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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 ](https://drive.google.com/file/d/0B4wSsNjnH-qRQWlMYU1RZGdYdjg/view)* by u/CometDance and *[Ur Domain](https://drive.google.com/file/d/0BxfCiPA2FPFAM196VE8zOTNVX0k/view)* 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.