Dark Head Shikigami (Jujutsu Kaisen Supplement)

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Dark Head[edit]

Huge monstrosity (Shikigami), unaligned


Armor Class 19 (natural armor)
Hit Points
Speed 50ft


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 24 (+7)

Saving Throws Con +10, Cha +13
Skills Arcana +6, Athletics +11, Insight +7, Perception +7
Damage Resistances Nonmagical Bludgeoning, Slashing and Piercing
Damage Immunities Posion, Psychic
Condition Immunities grapple, confused
Senses passive Perception 17
Languages
Challenge 19 (22,000 XP)


Cursed Energy. The Dark Head has 123 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Dark Head regains 1 cursed energy at the beginning of each of its turns.

Invisible Force. The Dark Head is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Red Dragon. 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 Dark Head.

Magical Weapons. The Dark Head's attacks are considered magical.

Black Slug The Dark Head has a black sluge like substance on its head and hands. When Dark Head makes a Bite or Claw attack, and it lands successfully the target will need to make a DC 19 Strength save or become grappled, and will so until they break free.

Strong Jaw When the Dark Head makes a Bite attack it may once per turn as a no-action required, may it force the taget to make a DC 19 Strength save or it takes 18 (4d10) + twice its Strength modifier Piercing damage. If the target is grapple it then takes an extra 9 (2d10) Piercing damage.

50 Meters In 3 Seconds! The Dark head has two reactions per round.

Strong Body. The Dark head reduces all non-magic damage it takes but psychic by 4. This also affects magical damage if he is using cursed armor.

Colossal Physique.

  • The Dark Head will count as three sizes larger for the purposes of grappling, shoving, disarming and the weight it can carry, push, drag, or lift.
  • The Dark Head can add +5 to all Strength checks and saving throws it makes.
  • Any attack roll the Dark Head makes which uses Strength deals twice as much damage to objects and structures.
  • Once per turn as part of a successful melee attack, the Dark Head can force the creature hit to make a DC 19 Strength saving throw. On a failure, they are knocked back 50ft. in a direction of its choosing. 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 Dark Head's damage roll (rounded down). If its attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Dark Head makes a Strength check or saving throw, it can give itself advantage on the roll. It can do this 7 times regaining all uses upon long rest.

Razor Teeth Twice per turn when the Dark Head does Piercing damage by Bite attack, it may use 3 Cursed Energy ot then change the damage out with Slashing damage. When the Dark Head does Slashing damage this way the creature will need to do a DC 19 Constitution save. If they fail they will gain the condition bleeding.

ACTIONS

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 31 (3d12 + 10) Pircing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (2d10 + 10) Slashing damage.

Tail Wipe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 5) Bludgeoning damage.

Roar (5 Cursed Energy)' The Dark Head roars, and creates a 30ft infront of itself. Any creature inside the area makes a DC 21 Constitution save or take 32 (5d12) Thunder damage and makes a DC 21 Constitution or will gain the condition deafened for 1 minute. If they make the save they will take haf damage and does not make the second Constitution save.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

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