Advanced Battle Shikigami (Jujutsu Kaisen Supplement)

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large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 160 (16d10+64)
Speed 80ft


STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 17 (+3) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Str +7, Dex +10
Skills Athletics +7, Intimidation +6, Investigation +4, Perception +5, Stealth +10
Damage Resistances Non magical slashing, peircing and bludgeoning
Senses passive Perception 14
Languages understands it's master's langueages, but can't speak.
Challenge 11 (7,200 XP)


Cursed Energy. The Shikigami has 30 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Shikigami regains 1 cursed energy at the beginning of it's turns.

Thick Hide The Shikigami is more armored by having more dense curse energy, giving it resistent to Non magical slashing, peircing and bludgeoning.

Invisible Force. The Shikigami is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Shikigami.

Feline Agilty. The Shikigami's reflexes and agility allows it to move with a burst of speed. When it move on its turns in combat, the shikigami can double its speed until the end of the turn. Once it uses this trait, it can’t use it again until the shikigami moves 0 feet on one of its turns.

Cat's Talent. The shikigami haves proficiency in the Perception and Stealth skills.

Curse Ripper Claws. The Shikigami's claws have a advangde when used on a lower CR curse then the shikigami´s CR.

50 Meters In 3 Seconds. The Shikigami have gone through training helping it to move faster, and the shikigami will have two reactions instead of one in each round of combat.

Untraceable Speed. The Shikigami has a reaction to passing a saving throw or an attack roll being made against it, the shikigami may move up to half of your speed in a direction of its choice. If this movement would cause the shikigami to leave the area targeted by an attack roll it's reacting to, it may roll a Acrobatics check to attempt to fully dodge. The Shikigami roll against the attack roll, causing the attack to miss regardless of your armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though the shikigami still moves as normal. This roll automatically fails if the attack was a critical hit.

Strong Body Advanced Battle Shikigami will reduce all damage it takes by its Constitution modifier. Attacks using Cursed Energy or magic can bypass this, and psychic or thunder by cant be reduced.

ACTIONS

Multiattack. The Shikigami makes three attacks, two with it's claws and one with it's bite.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d8+10) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12+6) piercing damage.

Impowered Roars(5 Cursed Energy) The Shikigami bubbles with curesed energy running from its feet all the way to its heads. The Shikigami roars twice one with each head, every creature in a 30ft cone infront of each head will need to make a DC14 Constitution saving throw to be deafened for 1 minute, and then makes a DC 14 Wisdom saving throw to be frightened for 1 minute.

Lunge Out(3 Cursed Energy) The Shikigami jumps out in a lunge, jumping up to 30ft towards a target, if the shikigami lands in a square adjacent to the creature it will slash out. The Creature will need to make a DC14 Dexterity saving throw if they fail they take 34 (4d8+16) slashing damage and will be grappled if they succeeds they will take half and will not be grappled.

BONUS ACTIONS

Double Bite(2 Cursed Energy). The Shikigami makes a two fast bites out to hit one or two target withing a 5ft range of the shikigami. The creatures makes a DC14 Dexterity saving throw not to get bitten. If they fail they take 15 (2d8+6) piercing damage. If it is the same creature that is beeing targetet, they will make two of the DC 14 Dexterity saves and will take the piersing damage twice.

Final Strike When the shikigami is below half health it can use Final Strike. Final Strike is a maneuver where the shikigami will run into the target creature useing all its movement and all the cursed energy it has remaining. to do 1d8 necrotic damage per 10ft moved and for every 3rd cursed energy point used of the remaining, the creature makes a DC14 Dexterity saving throw to dogde on a failure. The Shikigami will run into the creature causing a cursed energy exploding. on a success the shikigami will miss the curse running the rest of its movement, and then explode. if a creature is within a 30ft radius of the expolsion the creature will then take half of the damage of the explosion.


The Advanced Battle Shikigami is a more powerful shikigami counterpart to the Simple Battle Shikigami, This Shikigami is way more dense and powerful. Giving it a way larger range of options.

Not Cannon. The Advanced Battle Shikigami is not an official shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

Feats Advanced Battle Shikigami's cursed feats are:

Athlete History, 50 Meters In 3 Seconds!, Untraceable Speed , Strong Body

Immense cursed energy

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