Hantengu
Scattered Emotions
Lying and committing crimes, Hantengu created multiple identities but began losing track of himself.
He blamed his other identities and forgot what happened when they took over.
After one of his identities killed his wives, children, and friend, he was sentenced to death.
On the night before his execution, he received a vision from the Prince of Demons, The Demogorgon.
The sheer madness of the man and brutality that his other identities enacted pleased The Demogorgon so that they decided to give him power.
The Prince of Demons told Hantengu that he was innocent of everything and that those who hurt him were the real criminals.
Now for many decades, the demon Hantengu has lived in cowardice and fear as he did not accept any of his sins while his identities destroyed everything around him.
Hantengu
Tiny Fiend, Chaotic Evil
- Armor Class 25 (Natural Armor)
- Hit Points 130 (26d4 + 65)
- Speed 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 26 (+8) 20 (+5) 17 (+3) 17 (+3) 22 (+6)
- Saving Throws Dex +16, Con +13, Wis +11, Cha +14
- Skills Acrobatics +16, Perception +11, Stealth +16, Survival +11
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons; Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 21
- Languages Common, Abyssal
- Challenge 26 (90,000 XP)
Traits
Regeneration Hantengu regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Hantengu takes radiant damage, this trait doesn't function at the start of Hantengu's next turn.
Poison Resistance Hantengu has advantage on saves against being poisoned.
Sunlight Hypersensitivty. Hantengu 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 (1/day). If Hantengu fails a saving throw, he can choose to succeed instead.
Avoidance If Hantengu is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Magic Resistance. Hantengu has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Hantengu's attacks are considered magical for the purpose of overcoming resistances and immunities.
Splitting Emotions. Normally, Hantengu is size Medium. Instead of taking damage for the first time per long rest, he separates into three pieces.
The two main pieces each become one of his clones (Sekido, Urogi, Karaku, or Aizetsu) and then the tiny piece becomes a shrunken Hantengu who immediately takes the hide action and moves up to 60 ft.
Hantengu's clones must remain within 1/2 a mile of Hantengu or they disintegrate.
Mournful Cries Whenever one of Hantengu's clones takes a critical hit or is reduced to 0 hp, if Hantengu is hidden, he spends his next turn letting out a loud cry. This reveals his position.
Actions
Multiattack. Hantengu makes two scratch attacks
Scratch. Melee Weapon Attack: +16 to hit, reach 5 ft. melee, one creature. Hit: 11 (1d4 + 8) slashing damage.
Reactions
Uncanny Dodge. When an attacker that Hantengu can see hits Hantengu with an attack, Hantengu can use his reaction to halve the attack’s damage against him.
Resentment (1/day). In response to being hit by an attack, Hantengu can summon Urami. Hantengu is instantly put inside Urami's heart.
Karaku
Medium Fiend (Pleasure), Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 107 (15d8 + 39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Str +9, Con +8, Cha +8
- Skills Acrobatics +8, Athletics +9, Perception +7
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 17
- Languages Common, Abyssal
- Challenge 13 (10,000 XP)
Traits
Regeneration. Karaku regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Karaku takes radiant damage, this trait doesn't function at the start of Karaku's next turn.
If he is reduced to 0 hp and doesn't start his turn in sunlight, after 1d4 rounds, he will regenerate 20 hp and get back up.
Spawning Limbs. Whenever Karaku takes at least 15 damage from a single instance, he may choose to lose an appendage.
At the beginning of his next turn, the appendage grows into a clone (Sekido, Urogi, or Aizetsu) that hasn't been summoned yet.
Magic Resistance. Karaku has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Karaku's attacks are considered magical for the purpose of overcoming resistances and immunities.
Poison Resistance. Karaku has advantage on saves against being poisoned.
Sunlight Hypersensitivity. Karaku takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Karaku makes three attacks with his Uchiwa and then uses Wind Blast if available.
Uchiwa. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9(1d8 + 4) slashing damage.
Wind Blast (Recharge 5-6). Karaku swings his Uchiwa down creating one of two effects:
Creatures in a 10 ft. wide, 120 ft long line must make a DC 18 Strength saving throw taking 21 (6d6) bludgeoning damage and being pushed back to the end of the range on a failure or only taking half damage on a success.
Or creatures in a 15 ft. cube within 30 ft. must succeed a DC 18 Strength saving throw or take 21 (6d6) bludgeoning damage and being knocked prone and restrained against the ground until the beginning of Karaku's next turn.
Reactions
Parry. Karaku adds 5 to its AC against one melee attack that would hit him. To do so, Karaku must see the attacker and be wielding a melee weapon.
Sekido
Medium Fiend (Anger), Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 134 (21d8 + 39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Con +8, Int +8, Cha +8
- Skills Acrobatics +8, Athletics +9, Perception +7
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 17
- Languages Common, Abyssal
- Challenge 13 (10,000 XP)
Traits
Regeneration. Sekido regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Sekido takes radiant damage, this trait doesn't function at the start of Sekido's next turn.
If he is reduced to 0 hp and doesn't start his turn in sunlight, after 1d4 rounds, he will regenerate 20 hp and get back up.
Spawning Limbs. Whenever Sekido takes at least 15 damage from a single instance, he may choose to lose an appendage.
At the beginning of his next turn, the appendage grows into a clone (Karaku, Urogi, or Aizetsu) that hasn't been summoned yet.
Magic Resistance. Sekido has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Sekido's attacks are considered magical for the purpose of overcoming resistances and immunities.
Poison Resistance. Sekido has advantage on saves against being poisoned.
Sunlight Hypersensitivity. Sekido takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Sekido makes two attacks with his Khakkhara and then uses Lightning Pin if available.
Khakkhara. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8(1d6 + 4) bludgeoning damage
Lightning Waves. Sekido slams his Khakkhara down and sends lightning at a creature within 30 ft. Target creature must succeed a DC 18 Dexterity saving throw or take 22 (4d10) lightning damage and become paralyzed until the end of their next turn.
Lightning Pin (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. On hit, the creature takes 11 (2d6+4) piercing damage and becomes restrained as the Khakkhara impales them to a surface (Escape DC 18).
The creature must then succeed a DC 18 Constitution saving throw taking 22 (4d10) lightning damage and becoming paralyzed until the beginning of their next turn. On a success, they only take half damage.
For as long as they are impaled by the Khakkhara, the creature must remake this Constitution saving throw at the beginning of each of their turns.
Reactions
Infuriating Command. Sekido shouts a command at one of his allies within 60 ft. That ally has advantage on their next attack, saving throw, or check that turn. Otherwise, the next attack made against them that turn has disadvantage.
Hate 1/day (Legendary Reaction). Sekido can take this reaction even if he has no reaction available. When Hantengu takes damage, Sekido can instantly absorb Urogi, Aizetsu, and Karaku turning into Zohakuten. Zohakuten immediately takes a turn and then rolls initiative.
Urogi
Medium Fiend (Joy), Chaotic Evil
- Armor Class 18 (Natural Armor)
- Hit Points 98 (13d8+39)
- Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Dex +8, Wis +7, Cha +8
- Skills Acrobatics +8, Athletics +9, Perception +7
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 17
- Languages Common, Abyssal
- Challenge 13 (10,000 XP)
Traits
Regeneration. Urogi regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Urogi takes radiant damage, this trait doesn't function at the start of Urogi's next turn.
If he is reduced to 0 hp and doesn't start his turn in sunlight, after 1d4 rounds, he will regenerate 20 hp and get back up.
Screeching Limbs. Whenever Urogi takes at least 15 damage from a single instance, he may choose to lose an appendage.
The appendage grapples a creature within 5 ft. of Urogi (Escape DC 15). At the beginning of Urogi's next turn, that appendage grows a mouth and uses Sound Waves (5 ft. radius, DC 15 Constitution saving throw, 2d10 Thunder damage).
Flyby. Urogi doesn't provoke opportunity attacks when he flies out of an enemy's reach.
Magic Resistance. Urogi has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Urogi's attacks are considered magical for the purpose of overcoming resistances and immunities.
Poison Resistance. Urogi has advantage on saves against being poisoned.
Sunlight Hypersensitivity. Urogi takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Urogi makes three attacks with his talons and then uses Sound Waves if available.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 4) slashing damage. As well, Urogi may attempt a grapple on hit.
Sound Waves (Recharge 5-6). Urogi emits a deafening sound attack choosing one of two effects:
Creatures within 10 ft. of Urogi must succeed a DC 18 Constitution saving throw or take 18 (4d8) thunder damage and become stunned and deafened until the end of their next turn.
Or he can make a ranged attack +8 to hit, range 120 ft., one target, Hit: 18 (4d8) thunder damage.
Reactions
Uncanny Dodge. When an attacker that he can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
Aizetsu
Medium Fiend (Sorrow), Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 98 (13d8+39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Str +9, Dex +8, Cha +8
- Skills Acrobatics +8, Athletics +9, Perception +7
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 17
- Languages Common, Abyssal
- Challenge 13 (10,000 XP)
Traits
Regeneration. Aizetsu regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Aizetsu takes radiant damage, this trait doesn't function at the start of Aizetsu's next turn.
If he is reduced to 0 hp and doesn't start his turn in sunlight, after 1d4 rounds, he will regenerate 20 hp and get back up.
Spawning Limbs. Whenever Aizetsu takes at least 15 damage from a single instance, he may choose to lose an appendage.
At the beginning of his next turn, the appendage grows into a clone (Karaku, Urogi, or Sekido) that hasn't been summoned yet.
Steadfast. Whenever Aizetsu hits a creature with an attack of opportunity, their speed is reduced to 0 for the rest of the turn.
Creatures trigger attacks of opportunity when they enter Aizetsu's reach and do not benefit from the disengage action leaving or entering his reach.
Defensive Stance. If Aizetsu did not move this turn, he can use a bonus action to take a defensive stance reducing his speed to 0 until the beginning of his next turn.
While in this stance, Aizetsu gains four extra reactions to make attacks of opportunity.
Magic Resistance. Aizetsu has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Aizetsu's attacks are considered magical for the purpose of overcoming resistances and immunities.
Poison Resistance. Aizetsu has advantage on saves against being poisoned.
Sunlight Hypersensitivity. Aizetsu takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Aizetsu makes two attacks with his Jumonji Yari and then uses Weeping Spears if available.
Jumonji Yari. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 4) piercing damage.
Weeping Spears (Recharge 5-6). Aizetsu unleashes a barrage of thrusting strikes in a 30 ft. cone. Creatures within must make a DC 18 Dexterity or Strength saving throw taking 33 (6d10) piercing damage on a failure and half as much on a success.
Reactions
Parry. Aizetsu adds 5 to its AC against one melee attack that would hit him. To do so, Aizetsu must see the attacker and be wielding a melee weapon.
Zohakuten
Medium Fiend (Hate), Chaotic Evil
- Armor Class 22 (Natural Armor)
- Hit Points 135 (26d4 + 65)
- Speed 50 ft. , Wood Dragons 20 ft.
STR DEX CON INT WIS CHA 24 (+7) 22 (+6) 20 (+5) 17 (+3) 17 (+3) 22 (+6)
- Saving Throws Dex +14, Con +13, Wis +11, Cha +14
- Skills Athletics +15, Perception +11, Stealth +14, Intimidation +14
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Slashing, Piercing, or Bludgeoning damage from non-magical weapons; Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 21
- Languages Common, Abyssal
- Challenge 26 (90,000 XP)
Traits
Regeneration Zohakuten regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Zohakuten takes radiant damage, this trait doesn't function at the start of Zohakuten's next turn.
If he is reduced to 0 hp and doesn't start his turn in sunlight, after 1d4 rounds, he will regenerate 40 hp and get back up.
Poison Resistance Zohakuten has advantage on saves against being poisoned.
Sunlight Hypersensitivty. Zohakuten 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). If Zohakuten fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zohakuten has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Zohakuten's attacks are considered magical for the purpose of overcoming resistances and immunities.
Wood Manipulation. Zohakuten is able to summon a Gargantuan wooden construct with five dragon heads referred to as the Wooden Dragons.
He is able to control the construct if he is standing on top of it and can play his drums. This construct is an extension of him but damage dealt to it has no effect on him.
On his turn, he can either take his movement or he can have the Wooden Dragons move instead.
Wooden Sanctuary. Creatures that are inside the mound of folded necks of the Wooden Dragons have 3/4 cover. One Large creature or four Medium creatures can be in this area. Zohakuten cannot be in this area.
Actions
Multiattack. Zohakuten makes three Double Bladed Dagger attacks.
Double Bladed Dagger. Melee Weapon Attack: +15 to hit, reach 5 ft. melee, one creature. Hit: 17 (3d4 + 7) slashing damage.
Summon Wooden Dragons. Zohakuten summons the Wooden Dragons below himself.
Actions Continued
Multiattack. The Wooden Dragons make five Wooden Dragon Bite attacks and use an *Emotion ability.
Wooden Dragon Bite. Melee Weapon Attack: +15 to hit, reach 60/120 ft. melee, one creature. Hit: 18 (2d10 + 7) Piercing damage.
*Lightning of Anger. Zohakuten chooses a spot within 120 ft. of the Wooden Dragons. Creatures within 20 ft. of that spot must make a DC 21 Dexterity saving throw taking 50 (9d10) lightning damage on a failure and half as much on a success.
*Weeping Hurricane. Creatures within a 5 ft. wide and 300 ft. long line from the Wooden Dragons must make a DC 21 Dexterity or Strength saving throw taking 50 (9d10) piercing damage on a failure and half as much on a success.
*Consecutive Wind Blasts. Zohakuten chooses three adjacent 15ft. cubes within 60 ft of the Wooden Dragons. Creatures within those spaces must succeed a DC 21 Strength saving throw or take 32 (9d6) bludgeoning damage and be knocked prone and restrained against the ground until the beginning of Zohakuten's next turn.
*Draconic Sound Waves. Creatures within a 40 ft. cone of the Wooden Dragons must succeed a DC 21 Constitution saving throw or take 22 (4d10) thunder damage and be stunned until the end of their next turn.
Countless Striking Trees. Zohakuten has the Wooden Dragons make one bite attack against each creature within range.
Reactions
Compressed Sound Waves (Recharge 6) Zohakuten unleashes an omnidirectional sound wave attack from himself. Creatures within 20 ft. must succeed DC 21 Constitution saving throw or take 4d10 thunder damage and become stunned until the end of their next turn.
Legendary Action (3/round)
Zohakuten 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. Zohakuten regains spent legendary actions at the start of his turn.
Move. Zohakuten moves up to half his speed or has the Wooden Dragons move up to half their speed.
Dagger/Bite. Zohakuten makes either a Double Bladed Dagger attack or a Wooden Dragon Bite attack.
Wooden Cocoon (Recharge 10 on d10). Zohakuten wraps Hantengu in a wooden cocoon if he is within 20 ft.
Hantengu gains 50 temporary hp and cannot make attacks. He is considered Large and has a movement speed of 30 ft. Whenever a creature enters within 10 ft. of the cocoon for the first time on their turn, they must succeed a DC 16 Dexterity saving throw or take 11 (2d10) slashing damage.
Swallow (Two Actions). Melee Weapon Attack: +15 to hit, reach 5ft. melee, one creature grappled in a Dragon's mouth. Hit: 18 (2d10 + 7) piercing damage and they are swallowed.
While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the wooden dragon, and it takes 21 (6d6) bludgeoning damage at the start of each of Zohakuten's turns.
The dragon head has 16 AC and 15 hp. If destroyed, the creature falls prone within 5 ft and the dragon head regrows at the beginning of Zohakuten's next turn.
Combination Attack (Three Actions/Recharge 6). Zohakuten uses an *Emotion ability that he did not use on his previous turn.
Urami
Large Fiend (Resentment), Chaotic Evil
- Armor Class 14 (Natural Armor)
- Hit Points 93 (9d10 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 20 (+5) 16 (+3) 15 (+2) 17 (+3)
- Saving Throws Str +13, Con +10, Cha +11
- Skills Athletics +13, Perception +8, Intimidation +11
- Damage Resistances Poison, Fire, and Cold
- Damage Immunities Lightning
- Condition Immunities Exhaustion, Charmed
- Senses Darkvision 120 ft., Passive Perception 17
- Languages Common, Abyssal
- Challenge 13 (10,000 XP)
Traits
Slow Regeneration. Urami regains 5 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Urami takes radiant damage, this trait doesn't function at the start of Urami's next turn.
Magic Resistance. Urami has advantage on all saving throws against spells and other magical effects.
Magic Weapons. Urami's attacks are considered magical for the purpose of overcoming resistances and immunities.
Poison Resistance. Urami has advantage on saves against being poisoned.
Sunlight Sensitivity. Urami takes 5 radiant damage when he starts his turn in sunlight. While in sunlight, he has a minus 2 penalty on attack rolls and ability checks.
Actions
Multiattack. Urami makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft. melee, one creature. Hit: 11 (2d8 + 8) bludgeoning damage.
Choke. Urami makes one slam attack against a creature within range. On hit, the creature is grappled and choking (Escape DC 17).
At the beginning of each of that creature's turns, they take 23 (5d8) bludgeoning damage. Urami cannot make slam attacks while choking a creature.
Projecting Sound Waves (Recharge 4-6) Creatures in a 30 ft. cone must succeed a DC 17 Constitution saving throw or take 14 (3d8) thunder damage and become stunned until the end of their next turn.
Absorb. Urami absorbs a dead Medium sized creature within 5 ft. He regains 30 hp.
ART CREDIT! :)
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Page 6: *Background Veronika Demenko (Joy Background)
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