Aqualumen (Jujutsu Kaisen Supplement)

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Aqualumen[edit]

Large monstrosity (shikigami), unaligned


Armor Class 17 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft. fly (hover), 60 ft. swim


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 8 (-1) 13 (+1) 16 (+3)

Saving Throws Dex +5, Cha +5
Skills Stealth +5
Damage Vulnerabilities lightning
Damage Resistances acid, fire
Damage Immunities non-magical bludgeoning, piercing and slashing.
Senses darkvision 120 ft., passive Perception 11
Languages understands it's master's languages but can't speak.
Challenge 4 (1,100 XP)


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.

Bioluminosity. The Shikigami emits a bright clear blue glow that produces bright light in a radius of 15 ft. around it and an additional 15 ft. of dim light beyond it. It can choose to disable this glow at any time.

Incorporeal Movement. The Shikigami can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Blinding Gaze. If a creature that can see the shikigami starts it's turn within 30 ft. of it, the shikigami can force the creature to make a DC 14 Constitution saving throw if it is not incapacitated and can see the creature. On a failure, the creature is blinded for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of it's turn. If it does so, it can't see the shikigami until the start of it's next turn when it can avert it's eyes again. If the creature looks at the shikigami in the meantime, it must immediately make the saving throw.

ACTIONS

Multiattack. The Shikigami makes two attacks, one with its Fins and another with its Tail.

Fins. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. A creature hit must make a DC 14 Constitution saving throw, becoming poisoned for 1 minute on a failure. A creature poisoned in this way can repeat the saving throw at the beginning of its turns, ending the effect on itself on a success.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10+3) bludgeoning damage.


aqual-men.jpg
The Aqualumen Shikigami swimming.

This shikigami resembles a phantasmagorical mermaid, emits a glow around it and has the power to blind creatures that look at it directly.

Not Cannon The Aqualumen 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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