Cinemaman (Jujutsu Kaisen Supplement)
Cinemaman[edit]
Gargantuan shikigami, unaligned Armor Class 23 (natural armor)
Saving Throws Str +13, Con +13 Cursed Energy. Cinemaman has 45 cursed energy that it can use to fuel it's abilities. It regains all of it's cursed energy on a long rest. Improved Cursed Energy Recovery. The Cinemaman regains 2 cursed energy at the beginning of it's turns. Invisible Force. Cinemaman 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 it. Core. Cinemaman has an additional limb called the core, this uses the same stats as it's torso, if it is destroyed the Titan's hitpoints fall to 0. Colossal Physique. Cinemaman gains the following benefits.
Heavy Finisher. Once per round as part of hitting an melee attack, Cinemaman can spend up to 8 cursed energy to make it's target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back (160 + the amount of energy spent) ft. and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. Cinemaman can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, Cinemaman can spend up to 8 cursed energy to force it's target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of the Titan TV Man's next turn. If they fail by 5 or more, they are also confused until the beginning of your next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. TV. Cinemaman is immune to any optical or audio attacks (flash bangs, sonic attacks, magic from eye contact/light, etc.) Red Screen of Death. At the beginning of it's turn after using it's Red Screen of Death feature, Cinemaman may choose to keep emitting light, using the Red Screen of Death feature again for 1 cursed energy in a direction of it's choice. Whilst doing this it must maintain concentration as if it were concentrating on a spell and it's movement speed is reduced to 25 ft. Brawn/Endurance. Whenever Cinemaman makes a Strength or Constitution saving throw, it takes half as much damage on a failure and no damage on a success. Protector's Stance. Cinemaman gains one additional reaction it can only use for it's Protector's Stance reaction. Magical Weapons. Cinemaman's attacks are considered magical. ACTIONSMultiattack. Cinemaman makes three unarmed strikes or claw attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 40 (5d12 + 8) bludgeoning damage. Claws. Melee Weapon Attack: +12 to hit, reach 40 ft., one target. Hit: 53 (5d12 + 8) piercing damage. This may only be used on a huge or larger target. Red Screen of Death (5 Cursed Energy.) Cinemaman forces every creature within a 80 ft. cone in the direction it's looking to make a Charisma saving throw against it's Cursed DC (19 without modifications). This cone lasts until the beginning of the Cinemaman's next turn and any creatures that enter it will also have to make the save. If a creature fails the save they take 39 (6d12) psychic damage + 32 (7d8) force damage and are paralyzed, as long as they remain in the cone. On a success they take half as much damage and are not . If they fail the save by 5 or more they spend their next turn trying to damage themselves as much as possible, as long as they remain in the cone. BONUS ACTIONSTeleport (1 Cursed Energy.) Cinemaman moves up to 100 ft. without provoking opportunity attacks. Hook. Ranged Weapon Attack +16 to hit, reach 50/100 ft., one target. Hit: 22 (5d8) bludgeoning damage. The target is pulled towards Cinenaman by a distance of the Titan's choice. Protector's Stance (1-7 Cursed Energy.) For one minute duration, Cinemaman gains a damage reduction equal to double the amount spent, and it's movement speed is halved. Thruster Tackle. Cinemaman boosts forward with it's thruster, moving 90 ft. in a direction of it's choice. Any creatures who it moves past must make a DC Dexterity saving throw or take 22 (4d10) bludgeoning damage. REACTIONSSound Boom. Cinemaman releases a shockwave of sound from his speakers, forcing any creature within a 30 ft. radius of it to make a Constitution saving throw against it's Cursed DC (19 without modifications). On a failure they take 27 (5d10) force damage, are knocked back 70 ft. and are knocked prone. On a success they take half as much damage and are not knocked back or prone. Protector's Stance. Whenever Cinemaman gets hit by a melee attack, whilst in it's Protector's Stance it can make a melee attack against the attacker. |
Feats. Cinemaman's feats are: |
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