Banefull Waters Shikigami (Jujutsu Kaisen Supplement)

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Baneful Waters[edit]

huge swarm of Medium monstrosities (shikigami), unaligned


Armor Class 19 (Natural armor, Scales Of The Sea)
Hit Points 569 (34d12 + 358)
Speed 45 ft., 75 ft. Swimming


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 20 (+5) 18 (+4) 14 (+2) 22 (+6)

Saving Throws Str +14, Dex +10, Wis +8
Skills Arcana +10, Perception +8, Stealth +10
Damage Vulnerabilities Acid
Damage Resistances Slashing, Piercing, and Bludgeoning from Nonmagical attacks, Fire, Poison
Damage Immunities Cold
Condition Immunities restrained, grappled
Senses passive Perception 17
Languages understands master's language
Challenge 17 (18,000 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. However, if these creatures were in a life-and-death situation (less than half their maximum hit points), they gained the ability to see the Shikigami.

Cursed Energy. The Baneful Waters Shikigami has 52 cursed energy that it can use to fuel it's abilities. Its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Baneful Waters Shikigami regains 1 cursed energy at the beginning of its turns.

Magical Weapons. The Shikigami's attacks are considered magical.

Human Wall. The shikigami has advantage on Constitution saving throws.

Swim Through Earth. The shikigami can swim through earth and stone as if it were water. While doing so, the shikigami doesn't disturb the material it moves through. If the shikigami escapes melee range by diving into the waters, it provokes opportunity attacks as normal, but if it's already submerged it doesn't provoke opportunity attacks.

Strong Body. The Shikigami reduces all non-magical damage except psychic or thunder by 4.

Colossal Physique. The Baneful Waters Shikigami can add its proficiency bonus to all Strength checks even if it was already adding it before. When the shikigami lands a successful melee attack, it can force the target to make a DC 20 Strength saving throw. On a failure, the target is knocked back at a distance of 90ft. If they hit an object, structure, or creature, both take 1d6 bludgeoning damage for every 10 feet traveled. If the target is another creature, both take half its damage roll. On a critical hit, the target automatically fails and is knocked back twice the distance.

Endurance. Whenever the Baneful Waters Shikigami makes a Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Monstrosity Once per turn when the Baneful Waters Shikigami does an attack that does Piercing damage, it then may get advantage on the target, if the shikigami is a size larger. If the shikigami is 2 or more sizes larger it then gains +2 to the attack roll.

Multi Headed The Baneful Waters Shikigami has 5 heads it gains advantage on Wisdom ( Perception) checks regarding smell, sound or sight. When the shikigami makes a melee weapon attack it may spend up to double the amount of Cursed Energy to do it again. If the feature doesn't cost any Cursed Energy then it will cost 10.

Scales Of The Sea The shikigami is covered in blue cold scales. When the shikigami takes the Dive reaction it gains +3 to all Dexterity checks, but -3 to all Strength saves.

ACTIONS

Multi Attack The shikigami performs three Strikes or two Strike and one Bites.

Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) Bludgeoning damage.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 8) Piercing damage.

Collective Strike(6 Cursed Energy) The Shikigami makes 5 Strikes for every Strike that lands, the shikigami will do 7 Bludgeoning damage more. And for everyone that misses, the shikigami will make a DC 15 Wisdom saving throw not to lose its bonus action and reactions for that turn.

Water Bomb(22 Cursed Energy) The Baneful Waters Shikigami creates an orb of seawater above itself. It then rolls a d12 on the Water Bomb Table. The shikigami may only use Water bomb three times per long rest. Whenever the Baneful Waters Shikigami has rolled the d12, it may use up to 6 cursed energy to gain +1 on the roll per three cursed energy spent. After the shikigami has performed this move it makes a DC18 Intelligence saving throw, if it fails it becomes Confused until the end of its next turn.

Water Bomb Table

Amount Rolled Size of Bomb
If the Baneful Water Shikigami rolls a 1 or 2 The Shikigami Creates a bubble of water that shoots out up to 20ft range landing and exploding in a 5ft radius, Every creature in the splash zone makes a DC20 Dexterity saving throw, not to take 16 (3d10) Cold damage and 8 (3d4) Necrotic damage
If the Baneful Water Shikigami rolls a 3 or 4 A Big body of water above the shikigami appears and collapses. Every creature in a 10ft radius around the shikigami makes a DC20 Dexterity saving throw, if they fail they take 30 (4d8+12) Cold damage and 14 (4d6) Bludgeoning damage. If they succeed they take half.
If the Baneful Water Shikigami rolls a 5 or 6 ´The Shikigami creates three balls of water that shoot out and targets up to 3 creatures, per water ball that hits a target, the target will take 16 (3d10) Cold damage. If the same target gets hit more then once they will need to make a DC20 Constitution saving throw not to be Chilled for 1 minute, if the target is already Chilled , they then become Partially Frozen for 3 turns.
If the Baneful Water Shikigami rolls a 7 or 8 The shikigami conjures a sphere of water that it shoots out in a 60ft line, every creature that is within the line makes a DC20 Dexterity saving throw. If they fail they take 41 (5d8+18) Cold damage and 23 (3d6+12) Piercing damage. If they fail the Dexterity saving throw by 5 or more, the then need to make a DC20 Constitution saving throw not to be Chilled for 2 turns.
If the Baneful Water Shikigami rolls a 9 or 10 The Shikigami Creates a water hydra head that makes a Bite attack with double damage dice and double flat damage (47 (6d10+14)), all the Piercing damage will then become Cold damage and then the head will explode, every creature in a 5ft radius around the hit creature will make a DC20 Constitution saving throw not to be Chilled for 5 turns, if they don't make it by 5 or more, or is Chilled already, they then become Partially Frozen until the start of the shikigami's next turn.
If the Baneful Water Shikigami rolls a 11 or 12 A giant ball of water surrounds the shikigami then spreads out 25 ft in every direction. All creatures in a 25 ft radius around the shikigami then makes a DC20 Dexterity saving throw not to be absorbed by the expanding water ball. If they fail they will drown. The creatures will be able to hold their breath for (1+ Constitution Modifier)) after that they will drop to 0 hitpoints and be unconscious. Inside the water bubble, all movement will be swimming speed. And the Water ball will last 3 turns. The shikigami won't be able to use (Wave Crash, Dive, Water Jet or Water Bomb while inside the water ball. If a creature is at the edge of the water ball they can make a DC16 Dexterity saving throw to get out of the ball. Every ranged attack inside the water ball will have its ranged half.

Wave Crash(3-12 Cursed Energy).' The Baneful Waters Shikigami creates a wave of water, in a 25ft cone in front of it, every creature inside makes a DC20 Dexterity saving throw On a fail they take 2d6 cold damage and 2d4 Bludgeoning damage per 3 cursed energy spent if they use the maximum amount of cursed energy then all creatures will also make a DC20 Constitution saving throw not to be Chilled for 1 minute. On a successful they take half and do not make the saving throw.

Heavy Slam The shikigami twists two heads together then slams them on a target that's within 10 ft range, the target makes a DC20 Dexterity saving throw, and if they fail they take 20 (3d6+9) Bludgeoning damage and then makes a DC20 Strength or a DC20 Dexterity saving throw not to be prone until the end of their next turn. If the target was Chilled, Partially Frozen or a Frozen they will then take double damage and lose the condition.

Water Jet(4 Cursed Energy). Ranged Weapon Attack: +12 to hit, range 30 ft., one target. Hit: 25 (3d10 + 8) Piercing damage + 11 (3d6) Cold damage.

BONUS ACTIONS

Protector's Stance(1-22 Cursed Energy) The shikigami hardens its skin and enhances its senses for 1 minute. For the duration, the shikigami will gain a damage reduction equal to double the amount spent, and its movement speed is halved. The shikigami may end this stance at any time for no action required. Whenever it gets hit by a melee attack, it will be able to make a melee attack against the attacker as a reaction. Additionally, for the duration, it will gain one additional reaction just to use this feature.

REACTIONS

Dive(1-5 cursed Energy) The shikigami submerges in the body of water under it. For every 1 cursed energy it spends one more head will go underwater. And it will gain +1 AC. After Dive is used it stays underwater, keeping the AC bonus but won't be able to take actions, bonus actions, or reactions. To come out of Dive it then must use a bonus action or action. Then it must wait 2 turns until it can use Dive again.

Snap Back Upon a creature moving in a 10ft radius around the shikigami, one of the heads will be able to lash out at the creature with its teeth. The target makes a DC20 Dexterity saving throw not to be restrained until its next turn, as long as the target is restrained the shikigami won't be able to use 'Collective Strike or Water Bomb, but it will be able to use the other attacking features.

Cold Scales(3 Cursed Energy) The Shikigami hardens its scales on its body, giving it +5 to Strength saves and + 1 AC.

Block When a creature makes s successful attack roll against the shikigami, the shikigami can then use Block to gain +3 AC, but it reduces its walking and swimming speed by 25ft until the creature's next turn.

The Baneful Waters Shikigami is a swarm of Sea dragons that is submerged in a body of water. This shikigami is very strong and has the power in its numbers.

Feats this is the Baneful Waters Shikigami's feats

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient

Protector’s Stance

Improved Durability' the shikigami uses the Improved Durability rule


Not Cannon The Baneful Waters 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 the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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