Curse of Dragon[edit]
Large shikigami, unaligned
Armor Class 18 (natural armor)
Hit Points 189 (18d12 + 72)
Speed 45 ft.
Saving Throws Con +7 Skills Athletics +11 Damage Resistances necrotic damage
Senses passive Perception 12
Languages —
Challenge 6 (2,300 XP)
Invisible Force. The Curse of Dragon 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.
Colossal Physique. The Curse of Dragon gains the following benefits:
- Once per turn as part of a successful melee attack, the Curse of Dragon can force the creature hit to make a DC 16 Strength saving throw. On a failure, they are knocked back 50 ft. in a direction of it's choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of the damage roll (rounded down). If the attack was a critical hit, the creature automatically fails their saving throw and is knocked back twice the distance.
- Counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight it can carry, push, drag, or lift.
- Any attack roll it makes which uses Strength deals twice as much damage to objects and structures.
- Whenever it make a Strength check or saving throw, it can give itself advantage on the roll. It can do this up to 5 times per long rest.
Brawn. Whenever the Curse of Dragon makes a Strength saving throw, it takes half as much damage on a failure and no damage on a success.
Magical Weapons. The Curse of Dragon's attacks are considered magical.
ACTIONS
Multiattack. The Curse of Dragon makes two claws attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) slashing damage.
Dark Breath. Every creature in a 30 ft. cone must make a DC 18 Constitution saving throw. On a failure they take 38 (7d10) necrotic damage and are knocked prone. On a failure they take half as much and are not knocked prone.
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A powerful shikigami with a mix of brute force and dark magics. [[1]]
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Feats. The Curse of Dragon's feats are:
Colossal Physique (Works with the Claws attack)
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