Crota, Son of Oryx (Jujutsu Kaisen Supplement)
Crota, Son of Oryx[edit]
Huge shikigami, unaligned Armor Class 24 (natural armor)
Saving Throws Str +15, Dex +11, Con +13 Cursed Energy. Crota, Son of Oryx has 30 Cursed Energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. Crota, Son of Oryx recovers 3 Cursed Energy at the beginning of his turns. Invisible Force. Crota, Son of Oryx is entirely made out of cursed energy, meaning he cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see him. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him. Berserk Mode. When Crota, Son of Oryx's health drops below 1/4 of his maximum he may enter Berserk Mode for 4 rounds. In Berserk Mode he gains 40 ft. of movement speed, two extra attacks and has his unarmed strike damage increased by 5 die tiers. He may not use Cursed Energy Blast whilst in Berserk Mode. Presence of Crota. When a hostile creature attempts to heal within 20 ft. of Crota, Son of Oryx, they must roll a Charisma saving throw against his Cursed DC. On a failure they do not heal, on a success they heal half as much. Not Going Down (2/long rest). When Crota, Son of Oryx is reduced to 0 hit points, he may fall to 1 hit point instead. Legendary Resistance (2/Day). If Crota, Son of Oryx fails a saving throw, he can choose to succeed instead. Magical Weapons. Crota, Son of Oryx's attacks are considered magical. ACTIONSMultiattack. Crota Son of Oryx makes three Unarmed Strikes, Sword of Crota or Cursed Energy Blast attacks. Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d12 + 9) bludgeoning damage. Sword of Crota. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 54 (10d8 + 9) slashing damage. Cursed Energy Blast (1 Cursed Energy.) Curse Energy Attack: +14 to hit, range 70/140 ft., one target. Hit: 47 (7d10 + 9) necrotic damage.
LEGENDARY ACTIONSThe Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Knight regains spent legendary actions at the start of its turn.
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