Gyokko Upper Moon 5

by CREEDOFWAR22

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Upper Moon 5 Demon,

Gyokko

Sadistic Artist

As a child, Gyokko was shunned by his fellow fishing villagers for having an obsession with collecting fish carcasses.


For some reason, Gyokko was intrigued by art and the sea as they became his hobbies.


Whenever his parents died at sea and returned as salt-water ruined corpses, he was fixated on their morbid beauty.


One day, he was insulted by a village child for his behavior. Enraged, Gyokko killed the child and somehow stuffed their body inside a vase.


Outraged, the village stabbed Gyokko multiple times then leaving him for dead.


It was then on the brink of death, that his unknowing prayers were answered. Dagon, the demon lord of the Darkened Depths offered him power for nothing.


Though the reasoning of the mysterious and inscrutable demon lord was unknown, Gyokko accepted becoming a powerful demon.


With the gift of never ending life, Gyokko dedicated himself to his art for the pleasure of his new master.



Gyokko

Medium Fiend, Chaotic Evil


  • Armor Class 19
  • Hit Points 251 (28d8 + 125)
  • Speed 15 ft., Teleport 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 21 (+5) 20 (+5) 19 (+4) 17 (+3) 24 (+7)

  • Saving Throws Dex +13, Con +13, Wis +11, Cha +15
  • Skills Acrobatics +13, Investigation +12, Medicine +11, Performance +15, Persuasion +15, Perception +11, Stealth +13
  • Damage Resistances Poison, Lightning, Fire, and Cold
  • Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons.
  • Condition Immunities Exhaustion, Charmed
  • Senses darkvision 120 ft., passive Perception 21
  • Languages Common, Abyssal
  • Challenge 25 (75,000 XP)

Traits

Regeneration Gyokko regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Gyokko takes radiant damage, this trait doesn't work until the start of his next turn.

Poison Resistance Gyokko has advantage on saves against being poisoned.

Sunlight Hypersensitivty. Gyokko 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). Gyokko can choose to succeed on a saving throw that he fails

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

Magic Weapons. Gyokko's attacks are considered magical for the purpose of overcoming resistances and immunities.

Teleportation Movement. Gyokko can teleport up to 60 ft. per round instead of his regular movement speed. He can split this up in between other actions as he wishes.


Actions

Multiattack. Gyokko make three Water Whip Pot or Water Bullett Pot attacks and then uses Water Prison Pot or Thousand Needle Killer Fish Pot.

Water Whip Pot. Melee Weapon Attack: +14 to hit, reach 15 ft. melee, one creature. Hit: 22 (3d10 + 6) slashing damage.

Water Bullett Pot. Ranged Weapon Attack: +14 to hit, ranged 20/60 ft., one target. Hit: 17 (3d6 + 6) piercing damage.

Water Prison Pot (Recharge 5-6). (Concentration) Gyokko summons a large vase made of water within 90 ft. Medium or smaller sized creatures creatures within 5 ft. of that point must make a DC 21 Strength saving throw or become restrained and engulfed in water. The vase can hold up to 4 medium creatures at a time. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

Thousand Needle Killer Fish Pot (Recharge 5-6). (Concentration) Gyokko summons two Shoals of Thousand Needle Killer Fish within 15 ft. of himself. They act at the end of his turns.

Death Throes Statue Pot (1/rest). Gyokko summons a huge sized statue made of living humanoids who are stuck together magically and pierced with swords. Any creature that sees or hears this statue must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.


Reactions

Teleport. As a reaction, Gyokko can teleport to a point he can see within 30 ft. of himself.

Shed Skin (1/day) Legendary Reaction. Gyokko can take this reaction even if he has no reaction available. Gyokko sheds his skin transforming himself into his True Form. He removes all negative effects on himself, he appears 30 ft. away, and he regains 60 hp.

He can revert back to his normal form by performing a 1 minute ritual without being disturbed.

Legendary Actions

Gyokko 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. Gyokko regains spent legendary actions at the start of his turn.

Water Whip. Gyokko makes a Water Whip Pot attack.

Octopus Vase Hell Pot Two Actions (Recharge 6). Creatures within a 120 ft. cone must make a DC 21 Strength saving throw or take 4d8 bludgeoning damage and become restrained (up to eight tentacles, escape DC 21). A tentacle can be destroyed by dealing 10 damage to it, AC of 12. On a success, a creature just takes half damage. The tentacles disappear if Gyokko teleports.

Ten Thousand Gliding Slime Fish Pots Two Actions (Recharge 6). Each creature within 60 ft. must make a DC 21 Dexterity save taking 4d8 piercing and 4d8 poison damage on a failure or half as much on a success.

Summon Fish Pot Monsters 1/day (Three Actions). Gyokko summons either 1d2 Quadruple Pot Fish Goliaths, 1d8 Single Pot Fish Brutes, or 1d12 Small Pot Fish Scewers. They appear within 60 ft. of himself. They roll their own initiative.



Gyokko True Form

Large Fiend, Chaotic Evil


  • Armor Class 21
  • Hit Points 251 (28d8 + 125)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 21 (+5) 20 (+5) 19 (+4) 17 (+3) 24 (+7)

  • Saving Throws Dex +13, Con +13, Wis +11, Cha +15
  • Skills Acrobatics +13, Investigation +12, Medicine +11, Performance +15, Persuasion +15, Perception +11, Stealth +13
  • Damage Resistances Poison, Lightning, Fire, and Cold
  • Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons.
  • Condition Immunities Exhaustion, Charmed
  • Senses darkvision 120 ft., passive Perception 21
  • Languages Common, Abyssal
  • Challenge 25 (75,000 XP)

Traits

Regeneration Gyokko regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Gyokko takes radiant damage, this trait doesn't work until the start of his next turn.

Poison Resistance Gyokko has advantage on saves against being poisoned.

Sunlight Hypersensitivty. Gyokko 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). Gyokko can choose to succeed on a saving throw that he fails. If he used any in his previous form, remove those from his current uses for the day.

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

Magic Weapons. Gyokko's attacks are considered magical for the purpose of overcoming resistances and immunities.


Actions

Multiattack. Gyokko make three Fishmogrifying Slam attacks and uses Constrict.

Fishmogrifying Slam. Melee Weapon Attack: +14 to hit, reach 10 ft. melee, one target. Hit: 22 (3d10 + 6) force damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken as their flesh is turned into fresh fish.

This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Constrict. Melee Weapon Attack: +14 to hit, reach 5 ft. melee, one target. Hit: (3d12 + 6) bludgeoning damage, and the target is restrained (escape DC 21). Gyokko can't constrict another target.

Killer Fish Scales (Recharge 5-6). (Concentration) As a bonus action, Gyokko activates his scales giving him a hover speed of 50 ft., advantage on all attacks, and does not provoke attacks of opportunity with his movement until the beginning of his next turn.


Legendary Actions

Gyokko 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. Gyokko regains spent legendary actions at the start of his turn.

Move. Gyokko moves up to 25 ft. away.

Fishmogrifying Slam. Gyokko makes a Fishmogrifying Slam attack.

Constrict (Two Actions) Gyokko uses Constrict

Frenzy (Three Actions) Gyokko makes a Fishmogrifying Slam attack against every creature within range.



Shoal of Thousand Needle Killer FIsh

Medium Fiend, Chaotic Evil


  • Armor Class 16
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., swim 30 ft., Hover 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 1 (-4) 7 (-2) 4 (-3)

  • Saving Throws Dex +4, Con +4, Wis +0, Cha −1
  • Skills Perception +0
  • Damage Resistances Poison, Lightning, Fire, and Cold
  • Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons.
  • Condition Immunities Exhaustion, Charmed, Frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages -
  • Challenge N/A

Traits

Poison Resistance The Shoal has advantage on saves against being poisoned.

Sunlight Hypersensitivty. The Shoal takes 20 radiant damage when they start their turn in sunlight. While in sunlight, they have disadvantage on attack rolls and ability checks.

Magic Resistance. The Shoal has advantage on all saving throws against spells and other magical effects.

Magic Weapons. The Shoal's attacks are considered magical for the purpose of overcoming resistances and immunities.


Actions

Needle Breath (Recharge 5-6). The Shoal exhales an blast of needles in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 14 (3d8) piercing and 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.



Quadruple Pot Fish Goliath

Gargantuan fiend, Chaotic Evil


  • Armor Class 14
  • Hit Points 207 (18d12 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 1 (-4) 7 (-2) 4 (-3)

  • Saving Throws Str +11, Con +10, Wis +3, Cha +1
  • Damage Resistances Poison, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Condition Immunities Exhaustion, Charmed, Frightened
  • Senses darkvision 120 ft., passive Perception 8
  • Languages -
  • Challenge N/A

Traits

Poison Resistance The Goliath has advantage on saves against being poisoned.

Sunlight Hypersensitivty. The Goliath takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Magic Resistance. The Goliath has advantage on all saving throws against spells and other magical effects.

Magic Weapons. The Goliath's attacks are considered magical for the purpose of overcoming resistances and immunities.

Pot Weakness. Whenever the Goliath is dropped to zero hp, it remains unconscious for 1d4 rounds before regaining 20 hp and getting back up.

Only by dealing 10 damage to each of the four pots on top of the Goliath, can the Goliath be killed. Ranged attacks made against the pots have disadvantage.


Actions

Multiattack. The Goliath makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 20 ft. melee, one creature. Hit: 33 (6d8 + 6) bludgeoning damage. The creature must then make a DC 18 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 45 (6d12 + 6) piercing damage. If the target is a Large or smaller creature grappled by the Goliath, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Goliath, and it takes 28 (8d6) acid damage at the start of each of the Goliath's turns. If the Goliath takes 50 damage or more on a single turn from a creature inside it, the Goliath must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Goliath. If the Goliath dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.



Single Pot Fish Brute

Large Fiend, Chaotic Evil


  • Armor Class 15
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 1 (-4) 7 (-2) 4 (-3)

  • Saving Throws Con +7, Wis +1, Cha −1
  • Damage Resistances Poison, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Condition Immunities Exhaustion, Charmed, Frightened
  • Senses darkvision 120 ft., passive Perception 8
  • Languages -
  • Challenge N/A

Traits

Poison Resistance The Brute has advantage on saves against being poisoned.

Sunlight Hypersensitivty. The Brute takes 20 radiant damage when it starts turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Magic Resistance. The Brute has advantage on all saving throws against spells and other magical effects.

Magic Weapons. The Brute's attacks are considered magical for the purpose of overcoming resistances and immunities.

Pot Weakness. Whenever the Brute is dropped to zero hp, it remains unconscious for 1d4 rounds before regaining 20 hp and getting back up.

Only by dealing 10 damage to the pot on top of the Brute, can the Brute be killed. Ranged attacks made against the pot have disadvantage.


Actions

Multiattack. The Brute makes one claw attack and one bite attack.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft. melee, one creature. Hit: 10 (2d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.



Small Pot Fish Slicer

Small Fiend, Chaotic Evil


  • Armor Class 12
  • Hit Points 37 (5d6 + 15)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 17 (+3) 1 (-4) 7 (-2) 4 (-3)

  • Damage Resistances Poison, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Condition Immunities Exhaustion, Charmed, Frightened
  • Senses darkvision 120 ft., passive Perception 8
  • Languages -
  • Challenge N/A

Traits

Poison Resistance The Slicer has advantage on saves against being poisoned.

Sunlight Hypersensitivty. The Slicer takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Pot Weakness. Whenever the Slicer is dropped to zero hp, it remains unconscious for 1d4 rounds before regaining 20 hp and getting back up.

Only by dealing 5 damage to the pot on bottom of the Slicer, can the Slicer be killed. Ranged attacks made against the pot have disadvantage.

Pack Tactics. The Slicer has advantage on an attack roll against a creature if at least one of the Slicer's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Scythe. Melee Weapon Attack: +4 to hit, reach 10 ft. melee, one creature. Hit: 13 (3d6 + 2) slashing damage.


ART CREDIT! :)

Page 1: davidlineart via Deviant Art (Gyokko)

Page 2: *Top Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 2: *Bottom Right Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 3-6: *Background EarviRuelos Twitter (Gyokko)

Page 3: *Bottom Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 4: *All on Right Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 5: *Bottom Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 6: *All on Right Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

Page 7-10: *Background Koyoharu Gotouge (Demon Slayer Manga)

Page 7-10: *Bottom Ufotable, Inc. (Demon Slayer: Kimetsu no Yaiba)

 

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