A born mercenary that never does anything for free. His ability “Zanmato” only *sometimes* causes near instant death, but it is still highly effective and you know he means business.
Yojimbo, the Retribution (CR 15)
AC 33, touch 14; flat-footed 27 (-2 size, +1 dodge, +9 armor, +5 dex, +10 natural)
Hp 441  (21d12+84)
Fort +20, Ref +21, Will +17
DR 10/-; Immune Bind, Blind, Charm, Confuse, Death, Doom, Paralyze, Sleep, Slow, Stun;
Resist Lightning 10, Dark 20, Holy 10, Earth 10, Fire 20, Wind 10; SR 30
Speed 40 ft.
Melee +1 Katana +25/+20 (3d6+8/15-20 x2), +1 Wakizashi +25/+20/+15 (2d6+4/15-20 x2)
Space 15 ft.; Reach 10 ft. (15 ft. Katana)
Special Abilities Prized Gaze
Special Attacks Blurring Bladestorm, Dashing Execute, Ground Rend, Kozuka, Oblivion Assault, Quick Strikes, Sapping Slash, Vengeance Blade, Wave Slash, Zanmato
Str 24, Dex 26, Con 24, Int 14, Wis 18, Cha 12
Base Atk +21; CMB +30 (+32 vs Disarm); CMD 49 (51 vs. Disarm)
Feats Break Guard, Combat Expertise, Dodge, Greater Two-Weapon Fighting, Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting
Skills Acrobatics +32, Bluff +25, Climb +28, Diplomacy +25, Escape Artist +32, Knowledge (Local. Planes) +26, Perception +28, Sense Motive +28, Stealth +32
SQ Outsider Traits, Does not Eat, Does not Sleep
Gear +1 Katana (Keen), +1 Wakizashi (Keen), Yojimbo’s Guard (+2 Tatami-do: Fortification (light)), Cloak of Resistance +1
Languages Common + 2 More
Dashing Execute (Ex)
When ever this ability is used Yojimbo takes top initiative for that round even if he was already there. Once every 1d2+1 rounds as a move action, Yojimbo makes a 40-foot movement dash that doesn’t provoke attacks of opportunity and makes a melee attack against a target, the attack deals normal damage, and if the target is dropped below 0 HP, Yojimbo can take a 5-foot-step and make another attack upon an enemy within range. Yojimbo can keep moving and attacking this way if each target he attacks drops below 0 HP against his attack.
Once every 1d3+1 rounds as a standard action, Yojimbo throws a volley of mystical daggers (that disappear after being thrown) in an attempt to make a ranged touch attack roll against a target within 30 feet. If the attack is successful (+27), the target takes 7d6 points of piercing damage and must make a successful Fortitude save (DC 24) or be knocked prone.
During Phase II, reduced cooldown to 1d2+1 rounds as a swift action and increase damage to 10d6
During Phase III, once per round as an immediate action and increase damage to 12d6
Quick Strikes (Ex) [Phase I Only]
Once every 1d2+1 rounds as a standard action, Yojimbo makes three katana attacks with a -5 penalty. Yojimbo adds double his Strength bonus to all damage rolls for Quick Strikes.
Sapping Slash (Su)
Once every 1d2+1 rounds as a swift action, Yojimbo may make a single attack, allowing him to drain hit points from an opponent with a successful attack. Yojimbo makes a normal melee attack, if he hits (+25), he deals 5d6 points of piecing damage and heals for the damage dealt. A successful Fortitude (DC 24) save prevents the healing.
During Phase II, increase damage to 7d6 and heal to 7d6.
During Phase III, increase damage to 10d6 and heal to 10d6.
SPECIAL ABILITIES (PHASE II)
Ground Rend (Su) [Phase II]
Once every 1d3+1 rounds as a standard action, Yojimbo bring up his blade and slams it into the ground, causing it to crack and erupt with a blast from the ground to burst out and rend his foes. He deals 8d6 points of earth damage to all creatures in a 45-ft.-cone and causes the area affected to become difficult terrain. A Reflex save (DC 24) can half this damage.
Prized Gaze (Ex) [Phase II+]
Once every 1d4+1 round as an immediate action, Yojimbo can designate one target he keeps a watchful eye on. This target must be in sight and within 120 feet within his range. For every 10,000 gil the target has on them they receive a -1 to attack, AC, and saves for long as he has that target picked.
Zanmato (Ex) [Begins Phase II]
Once below 70% health (472) as a full-round action, Yojimbo makes a terrifying slash upon an opponent within 60 feet, choosing to move to the target or not. If he hits, the target’s current HP is reduced to 1. A Fortitude save (DC 28) can negate this effect. Alternatively, he may instead stand still and perform a single attack against all enemies in a 60-ft.-cone, slashing with blinding speed, and if his attack hits (+25), he deals 15d6 points of slashing damage.
SPECIAL ABILITIES (PHASE III)
Blurring Bladestorm (Su) [Begins Phase III]
Once below 40% health (270) as a full-round action, Yojimbo hits all creatures near him sending out waves of wind like a tornado. Yojimbo makes a single melee attack against every creature 60-ft.-radius, and if it hits (+25), he deals 12d6+32 points of slashing damage + 10d8 points of wind damage, a successful Reflex save (DC 24) halves this damage. If the attack made is a natural 20, the tornado turns ablaze dealing an extra 5d8 points of fire damage (No save).
Oblivion Assault (Ex) [Phase III]
Once every 1d4 rounds as a full-round action, Yojimbo attacks five times with his katana with a -5 penalty and the target must make a Fortitude save (DC 28) or dies.
Vengeance Blade (Ex) [Phase III]
Yojimbo can make a melee attack as an immediate action against an opponent who hits him with a melee attack, so long as the attacking creature is within his reach.
Wave Slash (Su) [Phase III]
Once every 1d4+1 rounds as a standard action, Yojimbo charges energy into his blade and send it out in a wave of energy. He sends four waves of energy out from himself with his blade, dealing 6d6+16 points of slashing damage to all creatures in a 20-ft.-line. A Reflex save for each wave (DC 24) can half this damage.