FIEND - Daisoujou

by Lobbo Doggo

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Daisoujou

"It is my duty to save those who have gone astray... Let me be your guide. Receive my salvation... Accept your death!"

-Daisoujou, Shin Megami Tensei III

"A monk who died while fasting. His spiritual power allows his body to continue to exist without rotting. It is said that he will appear before people on the day of salvation."

-Compendium, Persona 3

By lobstaris

Daisoujou by Kazuma Kaneko, for the Shin Megami Tensei franchise.

Mechanics taken and altered from Philosopher by u/CometDance and Ur Domain by u/zeek0.



Daisoujou

Medium undead (harbinger), lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 130 (20d8 + 40)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 14 (+2)

  • Saving Throws Int +4, Wis +8, Cha +6
  • Skills Insight +8, Medicine +4
  • Damage Resistances necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  • Senses darkvision 60 ft., passive Perception 18
  • Languages all spoken languages
  • Challenge 10 (5,900 XP)

Dispel. The daisoujou can cast dispel magic at will. Its spellcasting ability is Charisma.

Spellcasting. The daisoujou is an 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, toll the dead, word of
    radiance

1st level (4 slots): bane, bless, inflict wounds
2nd level (3 slots): blindness/deafness, silence
3rd level (3 slots): mass healing word, life transference
4th level (1 slot): blight, death ward

Supernal Duality. When the daisoujou casts a spell that deals necrotic or radiant damage, it can substitute that damage type with the other type. Necrotic and radiant damage dealt by the daisoujou ignores resistance.

Turn Immunity. The daisoujou is immune to effects that turn undead.

Weightlessness. The daisoujou floats 3 feet above the ground. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. It can move through nonmagical difficult terrain without costing it extra movement.

Actions

Unarmed Strike. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Meditation (Recharge 5-6). The daisoujou enters a focused trance, absorbing the life force from a nearby living being. A creature that the daisoujou can see within 60 feet of it must make a DC 16 Wisdom saving throw. The target takes 4d8 necrotic or radiant damage (the daisoujou's choice) on a failed save, or half as much damage on a successful one. The daisoujou regains hit points equal to half the damage dealt.

Legendary Actions

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

Minor Magic. The daisoujou casts its innate dispel
    magic spell or a cantrip.
Channel Negative Energy (Costs 2 Actions). The
    daisoujou magically unleashes negative energy.
    Creatures within 60 feet of the daisoujou, including
    ones behind barriers and around corners, can't regain
    hit points until the end of the daisoujou's next turn.
Dreadful Glare (Costs 3 Actions). The daisoujou targets
    one creature it can see within 60 feet of it. If the
    target can see the daisoujou, it must succeed on a
    DC 14 Wisdom saving throw against this magic or
    become frightened until the end of the the
    daisoujou's next turn. If the target fails the saving
    throw by 5 or more, it is also paralyzed for the same
    duration. A target that succeeds on the saving throw
    is immune to the daisoujou's Dreadful Glare for the
    next 24 hours.

 

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