Feet. The first mate can take either the Dash or Disengage action as a bonus action each round on her turn.

Blink Strike. Once on each of its turns, when attacking with its nodachi, the blademaster can teleport up to 30 feet right before making the attack. The blademaster makes its next attack with advantage, and deals an additional 21 (6d6) with that attack if it connects.

Grace. The kensai cannot suffer from disadvantage when attacking with its nodachi. Unarmored Defense. While the blademaster is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Weapon Bond. The blademaster can summon its katana into its hand using a bonus action. The blademaster can’t be disarmed of its katana unless incapacitated.

Iajutsu. See below.

ACTIONS

Multiattack. The first mate can use hooked net then makes three attacks with her cutlass.

Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Thundergun. Ranged Weapon Attack: +5 to hit, range 100 ft./300 ft., one target. Hit: 9 (2d6 + 2) lightning damage.

Hooked Net. The first mate throws the net against a target who must make a DC 15 Dexterity saving throw or become restrained. The target may use an action to make a DC 15 Escape check. Area burst 1 within 5 (creatures in the burst); +7 vs. Reflex Hit: The target is restrained (save ends). Each time the target fails the saving throw, the target takes 5 damage.

IAJUTSU DUEL

The spirit enters the kensai and has a literal mental duel.