Daki and Gyutaro

Servants of the Prince of Lust
Even in death, bonds from life can remain unbroken.
I remember when those two were still mortals. There used to be an unremarkable city with a famous temple to Lathander, the god of the dawn. Though he speaks of goodness and self perfection, this city held one of the largest red-light districts in the mortal realm.
Within the city, there were two siblings living a life of poverty. With no family or orphanage to help, they took the streets and stole to survive. Occasionally, they would pray to Lanthander's symbol for good health and youth. These prayers remained unanswered.
Even without help from the divine or mortals, these two survived their harsh environment and made something of themselves. The girl became an aspiring courtesan while the boy became her bodyguard and collector. They were bettering themselves like Lathander teached and yet their prayers continued to be unanswered and others shunned the boy for his poverty and ugliness.
Eventually, a samurai in the brothel the girl worked at became upset with her attitude for not agreeing to lay with him. After defending herself, she was burned almost to death. After fighting and killing the samurai in revenge, the boy carried the girl through the streets begging for help. No one answered.
The boy carried the girl to Lanthander's church where the doors were locked and the boy was shunned. He begged Lanthander to help him now. He just wanted his sister to live. Lathander had done nothing for him his whole life despite the prayers but this would make up for all of it. Lathander did not answer.
After a long silence, the boy began to curse Lathander and his so called good city. No one had ever helped them and had only gotten in their way. He regarded everyone as trash in that city and that all their lives combined would not be worth as much as his sister's. From the bottom of his heart, he wished he could save his sister and destroy them all.
As the boy passed out from his wounds gained from combat, he heard a voice. "Very Well" I said. As the night sky lit up with flames and demons flew overhead and swarmed the streets, I stepped out of my abyssal gate. "Your attitude pleases me. For your sister's life, you and her will serve me and start by culling this city." The boy smiled as he fealt the demonic power rush into him. He asked "What is your name my lord?" I said "You may call me Grazz't."


















Daki
Medium Demon, Neutral Evil
- Armor Class 18 (Natural Armor)
- Hit Points 180
- Speed 30 ft. Hover 20 ft. (While within 60ft. of ground)
STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 16 (+3) 17 (+3) 16 (+3) 19 (+4)
- Saving Throws Dex +12, Con +9, Cha +10
- Skills Performance +15, Deception +10, Acrobatics +12, Stealth +12, Perception +12
- Damage Resistances Lightning, Fire, and Cold; Slashing from magical weapons
- Damage Immunities Slashing Damage, Piercing, or Bludgeoning damage from non-magical weapons.
- Condition Immunities Exhaustion, Charm
- Senses darkvision 120 ft, passive Perception 22
- Languages Common, Elvish, Demonic, Telepathy with Gyutaro
- Challenge 18 (20,000 XP)
Traits
Shared Biology. See page (8)
Core Detachment When Gyutaro’s eye is placed into her forehead, Daki gains +2 AC and a second action that can be used to make an attack or move up to her speed.
Pyrophobia When Daki is subject to Fire Damage, she must succeed a Wisdom save DC 15 or become frightened until the end of her next turn.
Regeneration. Daki regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If Daki takes radiant damage, this trait doesn't work until the start of her next turn.
Sunlight Hypersensitivity Daki takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Legendary Resistance (3/day) Daki can choose to succeed on a saving throw that she fails
Magic Resistance Daki has advantage on all saving throws against spells and other magical effects.
Magic Weapon Daki’s attacks are considered magical for the purpose of overcoming resistances and immunities.
Actions
Multiattack. Daki makes four attacks with her Obi Sash or Slam
Obi Sash. Melee Weapon Attack: +12 to hit, reach 10-60 ft., one creature. Hit: (3d10 + 6) slashing damage. Instead of dealing damage, Daki can grapple the target (escape DC 15).
Slam. Melee Touch Attack: +10 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage.
Eight Layered Obi Slash (Recharge 5-6) 60 ft. cone. All creatures must succeed a DC 19 Dexterity or Strength saving throw or take 13d6 slashing damage on a failure and half on a success.
Instead, Daki can target an adjacent 120 ft. cube dealing 6d6 slashing damage on a failure and half on success.
Endless Slashes (Recharge 6) Daki begins to violently swing her sashes around her in a 40 ft. sphere. This requires concentration.
This area is considered difficult terrain for everyone but Gyutaro.
Whenever a creature moves 10ft. through the area, they must succeed a DC 19 dexterity or strength save or take 3d10 slashing damage and be pushed outwards 10 ft.
Whenever a creature succeeds, the radius of the Endless Slashes decreases by 10 ft.
The Endless Slashes end when Daki moves, uses a reaction, or any action besides Multiattack or Extend Slashes.
Actions
Change Shape. Daki transforms into a Sentient Obi or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the Sentient Obi form.
In her Sentient Obi Form, Daki retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the Sentient Obi.
Create/Absorb Obis Daki releases up to 14 Sentient Obis. For every Two Obis (rounded up) released, Daki takes the following penalties.
-1 penalty to her AC; -1 to Hit; -10 to her max HP. When an Obi is destroyed, it no longer counts against her penalties.
OR Daki absorbs all of her Obis within a mile as they rush towards her automatically healing her 5 hp each.
Reactions
Obi Shield (Recharge 6) As a reaction, Daki can create a ball of obis around her and one other creature within 20 ft (dashes to them). The ball has 50 hp and grants them full cover. This can last until the beginning of her next turn
Legendary Action (3/round)
You can take 3 legendary action(s), 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. You regain spent legendary actions at the start of your turn.
Move/Attack Daki moves up to her speed or makes an attack
Constrict/Absorb. Creature grappled by Daki must succeed a DC 15 Acrobatics or Athletics check or become restrained and can't breathe. If reduced to 0 hp, they are absorbed into her obi. Up to 14 creatures at a time.
Regenerate (2 Actions). Daki regains 20 hp if possible.
Extend Slashes (2 Actions). Daki extends her Endless Slashes by 10 ft. up to 40 ft.
Obi Cage (3 actions). Daki forms a ball of Obis around a creature within 30 ft. DC 19 to escape or be trapped inside (pitch black). The ball has 50 HP and 15 AC.
Sentient Obi
*Medium Demon, Neutral Evil *
- Armor Class 16
- Hit Points 10
- Speed Fly 40 ft.
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 12 (+2)
- Skills Acrobatics +7, Stealth +7
- Damage Resistances Lightning, Fire, and Cold; Slashing from magical weapons
- Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons
- Senses Passive Perception 12
- Languages Common
- Challenge N/A
Traits
Telepathic Bond The Sentient Obi is able to speak with Daki and knows her exact location.
Squeezable Form The Sentient Obi can fit through any opening that a piece of paper could slide through. Squeezing does not slow the Obi’s speed.
Restrained Hostage While the Obi has a restrained hostage, any attack made against it that hits deals half damage to the OBI and Half damage to the hostage.
If the attacking creature elects to make the attack with disadvantage avoiding the hostage, then the attack does not damage the hostage on hit.
- Magic Weapons The Sentient Obi's attacks are considered magical for overcoming resistances and immunity to non-magical damage.
Actions
Slash Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: (1d10 + 4) slashing damage. Instead of dealing damage, the Sentient Obi can grapple instead (Escape DC 15).
Constrict/Absorb Creature grappled by the Sentient Obi must succeed a DC 15 Acrobatics or Athletics check or become restrained and can't breathe. If reduced to 0 hp, they are absorbed into the Sentient Obi. While Absorbed, they are stable and require nothing.
Gyutaro
Medium Demon, Neutral Evil
- Armor Class 21 (Natural Armor)
- Hit Points 235
- Speed 50 ft.
STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 24 (+7) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Str, +15, Dex +13, Con +14, Wis +11
- Skills Intimidation +10, Athletics +15, Stealth +13, Perception +11
- Damage Resistances Poison, Lightning, Fire, and Cold
- Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons.
- Condition Immunities Exhaustion, Charm
- Senses darkvision 120 ft, passive perception 21
- Languages Common, Demonic, Telepathy with Gyutaro
- Challenge 24 (62,000 XP)
Traits
Shared Biology. See page (8)
Core Detachment As an action, Gyutaro can close his eye and make it appear on Daki's forehead. While active, Gyutaro can see everything she can see and control her. However, Gyutaro suffers disadvantage on ranged attacks and perception rolls.
Poison Resistance Gyutaro has advantage on saves against being poisoned.
Regeneration. Gyutaro regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Gyutaro takes radiant damage, this trait doesn't work until the start of his next turn.
Sunlight Hypersensitivity Gyutaro takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Legendary Resistance (3/day) Gyutaro can choose to succeed on a saving throw that he fails
Magic Resistance Gyutaro has advantage on all saving throws against spells and other magical effects.
Magic Weapon Gyutaro’s attacks are considered magical for the purpose of overcoming resistances and immunities.
Poisoned Blood Gyutaro’s body produces poisonous blood which he coats his attacks and uses abilities with.
If creature is hit by an attack or ability, it must succeed on a DC 21 Constitution saving throw or become poisoned and take 4d4 poison damage at the start of each of its turns. Each time the creature is hit by an attack or ability, the damage dealt by the wound increases by 1d4 up to 10d4 total. Any creature can take an action to remove the poison with a successful DC 21 Wisdom (Medicine) check. The poison is also removed if the creature starts its turn in sunlight.
Actions
Multiattack. Gyutaro makes four melee attacks with his Komas or two ranged attacks with his Komas.
Koma. Melee Weapon Attack: +15 to hit, reach 5 ft. melee (60/120 ft. ranged), one creature. Hit: (4d8 + 8) slashing and 4d4 poison damage.
Rotating Circular Slashes “Flying Blood Sickles” (Recharge 6) Gyutaro outstretches his arms releasing a vortex of blood sickles on both sides. Creatures within two different 30 ft. cones must succeed a DC 21 Dexterity or Strength saving throw or take 10d8 slashing and 10d4 poison damage. Half damage on a success.
Traits
Vengeful Death When Gyutaro dies and is not in sunlight, his body begins to expand. In 1d6+1 rounds, his body will release collosal sized blood sickles in a 600 ft. radius. Any creature must succeed a DC 21 Dexterity or Strength saving throw or take 40d6 slashing and 12d4 poison damage. On a success, they only take half damage.
Flying Blood Sickles (Recharge 5-6) As a Bonus Action, Gyutaro loses 20 HP as he releases four razor sharp sickles of blood from his veins or Komas. These sickles have 10 hp, 15 AC, and a Fly speed of 50 ft. When using this action and on subsequent turns, Gyutaro can control any sickles he sees to move and make an attack +11 to hit dealing 2d8 slashing and 2d4 poison damage on hit. These last until destroyed or when they land a hit.
Reactions (2/round)
Koma Parry Gyutaro adds 7 to his AC against one weapon attack that would hit him. If this causes a melee attack to miss, the attacker must succeed a DC 16 Strength save or their weapon is grappled by Gyutaro’s Komas.
Rampant Arc Rampage (Recharge 6) Gyutaro releases a net of blood giving him 50 temp hp until the end of the turn. Creatures within 10 ft. must succeed a DC 21 Dexterity or Strength save or take 3d8 slashing and 3d8 poison damage and be pushed back 15 ft. On a success, they only take half damage.
Legendary Action (3/round)
You can take 3 legendary action(s), 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. You regain spent legendary actions at the start of your turn.
Move/Attack Gyutaro moves up to his speed or makes an attack
Unwavering (2 Actions) Gyutaro remakes a save against any condition he is under.
Regenerate (2 Actions) Gyutaro regains 20 hp if possible.
Mantis Leap (3 Actions) Gyutaro moves up to 150 ft. in a straight line towards a target that has moved away from him since his last turn and makes one attack. If it hits, it is considered a critical hit.
Brother Knows Best Gyutaro controls Daki to use a Legendary Action expending from his number of uses instead of hers.


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