Allosaurus Shikigami (Jujutsu Kaisen Supplement)

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Allosaurus Shikigami[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 330 (20d12 + 200)
Speed 100 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +8, Con +9
Skills Acrobatics +10
Senses passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 10 (5,900 XP)


Cursed Energy. The shikigami has 30 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest.

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

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.

Evasion. Whenever the shikigami makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Strong Body. The shikigami will reduce all damage but psychic or thunder by 5, although cursed attacks or magic can bypass through it.

Magical Weapons. The Shikigami's attacks are considered magical

50 metres in 3 seconds!. The shikigami has 2 reactions.

Supersonic Supremacy. The shikigami when given time to accelerate is able to even break the sound barrier giving it an exceptional advantage in speed over its opponents. When using the Speed Slice feature the shikigami can make a number of these attacks equal to its movement speed divided by the creature with the highest movement speed it is targeting rounded down (maximum 5), if the resulting number is less than 1 the shikigami cannot use Speed Slice on the creature. For every Acceleration feature stacked the DC and damage dice of the Speed Slice feature increases by 1. Additionally, the shikigami can use speed defensively, for every acceleration feature stacked its ac increases by 1 as well as its bonus to Dexterity saving throws from attacks.

ACTIONS

Multiattack. The Shikigami makes two bite attacks

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. On a critical this attack inflicts the bleeding condition

Speed Slice. The shikigami charges in a straight line towards its target. The shikigami attacks in a line equal to 1/10 of its movement speed, all creatures on this line must make a DC 16 Dexterity saving throw or take 27(6d6 +6) slashing damage.

BONUS ACTIONS

Acceleration (3 Cursed Energy). The shikigami increases its speed by its original movement speed, this can be stacked up to 9 times to a maximum of 1000ft. If the shikigami takes damage from any source while accelerated it must make a DC 20 Dexterity saving throw or be knocked prone taking Xd8 bludgeoning damage where X is the number of acceleration it had stacked when it was knocked prone. This feature can only be used in combat but the effects remain until it is desummoned.

REACTIONS

Lightning quick laceration (1-9 cursed energy). For every Acceleration feature stacked the shikigami can spend 1 cursed energy to increase the range in which it inflicts bleeding condition to a maximum of 11-20 till the end of its turn.

Untraceable Speed.

  • As a reaction to passing a saving throw or an attack roll being made against it, the shikigami may move up to half of its speed in a direction of its choice. This movement cannot be used to exit domains. 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 rolls against the attack roll, causing the attack to miss regardless of its 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, unless the shikigami is 10 or more CR above the attacker’s level. If the shikigami fails this roll by no more than 3 against an attack targeting one of its limbs with the Limb System then though it can’t fully dodge it may change which limb is targeted. In the case of a saving throw it is unaffected by the saving throw if it moves out of the area of effect.
  • The shikigami can make one bite attack as a reaction if it moved into range of a creature or a creature enters its range. It can only do this once per creature per round.

Feats.

Athlete History, Strong Body, 50 meters in 3 seconds! ,Untraceable Speed.


Not Canon. The 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.

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